The Crew Motorfest - General Discussion

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Hmm, isn’t it updating after every season but it’s just 2 seasons behind?
When the shop first started in Season 5, only the Season 1 and 2 Summit rewards were in. They did say every 2 seasons the shop would update, but not sure if Season 7 will have one or two seasons worth of rewards.
 
We will find out soon. On 5th of March season 6 will start. I still believe the Prestige shop will update every season. If they decide to update when season 7 start that would be awful since it means shop will update twice a year... 😫
Anyway today woke up just in time to submit my car right after the start of the Custom Show and got 1st.... It lasted for a minute or two. 🤣

88436638-78a3-4538-aed0-ffe44a9916d5_Thumbnail.PNG
 
I have seen some leaked information about season 6. I don't want to post the actual images, so I'll just summarise some of what I've seen.

The leak claims the season is going to be Red Bull themed, with one Red Bull themed playlist available at the start of the season, and another added mid-season.

A new plane category, jet, is going to be added.

Some adjustments to gear shifting to balance the competitiveness of different options. The language used in what I've seen isn't completely clear, but I imagine they're trying to make it so people don't need to use 3rd party manual with clutch hacks to do the fastest times.

Summit feats will be traffic free.

New Prestige Ticket Shop content.

Map scenery improvements.

New vehicles - there is a list of claimed new vehicles. No hypercars in the list, but cars from all of rally, drift, plane, racing, monster, motocross, street, alpha gp.

Quite a lot of existing vehicles to get handling updates.
 
Im gutted no new playlist until march, the much appreciated new island is a bit sterile right now. Im sat on 40000 prestige points with nothing left to buy either...
I have seen some leaked information about season 6. I don't want to post the actual images, so I'll just summarise some of what I've seen.

The leak claims the season is going to be Red Bull themed, with one Red Bull themed playlist available at the start of the season, and another added mid-season.

A new plane category, jet, is going to be added.

Some adjustments to gear shifting to balance the competitiveness of different options. The language used in what I've seen isn't completely clear, but I imagine they're trying to make it so people don't need to use 3rd party manual with clutch hacks to do the fastest times.

Summit feats will be traffic free.

New Prestige Ticket Shop content.

Map scenery improvements.

New vehicles - there is a list of claimed new vehicles. No hypercars in the list, but cars from all of rally, drift, plane, racing, monster, motocross, street, alpha gp.

Quite a lot of existing vehicles to get handling updates.
however that fills me with anticipation
 
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I have seen some leaked information about season 6. I don't want to post the actual images, so I'll just summarise some of what I've seen.

The leak claims the season is going to be Red Bull themed, with one Red Bull themed playlist available at the start of the season, and another added mid-season.

A new plane category, jet, is going to be added.

Some adjustments to gear shifting to balance the competitiveness of different options. The language used in what I've seen isn't completely clear, but I imagine they're trying to make it so people don't need to use 3rd party manual with clutch hacks to do the fastest times.

Summit feats will be traffic free.

New Prestige Ticket Shop content.

Map scenery improvements.

New vehicles - there is a list of claimed new vehicles. No hypercars in the list, but cars from all of rally, drift, plane, racing, monster, motocross, street, alpha gp.

Quite a lot of existing vehicles to get handling updates.
Sounds great! And yeah I heard about the red bull theme as well. Sounds good to me
 
Looks like motorfest will have some welcome competition soon... more the merrier for me. Ive not played a Forza game since the xbox 360... hoping this gets some ps5 pro enhancements.
https://www.pushsquare.com/news/2025/01/forza-horizon-5-confirmed-for-ps5-out-this-spring
FH5 is a tough one. The Crew on PS has considerably more players than XB. And FH5 on XB alone has more active players than TCM across all platforms.
But then I can't see any issue in playing both. New players however... I don't know.
 
Looks like motorfest will have some welcome competition soon... more the merrier for me. Ive not played a Forza game since the xbox 360... hoping this gets some ps5 pro enhancements.
https://www.pushsquare.com/news/2025/01/forza-horizon-5-confirmed-for-ps5-out-this-spring
It's fun i played 3/4/5 on pc but always went back to the crew after a few weeks i enjoyed it more but couldn't say why exactly. They throw so much stuff/cars at you do you don't feel like you earned it i also found the races a bit samey they always play out the same way with you just catching up on lap 3 to win :rolleyes:
 
FH5 is a tough one. The Crew on PS has considerably more players than XB. And FH5 on XB alone has more active players than TCM across all platforms.
But then I can't see any issue in playing both. New players however... I don't know.
I dont engage in multiplayer myself, im hoping the single player campaign will be amusing. If its anything like the crew you can turn off crossplay, im guessing you figure that newcomers will be disadvantaged in the multiplayer stuff.
 
I dont engage in multiplayer myself, im hoping the single player campaign will be amusing. If its anything like the crew you can turn off crossplay, im guessing you figure that newcomers will be disadvantaged in the multiplayer stuff.
It's not about multiplayer. It's about new players likely going there instead of here. I mean I love the Crew but FH just feels better. Driving physics and controller inputs are better. You have so many cars and with EventLab the limit is your imagination. I played a mini golf game with cars. Some recreate a Tsukuba circuit. But it can also get boring if you don't know what to do.
Anyway it's good to have more options and PS really only missed Forza. Everything else is already there.
 
It's fun i played 3/4/5 on pc but always went back to the crew after a few weeks i enjoyed it more but couldn't say why exactly.
I've thought quite a bit about why I find TCM so much more enjoyable to play than FH5:

1. The hugely more varied events. You've got races with tyre wear and pit stops, races with instant nos refill, races with time bonuses for clean driving etc. Tracks can also differ a lot in style, ranging from some barriered pure race tracks to "follow the clues" tracks with huge cuts to work out.

2. The competitive element of summits. FH5 has zero challenge, so it's just a chore. Even though it's really too easy for me to get platinum in TCM summits, the fact that there is a leaderboard for every event and for the overall position means I can challenge myself to do better, e.g. see how close I can get to the times done by content creators (and even beat their times on some occasions).

3. Grand Races aren't bad at all, and IMO better than multiplayer in FH5, and also better than the ranked racing in FH4. I think there is scope for them adding ranked racing for the "no collision" grand races, but ranked would be a disaster for the grand races with collisions on. The collision grand races are pretty bad for ramming, but no worse than FH4/5's multiplayer, and the longer races mean that you generally get clear of the worst of the ramming. The slipstream effect is a bit annoying, as it means people doing the races in a group have a huge advantage by staying together as they can always catch the leader if they've been gapped, or gap a solo player behind them. I have around a 20% win rate in grand races, but have seen some other people in them who have a very high win rate, and those players are genuinely better than me, so statistically, over many grand races, better players consistently finish higher up, on average, than worse players. Also, because there is just the one multiplayer option, grand races, you can queue pretty much any time of day and very quickly be in a full, or close to full, 28 player lobby.

4. The progression system with the parts and legend points is IMO a very good "carpg" element, massively better than what they did in FM for their "carpg" attempt. I have the game now on 4 accounts because I find the progression so enjoyable. I've specifically not done any grinding for parts on the alt accounts, instead just enjoying the satisfaction of gradually getting first half sets of gold parts, then eventually for the really commonly used categories, occasional full sets. The parts aren't needed for grand races, so a new player can very quickly do grand races with a level playing field, and I think this is a great choice by IVT. A new account can very quickly get platinum in summits using pink parts, as the ability to merge 3 blue parts into a pink part makes it very easy to get a set of pink parts.

5. The absence of significant building/tuning. It takes hours and hours and hours to mess about with just one car in FH/FM and I hate it. You can try other people's tunes but they never match your driving style, and you can't tweak their tunes, you have to start from scratch. I hugely prefer TCM where you can just take a car, do some standard things to it (widen the wheelbase if available, put the best tyres on, stiffen ARBs, reduce cambers, set front/rear power and brake balance). And if you do want to adjust the tune more, people share tunes on YouTube, so you can try their tune and tweak it if you don't like it.

6. It took me quite a bit of time to work out the best controller settings and assist settings, but having got there over several months I find the physics and controller handling in TCM absolutely fantastic. FH5 feels like garbage to me now by comparison, it's just so sluggish. The fact you can separately adjust controller sensitivity for steering and counter-steering is frankly revelatory compared to any other game, as far as I'm aware. It absolutely blows away even AC EVO in this regard, which doesn't separate the two so you end up with the car oscillating one way then the other in a way it would never do in real life.

7. The strategic element provided by the NOS. For example in grand races, the interaction between this and slipstream takes a lot of skill, as you can try to gap people by using more NOS than would otherwise be sensible, to drop them out of your slipstream, and you can also use an unsustainable amount of NOS to try to avoid being gapped, using the slipstream to let it build back up. It's a strategic element in the races that is absent in FH/M.
 
New vehicles - there is a list of claimed new vehicles. No hypercars in the list, but cars from all of rally, drift, plane, racing, monster, motocross, street, alpha gp.
I have the image of the vehicle list leaks, and only 2 street vehicles :D
SPOILER_image0.png
*Note this list doesn't have elite bundle vehicles, which are almost always hypercars and have been so far in Motorfest.

As for summit vehicles I only know the order of the first one, but I know all four vehicles;
First will be fiesta red bull edition
Rest of the summit vehicles are; the raptor race truck red bull edition (new monster truck!) extra 330sc red bull edition (SUMMIT PLANE), red fury RX7 (red fury inspired kit for the RX7 FD)
 
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I've thought quite a bit about why I find TCM so much more enjoyable to play than FH5:

1. The hugely more varied events. You've got races with tyre wear and pit stops, races with instant nos refill, races with time bonuses for clean driving etc. Tracks can also differ a lot in style, ranging from some barriered pure race tracks to "follow the clues" tracks with huge cuts to work out.

2. The competitive element of summits. FH5 has zero challenge, so it's just a chore. Even though it's really too easy for me to get platinum in TCM summits, the fact that there is a leaderboard for every event and for the overall position means I can challenge myself to do better, e.g. see how close I can get to the times done by content creators (and even beat their times on some occasions).

3. Grand Races aren't bad at all, and IMO better than multiplayer in FH5, and also better than the ranked racing in FH4. I think there is scope for them adding ranked racing for the "no collision" grand races, but ranked would be a disaster for the grand races with collisions on. The collision grand races are pretty bad for ramming, but no worse than FH4/5's multiplayer, and the longer races mean that you generally get clear of the worst of the ramming. The slipstream effect is a bit annoying, as it means people doing the races in a group have a huge advantage by staying together as they can always catch the leader if they've been gapped, or gap a solo player behind them. I have around a 20% win rate in grand races, but have seen some other people in them who have a very high win rate, and those players are genuinely better than me, so statistically, over many grand races, better players consistently finish higher up, on average, than worse players. Also, because there is just the one multiplayer option, grand races, you can queue pretty much any time of day and very quickly be in a full, or close to full, 28 player lobby.

4. The progression system with the parts and legend points is IMO a very good "carpg" element, massively better than what they did in FM for their "carpg" attempt. I have the game now on 4 accounts because I find the progression so enjoyable. I've specifically not done any grinding for parts on the alt accounts, instead just enjoying the satisfaction of gradually getting first half sets of gold parts, then eventually for the really commonly used categories, occasional full sets. The parts aren't needed for grand races, so a new player can very quickly do grand races with a level playing field, and I think this is a great choice by IVT. A new account can very quickly get platinum in summits using pink parts, as the ability to merge 3 blue parts into a pink part makes it very easy to get a set of pink parts.

5. The absence of significant building/tuning. It takes hours and hours and hours to mess about with just one car in FH/FM and I hate it. You can try other people's tunes but they never match your driving style, and you can't tweak their tunes, you have to start from scratch. I hugely prefer TCM where you can just take a car, do some standard things to it (widen the wheelbase if available, put the best tyres on, stiffen ARBs, reduce cambers, set front/rear power and brake balance). And if you do want to adjust the tune more, people share tunes on YouTube, so you can try their tune and tweak it if you don't like it.

6. It took me quite a bit of time to work out the best controller settings and assist settings, but having got there over several months I find the physics and controller handling in TCM absolutely fantastic. FH5 feels like garbage to me now by comparison, it's just so sluggish. The fact you can separately adjust controller sensitivity for steering and counter-steering is frankly revelatory compared to any other game, as far as I'm aware. It absolutely blows away even AC EVO in this regard, which doesn't separate the two so you end up with the car oscillating one way then the other in a way it would never do in real life.

7. The strategic element provided by the NOS. For example in grand races, the interaction between this and slipstream takes a lot of skill, as you can try to gap people by using more NOS than would otherwise be sensible, to drop them out of your slipstream, and you can also use an unsustainable amount of NOS to try to avoid being gapped, using the slipstream to let it build back up. It's a strategic element in the races that is absent in FH/M.
Great detailled post I will still pick up FH5, but maybe wait for a sale after reading that. I adore TCM's handling / control its so comfortable to play, and has minimal menu faffing these features are really ergonomic and make playing it a joy. Does FH5 not have nitrous then? its one of my favourite aspect of the game... boosting about really delights my inner child.
 
Does FH5 not have nitrous then?
No. Some people might say the refilling nitrous in the Crew games is arcade, but it would actually be possible to make cars that work that way in real life, by having a large primary tank that refills a secondary tank at a controlled rate, so I say it's a sim feature ;).
 
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