Should GT7 have a credit system?

Credits on GT7?


  • Total voters
    153
If anything, I'd love to see the game reward you with credits even when playing Arcade Mode and racing against AI. Not much, definitely, but not chump change, either.

I'd go one step further and say that I think the game should also dole out credits when doing time trials. It couldn't be for beating your personal best lap, since that could be gamed way too easily, but something as simple as receiving a small chunk of change per mile driven would be nice.

It's one of the lessons I've learned from playing GT PSP... even though time trials is my favorite mode, I pretty much find myself never doing time trials simply because it doesn't pay. If it payed just a little, that would help tremendously.
 
@Lain I agree. That would help a lot. Just enough to purchase that one upgrade you need if you're low on cash.
 
Yes. Before deciding revamped or not I need to see some more ideas. thing I would like to see is and online marketplace for vehicles. People could sell their own cars with all the upgrades. Like eBay, there would be either "Buy it Now", "Make an Offer", or the owner could list it for auction, with or without a reserve. The cars would be rated on a 1-10 scale of structural condition. Owners who want to sell parts individually could also keep those and sell the cars only. They could then do a "parts and accessories" category where users sell used parts at a discounted price they set.
 
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In that case it shouldn't be a high fee for licenses, as you won't afford it after getting your first car and tuned it for the money you have haha
 
I'd go one step further and say that I think the game should also dole out credits when doing time trials. It couldn't be for beating your personal best lap, since that could be gamed way too easily, but something as simple as receiving a small chunk of change per mile driven would be nice.

It's one of the lessons I've learned from playing GT PSP... even though time trials is my favorite mode, I pretty much find myself never doing time trials simply because it doesn't pay. If it payed just a little, that would help tremendously.
Kind of ironic don't you think that the current game structure discourages you from doing something you really want to do in the game because it doesn't pay money:lol:.
 
In that case it shouldn't be a high fee for licenses, as you won't afford it after getting your first car and tuned it for the money you have haha

Well, it wouldn't be that expensive (except the super license, this one should require a great amount of credits).


Another thing related to credits that I can think of... Sponsors.
 
Sponsors. Great idea. Opens up the possibility for a basic livery editor as well. @Psych0_As :)

Yep, it would lean towards of what the first GRID game had. But they would need to be careful. Cars that already have a livery would be kind of out of place, specially the classics... so, maybe... classic cars championships, where you could use the classic racing cars only? So you could separate your racing career with your own team from classic events with cars you have in your collection... something like the Goodwood festival, but with races all around the world.
 
👍👍 @Psych0_As
If I get you correctly on that last part, kinda like you borrow cars for certain races and race your own in others?
 
Kind of ironic don't you think that the current game structure discourages you from doing something you really want to do in the game because it doesn't pay money:lol:.

It wouldn't be much of an issue if it weren't for the rotating dealerships. You never know when certain cars are gonna be available, so you feel pressured to make sure you've got cash on hand in the scenerio that a car you're interested in becomes available. If you do time trials frequently, you're more likely to be a broke ass in that scenario. In a mainline GT game, you're not sweating that as much... you've got a rotating used dealership, sure, but those are usually on the cheaper side. And there's no shortage of appealing stuff to buy in the non-rotating new car dealership.

But the idea of earning a little bit per mile while doing time trials is still a good idea for the main GT games, simply because it'd allow Polyphony to reduce the grind without having to drastically ramp up earnings or drastically lower car prices (except in certain extreme cases). Plus its got the added bonus of helping players feel like they're always progressing in the game, no matter what they might be doing.
 
In some ways, Forza has it right with the credits system. The most expensive car is less than 2 million. Race proceeds are not spectacular, but you level up after about three decent sized races and get a credits bonus (not a huge fan of a levelling system). There is also a Hub (app) which gives you credits based on your progress in the current and previous games... I get 2.1 million credits a month!

Not sure if a monthly (decent) bonus could be incorporated into GT7.
 
It wouldn't be much of an issue if it weren't for the rotating dealerships. You never know when certain cars are gonna be available, so you feel pressured to make sure you've got cash on hand in the scenerio that a car you're interested in becomes available. If you do time trials frequently, you're more likely to be a broke ass in that scenario. In a mainline GT game, you're not sweating that as much... you've got a rotating used dealership, sure, but those are usually on the cheaper side. And there's no shortage of appealing stuff to buy in the non-rotating new car dealership.

But the idea of earning a little bit per mile while doing time trials is still a good idea for the main GT games, simply because it'd allow Polyphony to reduce the grind without having to drastically ramp up earnings or drastically lower car prices (except in certain extreme cases). Plus its got the added bonus of helping players feel like they're always progressing in the game, no matter what they might be doing.
Exactly, i was just thinking about online time trials.
Once i gold that there's not much reason for me to pursue a better time, but if they'd give you a little extra each time you get to better your ranking i'd be only time attacking said event without end.
Now the thread took a rather predictable turn, not about the credit system itself, but the credit management as a whole hinting at other topic such as car maintenance, race fees and sponsors.
That's nice, i agree that we need a more dynamic income/outcome management; paying your team, racing fees and sponsors would add that spice that GT always missed.
May i add something along the lines of GRID, by contract-racing for other teams in order to gain money without affecting your car much?
 
👍👍 @Psych0_As
If I get you correctly on that last part, kinda like you borrow cars for certain races and race your own in others?

Not exactly, what I had in mind is that you would still be able to buy the classic cars, but they wouldn't be able to race anywhere else than the classic championships (you could still take them on a test drive as well, of course). For example. You bought a GT40 with the classic Gulf livery and you own a new Ford GT (the one that will debut in the next 24 hours of le mans). The first one won't be allowed to race the 24 hours of le mans (the "modern" one), only the new Ford GT would, but it will be able to race the classic version (that can take place in the current circuit or in a older one like they had in GT4 with the 1969 circuit if I remember correctly).... Or it could work like you said too.
 
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I voted yes to a credit system, it's part of the "progression" you experience from beginner to advanced player and racer--and gives you satisfaction when you can finally buy that 27th vaguely different Skyline you didn't already have in your garage.

HOWEVER, I'd like to see some standardization. GT6 makes it way too easy to earn credits. Doing the seasonals gives a ton of cash right up front with no experience required, and in some cases an excellent car earned way too easy and early (GT Academy participation, VisionGT cars, etc.). I guess the answer would be to make a true "career" track for the die-hard player, and more of an "arcade-level" track for the casual player. Don't make a career too easy to progress in.
 
Yes, but it needs a slight revamp. First, you should be able to sell any car (like previously mentioned). Also, the payouts when you sell a car are way too low. You sell an Enzo and get what back? About 300k (I think, haven't played GT for weeks). Which means you are basically constantly making big losses with buying and selling cars. I mean, you would be doing losses anyway, but they should be much less. Secondly: the more your car is tuned (packed with parts), the higher the selling price. I've always wanted that to appear in GT.
 
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The best part of GT has always been dragging yourself up from lowly beginnings. The steady and rewarding progression ticks the input>output box nicely. Some cars are too expensive and they need to be rebalanced and seasonals throw way too much money out making the career section pointless.
 
Also making licence tests not mandatory would be great as I know it's puts many casual gamers off when they cannot advance to the next set of events.
I've said it many times before and I'll say it again. If you're playing a FPS shooter and can't get through level X you won't be seeing the next level, much less the end of the game. If you're playing a platform game and can't beat the boss of world X you won't be going to the next world and definitely not taking on the final boss.

What happened to failing, trying again, improving and finally succeeding? Other than the modern day "I want everything right now and for free" attitude?
 
I've said it many times before and I'll say it again. If you're playing a FPS shooter and can't get through level X you won't be seeing the next level, much less the end of the game. If you're playing a platform game and can't beat the boss of world X you won't be going to the next world and definitely not taking on the final boss.

What happened to failing, trying again, improving and finally succeeding? Other than the modern day "I want everything right now and for free" attitude?
You can pay 0.90Cents and unlock everything ingame.
Why not incorporate a sliding scale where if you choose a career mode you then choose a low to high payout.
no way, too much cheating imho.
Rebalancing the career payout wold be good, i'm ok with the daily bonus and high seasonal payouts bt i'm actually willing to "need" those money i.e: cars needing maintenance, team salaries, races with entrance fees (or just the box fees when actually needed) trackdays or races organized by the player. EVEN BETTER if hosting and online race everyone had to pay a tax that sums up the prize, i want to see if anyone then has the guts to cheat or drive like an idiot.
 
no way, too much cheating imho.
Rebalancing the career payout wold be good, i'm ok with the daily bonus and high seasonal payouts bt i'm actually willing to "need" those money i.e: cars needing maintenance, team salaries, races with entrance fees (or just the box fees when actually needed) trackdays or races organized by the player. EVEN BETTER if hosting and online race everyone had to pay a tax that sums up the prize, i want to see if anyone then has the guts to cheat or drive like an idiot.

People here want and don't want all cars available, some want high payouts and others not, gamers want different things so a sliding scale like for say AI to adapt to your own skill set for payout would cover a wider range, I do not see having high payout is cheating if that is what you want.
 
On GT1 we would get more cash for a modified car. There was also a "bug" of sorts. We could buy a Griffith 500, modify it, buy a second one, since we already bought the parts modify it as well, then sell the second one for more money but keep the go fast parts at the same time.

This worked with every car in the game.

In the real world, modified cars tend to either call for an entirely different price range than the original, either much higher or, it seems more often, much lower.

Unless the car has been modified by a well known shop you are taking a bit of a gamble. Secondly, even if the shop has the best reputation in the world, what you think is the perfect car is likely different than my thoughts on the matter, so the first thing I'm going to have to do to make it my perfect car is change some of the modified parts.
 
Yes. Natural progression in GT7 from a low budget, low races, to higher end cars and races, makes sense to me. Or at least start from a low tier and work your way up said tier. Having everything unlocked at once kind of diminishes the experience for me, really. A lot of mods I have for rFactor and Project CARS as a game has everything unlocked from the beginning. I start from the low and work my way up regardless anyway. I think it's fine the way it is.

Might need to be revamped, to keep things fresh, somehow.

I do like the idea pasigiri said of increasing the value of your car based on the wins and types of wins it has accrued.
 
Wait? Why would you want a sliding scale for payouts? Why would anybody ever choose lower payouts?

Why not just come up with a reasonable economy and stick with that?

It was just a thought, people here have been commenting having high payouts, others low as they do not mind grinding and feel a greater sense of achievement, I thought it would cover a wider group of gamers that's all.
 
It was just a thought, people here have been commenting having high payouts, others low as they do not mind grinding and feel a greater sense of achievement, I thought it would cover a wider group of gamers that's all.
In the scenario you exposed it's a pretty much smart way of balancing payouts, a la grid kind of popularity payout ( the hardest, the more rewarding) in that way theoretically you are not forced to endless grind quest, and that's not to understimate; not everyone here loves the idea of running 500+ races for the sole purpose of buying a SINGLE historic ( and not that much useful) car.
 
A system like GT PSP where you could increase the laps in a race and increase the difficulty of the AI meant more credits for the win.

As for licences. Maybe choose between unlocking all events by completing licences, something GT1,2 & 3 did, or unlocking the next event by completing the current event and sidestepping the requirement for licences. So two different approaches rather than one or the other.
 

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