So now we can "bribe our way to victory"? (PRICES REVEALED, SEE OP)

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Ahh I see. Hmm, hope it's easy.
It's from a reviewer so it could be completely made up like other stuff we've read, but I'm hoping it isn't true, especially if you have to nearly complete ASpec just to have access to all the tracks. That'll be sooooooo disappointing. Now that's something I'd pay to get around! (but shouldn't have to:tdown:)
 
Hoping linear progression doesn't turn into obtrusively laborious:ouch: if you decide to disagree with PD "upgraded economy model".
 
It's from a reviewer so it could be completely made up like other stuff we've read, but I'm hoping it isn't true, especially if you have to nearly complete ASpec just to have access to all the tracks. That'll be sooooooo disappointing. Now that's something I'd pay to get around! (but shouldn't have to:tdown:)
I'm going to stick with Jordan's news with Taku's comment, over the reviewer. He might be just assuming, so there's still hope. :)
 
Some interesting, semi-related news -

http://www.eurogamer.net/articles/2013-11-20-forza-motorsport-5-review

All that's left is the grind, and it's not a particularly pleasant one. Unlike previous outings, cars don't unlock upon levelling up. Everything must be bought in Forza Motorsport 5, and all transactions take place in a slightly misshapen economy. A series will, on average, net the player in excess of 110,000 credits for just under an hour's effort - but with some of the premium racecars costing well over a million, it's a somewhat brutal grind. Good job, then, that there are tokens purchasable on the Xbox One's marketplace for you to attain the car you're after, or to temporarily boost the rate at which you gain XP. When you've already paid £429.99 for a new console, £44.99 for the game and maybe even £349.99 for the only steering wheel that the game supports at launch, such tricks appear a little unsavoury, and in Forza 5, mechanics greedily smuggled from free-to-play games trample over the elegant RPG elements the series once embraced so effectively.

Let's hope Polyphony take a somewhat different path.
 
Some interesting, semi-related news -

http://www.eurogamer.net/articles/2013-11-20-forza-motorsport-5-review

All that's left is the grind, and it's not a particularly pleasant one. Unlike previous outings, cars don't unlock upon levelling up. Everything must be bought in Forza Motorsport 5, and all transactions take place in a slightly misshapen economy. A series will, on average, net the player in excess of 110,000 credits for just under an hour's effort - but with some of the premium racecars costing well over a million, it's a somewhat brutal grind. Good job, then, that there are tokens purchasable on the Xbox One's marketplace for you to attain the car you're after, or to temporarily boost the rate at which you gain XP. When you've already paid £429.99 for a new console, £44.99 for the game and maybe even £349.99 for the only steering wheel that the game supports at launch, such tricks appear a little unsavoury, and in Forza 5, mechanics greedily smuggled from free-to-play games trample over the elegant RPG elements the series once embraced so effectively.

Let's hope Polyphony take a somewhat different path.
I'm not an anti-Forza guy by any stretch, but I can't imagine a much worse review than that. Let's hope PD doesn't torpedo the game economy in order to sell credits.
 
Some interesting, semi-related news -

Let's hope Polyphony take a somewhat different path.
I was rather surprised while reading that last evening. T10 goes GT5 1.01. Hopefully PD has been sensible enough and found a balance between payouts and other aspects of the in-game economy.
 
I'm not an anti-Forza guy by any stretch, but I can't imagine a much worse review than that. Let's hope PD doesn't torpedo the game economy in order to sell credits.

To be fair, a good chunk of the in-game credit economy will expand favourably once the game's out in players' hands. It relies on sheer numbers, so a tiny amount of reviewers playing won't help as much. Features like Rivals positively toss money in players hands, and from what I've read, Drivatar will gain folks money too, even when they're offline, as will the usual tunes and paintjobs.

I've never felt the need to buy tokens in FM4/FH because the game tossed so much money at me; GT6 certainly has the capability to do the same, and I hope it does. I don't expect to be able to afford every car within the first month, but I do remember that prior to seasonals in GT5, the grind was absolutely necessary if you wanted anything. Ideally, PD has improved the in-game economy over GT5 (which should be pretty straight-forward, what without the skewing an auction house or marketplace provides), yet the tokens still exist for those who want everything unlocked from the get-go.
 
Some interesting, semi-related news -

http://www.eurogamer.net/articles/2013-11-20-forza-motorsport-5-review

All that's left is the grind, and it's not a particularly pleasant one. Unlike previous outings, cars don't unlock upon levelling up. Everything must be bought in Forza Motorsport 5, and all transactions take place in a slightly misshapen economy. A series will, on average, net the player in excess of 110,000 credits for just under an hour's effort - but with some of the premium racecars costing well over a million, it's a somewhat brutal grind. Good job, then, that there are tokens purchasable on the Xbox One's marketplace for you to attain the car you're after, or to temporarily boost the rate at which you gain XP. When you've already paid £429.99 for a new console, £44.99 for the game and maybe even £349.99 for the only steering wheel that the game supports at launch, such tricks appear a little unsavoury, and in Forza 5, mechanics greedily smuggled from free-to-play games trample over the elegant RPG elements the series once embraced so effectively.

Let's hope Polyphony take a somewhat different path.
Yes, let's hope that the company that sold paint chips for money will not do this.

I'm still raging quite hard over the excitement that some people showed when the first DLC was released. They truly ruined the game.
 
To be fair, a good chunk of the in-game credit economy will expand favourably once the game's out in players' hands. It relies on sheer numbers, so a tiny amount of reviewers playing won't help as much. Features like Rivals positively toss money in players hands, and from what I've read, Drivatar will gain folks money too, even when they're offline, as will the usual tunes and paintjobs.

I've never felt the need to buy tokens in FM4/FH because the game tossed so much money at me; GT6 certainly has the capability to do the same, and I hope it does. I don't expect to be able to afford every car within the first month, but I do remember that prior to seasonals in GT5, the grind was absolutely necessary if you wanted anything. Ideally, PD has improved the in-game economy over GT5 (which should be pretty straight-forward, what without the skewing an auction house or marketplace provides), yet the tokens still exist for those who want everything unlocked from the get-go.


Yeah ... what happened to all the folks that were complaining about making it too easy to buy cars and wanting to have to work for them? 701 posts on this topic ... wow.
 
Hmm, shall I grind GT6 for 10 hours to buy that 15M car, or should I actually go to work and make real money, of which I'll spend 0.1% to buy that 15M car?

Time is worth more than money to some of us.

Hopefully time is worth more than money to any of us.

But just because You are fortunate enough to have a well paid job with extra spare and consider a game that may eventually end up costing twice or more it’s initial sale figure a non issue doesn’t exclude the fact it may become one for many of us.
 
Hopefully time is worth more than money to any of us.

But just because You are fortunate enough to have a well paid job with extra spare and consider a game that may eventually end up costing twice or more it’s initial sale figure a non issue doesn’t exclude the fact it may become one for many of us.

I see your point, but as opposed to many sneaky microtransaction-based games, GT6 will not DEPEND on you spending real cash. It's just useful that people who wish can have that option.

Also, bribing your way will not leading you to victory once the class restrictions make you have to actually be able to drive well to win.
 
I see your point, but as opposed to many sneaky microtransaction-based games, GT6 will not DEPEND on you spending real cash. It's just useful that people who wish can have that option.

Also, bribing your way will not leading you to victory once the class restrictions make you have to actually be able to drive well to win.

I don't know, but I think it's too early to speculate if it'll demand us to pay or not. Until a payout sheet pops up, we don't know.

I really do hope it's and aide rather than an essential feature. With the way games are going now a days, who knows what can happen.
 
I don't know, but I think it's too early to speculate if it'll demand us to pay or not. Until a payout sheet pops up, we don't know.

I really do hope it's and aide rather than an essential feature. With the way games are going now a days, who knows what can happen.

Of course, my comments are based on the economic structure essentially being the same as before, only with the addition of cutting out the grinding by purchasing some credits now and then.

If the microtransactions become mandatory to progress, PD gan go **** (* themselves

(* kick
 
...my comments are based on the economic structure essentially being the same as before,...

GT5 economic was close to a disaster, with the game finally adopting contradictory solutions eventually ending in a complete non sense structure. Not the most reassuring forerunner.

There is no certainty “GT6 will not depend on you spending real cash” considering the little info we have at this point. And it is going to be a very delicate work for PD to achieve the adequate combination.

I’m eager to find out where they will draw the line between convenience and opportunism...
 
Hmm, shall I grind GT6 for 10 hours to buy that 15M car, or should I actually go to work and make real money, of which I'll spend 0.1% to buy that 15M car?

Time is worth more than money to some of us.

By the time you are able to buy cars in the 15 million class, if it takes an additional 10 hours to generate 15 million, then the game is badly flawed. It should take an hour or two max.

The problem is the people who are willing to throw this cash at PD rather than abstain and put pressure on PD to increase the event payouts.

iF we all refuse to pay we might get the message through to PD if some people throw money at it, PD will think this is a legit way to run the game making us all suffer..
 
By the time you are able to buy cars in the 15 million class, if it takes an additional 10 hours to generate 15 million, then the game is badly flawed. It should take an hour or two max.

I would hope it takes much longer tan that.
Race 1hr a day for a week and you have the 10-15 most expensive cars in the game. Doesn't seem right.
 
I would hope it takes much longer tan that.
Race 1hr a day for a week and you have the 10-15 most expensive cars in the game. Doesn't seem right.

It's 'more right' than having to pay real money ro achieve the same thing? I'm not talking Sunday cup races I'm talking more like gt500 and above, high stakes high gains racing in the faster cars.
 
The amounts are rather odd, I think. 500k, 1 million, 2.5 million and then 7 million, what?

And yes, I think the 20million credit limit may have been removed.
I sincerely hope that's the case. I don't want to be left with nothing after a big purchase!

Talk about making a game too easy... now Online will be filled with casual idiots with multi million hyper machines day 1.
Oh crap, I didn't even think of that. :banghead:
 
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Oh crap, I didn't even think of that. :banghead:

I don't even get why this is an issue? Is somebody's race were you having to begin with?illion car any faster than a 2 million car at the same pp and weight? Usually not.

Will somone pulling up in a Muira effect me in any way? Not at all.

Unless it's a free roam lobby then I don't understand what difference it can make. And if you are in an open no restriction lobby then what kind of race are you running anyway because it wasn't competative to start with...
 
Being critical about how other people choose to spend their pocket change? Now that's just pathetic...
complaining about someone who's complaining that he's just going to enter an online race and be rammed about by dicks in X1's because their sad enough to waste their money buying in-game credits? Now that's pathetic...
 
The "ideal", and what I HOPE PD has aimed for (re: payouts and the economy) is if you win the races required to reach and unlock the next "tier", you will win enough credits to buy at least the first car required to compete in that tier with little or no "grinding". Maybe not much spare cash after that, but enough that you do not have to do the grind, either through time or real cash.

That would leave both grinding and the "Cash for Credits" options for those who want cars beyond what you HAVE to have to "complete the game".

If you want to collect cars, you grind (or buy credits). If you just want to complete the game, the race payouts should cover that, at least mostly.

Is this how it works? Don't know.

We'll see in a couple of weeks...
 
complaining about someone who's complaining that he's just going to enter an online race and be rammed about by dicks in X1's because their sad enough to waste their money buying in-game credits? Now that's pathetic...

What are your race settings to allow an x1 to be fielded at the same time as any normal vehicles?
 

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