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gtsmashbros

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A-spec in GT6 desperately needs back the weight and power restrictions that GT4 had implemented so magnificently well. This would make the game fun to play, instead of being like GT5 where everyone just overpowered the competition.
 
I agree...they need to design a spec races just like they do the online events. But, at the same time, they do have the online events which is good enough for me for now.
 
GT6 needs a lot more than this to be better than GT5, hell it better be 2x better than GT4 minimum but yes I agree.
 
Limit the size of our PP.

It was a shame that they were late to tack on an imitation of PI after GT5 was released, because events really need PP restrictions.
 
Not only power restrictions, but also better payments and rewinnable prize cars. Aspec should be the main game mode and relativly easy to progress, but the slow earnings in Gt 5 and the lack of events meant I started doing the same events over and over way to early in the game. Luckily they brought the seasonals, bur these events made me never to touch aspec again.

To be hounest, I liked the a spec in Gt2 best, although it wans't called a spec. I still play it sometimes and love it.
 
A-spec in GT6 desperately needs back the weight and power restrictions that GT4 had implemented so magnificently well. This would make the game fun to play, instead of being like GT5 where everyone just overpowered the competition.

Ever hear of self control? You don't need to go in nor are you forced to go in overpowered afterall.
 
Ever hear of self control? You don't need to go in nor are you forced to go in overpowered afterall.

This.^

And any restrictions in A-Spec would essentially turn it into a clinical, depressing bore. Imagine if every single race on A-spec followed the Seasonal structure. :yuck:

I don't know about you, but I prefer freedom of choice (disregarding single model events of course. ;)).
 
Yep, but they are getting there. The modifications to the seasonals in particular are a good indicator of how PD Is responding to the customers requests (slowly)! I'm sure we will see much more of that in GT6!

I am 99.9% positive that the stagnant layout and primary GT world A-SPEC cluster **** rush job that was GT5 is going to be a long bad memory regardless compared to what we are getting next whether the next GT is on PS3 or 4! PD have now had 2.5 years already that's a HUGE amount of time!
 


And any restrictions in A-Spec would essentially turn it into a clinical, depressing bore. Imagine if every single race on A-spec followed the Seasonal structure. :yuck:


Well, good! The Seasonal Event system is better. I mean, you should only win if you actually have the talent to deserve it.
 
This.^

And any restrictions in A-Spec would essentially turn it into a clinical, depressing bore. Imagine if every single race on A-spec followed the Seasonal structure. :yuck:

I don't know about you, but I prefer freedom of choice (disregarding single model events of course. ;)).

Did you play earlier games? They had HP restrictions and it did no such thing, it made sure all cars were similarly powered. Surely overpowering cars is the exact thing you describe.

Well, good! The Seasonal Event system is better. I mean, you should only win if you actually have the talent to deserve it.

Worst. Post. Ever.
 
Ever hear of self control? You don't need to go in nor are you forced to go in overpowered afterall.

Would you make this argument for any other game though?

Guy 1: "Hey man, Halo 4 was too easy"
Guy 2: "Well, you should've restricted yourself to only one weapon, or purposefully not filled up your life bar, or played with your eyes closed, etc"
Guy 1: "Uh...shouldn't they have just designed it to be a bit more challenging?"

Disclaimer: I've never played Halo 4, lol. Just an example.
 
Would you make this argument for any other game though?

Guy 1: "Hey man, Halo 4 was too easy"
Guy 2: "Well, you should've restricted yourself to only one weapon, or purposefully not filled up your life bar, or played with your eyes closed, etc"
Guy 1: "Uh...shouldn't they have just designed it to be a bit more challenging?"

Disclaimer: I've never played Halo 4, lol. Just an example.

Absolutely. The onus is on the developer first and foremost to make the game challenging.
 
Would you make this argument for any other game though?

Guy 1: "Hey man, Halo 4 was too easy"
Guy 2: "Well, you should've restricted yourself to only one weapon, or purposefully not filled up your life bar, or played with your eyes closed, etc"
Guy 1: "Uh...shouldn't they have just designed it to be a bit more challenging?"

Disclaimer: I've never played Halo 4, lol. Just an example.

For any game similar to GT sure.

It's obvious that taking a LMP into a Super GT race will make it easier. It may not be obvious that plasma grenades are overpowered and using them makes everything easy.

Restrictions should be optional. You go into a race, it says 500 PP. Now you know what kind of car to use if you want a close race. If you want something else, pick a X1 and lap everyone else on lap 2.

A little bit off to the side, but the player built challenge argument actually works for every game. Playing a game just using one weapon or whatever is something people do all the time, so I don't see how it is strange.
 
Well, good! The Seasonal Event system is better. I mean, you should only win if you actually have the talent to deserve it.
Seaonals are extremely easy, what's your point?


Anyway, I don't see why everybody needs to fully complete the game. Heck, if 25% of the events are to hard, then so be it. This makes the game replayable, giving people a challenge, basically like an open quest.
 
One day we'll agree on something, Exorcet. 👍
For any game similar to GT sure.

I don't see why you make the distinction.

Restrictions should be optional.

Again, why? I don't think that because GT is a racing game that it is exempt from other game design elements. In the other modes maybe, but not A-spec. A-spec is a campaign just like any other game. Start with 20k and make your way to the end, with challenges put in (by the developers, not the user). The only difference is that racing, or any sport, lends itself to one-off modes where you only do the core thing, which is racing (or football, or basketball, whatever). I get that, and arcade mode and practice mode satisfy that part mostly. But they usually still have a progress type mode where typical game rules apply. Win the Final Four, win the Super Bowl, win the World Cup, etc.

A little bit off to the side, but the player built challenge argument actually works for every game. Playing a game just using one weapon or whatever is something people do all the time, so I don't see how it is strange.

I get that, but it's always in the context of an additional challenge. Like beating Street Fighter without losing a round. But it's not usually to compensate for a big lack of challenge in the first place.

Edit: But really, all I'm saying is I don't buy that it's all up to me as the player to create the challenge.
 
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One day we'll agree on something, Exorcet.

I agree... that was easy


I don't see why you make the distinction.
Mostly because I don't think the comparison with Halo is directly analogous. In GT, it's pretty easy to tell when you have an advantage over the AI. They even give you AI PP ratings if you're not sure. Selecting the right car is basically like selecting a difficulty in Halo.



Again, why?
Because if they're not, player options are being limited.

I don't think that because GT is a racing game that it is exempt from other game design elements.
What game elements are necessary and universal? I wouldn't put tight restrictions on that list. I'd probably omit many standard game design elements too. They are simply arbitrary most of the time.

In the other modes maybe, but not A-spec. A-spec is a campaign just like any other game. Start with 20k and make your way to the end, with challenges put in (by the developers, not the user).

If PD gives us a sim mode, this could work. Then you wouldn't need to use A-Spec. But if they're going to use the GT5 model, which is basically you must do A-Spec just to access all the stuff you payed $60 for, then there is no place for hard restrictions in the game. It will just turn a long chore into a long, long chore.

Without the hard limits, the challenge is still there, exactly as if the limits were in place. You just get to choose if you want to take up the challenge or leave it.

The only difference is that racing, or any sport, lends itself to one-off modes where you only do the core thing, which is racing (or football, or basketball, whatever).
Well that goes for anything doesn't it? In Halo you can just shoot a never ending wave of stuff. In LBP you can just build things for the sake of building. I honestly don't know why devs don't think that gameplay by itself is fun, but that's another topic.

arcade mode and practice mode satisfy that part mostly.
I would replace mostly with barely, especially since you need to go to GT Mode just to make full use of the other two.


But really, all I'm saying is I don't buy that it's all up to me as the player to create the challenge.
I agree, which is why I want optional rules listed. That way, it's easy to decide on what you want to do. If you know that the race is meant to be raced with 500 PP cars, and you feel like a challenge, it's pretty clear which is the right car(s) for the job. If on the other hand you wanted to challenge yourself and see if you could pass every car on lap 1 with a 600 PP car without contact, you'll have that option to. That would be an unavailable challenge if hard limits were in place.
 
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