The damage system in GT5 (update : Mechanical Damage arrived only for online races)

  • Thread starter DoctorFouad
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just now on twitter:
Kaz says:
It will appear later. RT @tanzen: @Kaz_Yamauchi Konbawa Yamauchi San! I'm lv 17 on GT 5 (review copy) and still no mechanical damage, you...

I don't see how this was a good idea at all... totally a solution for a problem that didn't exist while simultaneously making the situation worse for a lot of us.

Are you only going to play the game for 5 hours in your lifetime?

People are exceeding level 17 in 5 hours?

Either way, I certainly hope to play for much longer, but that doesn't mean any portion of it should be a forced bumper car grind when damage is indeed in the game somewhere.

It seems the rationlizations are coming fast and thick here lately... as if somehow doing it wrong for only a few hours makes it a good idea or something...
 
Update : second update for 23 november 2010

In the thread of : yamauchi tweets
https://www.gtplanet.net/forum/showthread.php?t=128579

we can find the latest yamauchi tweet as follows :

"It will appear later. RT @tanzen: @Kaz_Yamauchi Konbawa Yamauchi San! I'm lv 17 on GT 5 (review copy) and still no mechanical damage, you..."

What does this mean ? We were right about the progressive damage system in the game based on the level achieved in the game ?

Either that or it's coming in a patch later... far lesser of two evils is it's level based.

Still no idea how anyone thought that was a good idea. I said it before, a solution to a problem that didn't exist but hurts skilled players (most likely to be the long term GT fans).
 
[Youtube]XINuNcmXfLI[/Youtube]
:drool:
READ Description: "You don't need to be level 40 to unlock the dirt and car damage, just patience and a destructive streak". Video description translated by MidianGTX :)

Holy Crap this looks almost like Codemasters damage....

Impressive:) I hope It's not a fake or something.
 
The damage is good in GT5, it just takes a LOT of hard hitting to make it look like that. This guy was probably bashing this car for a good 15min before this kinda damage shows.

I'm not to bothered tbh, if you're a clean racer then damage shouldn't bother you to much 👍
 
The damage is good in GT5, it just takes a LOT of hard hitting to make it look like that. This guy was probably bashing this car for a good 15min before this kinda damage shows.

I'm not to bothered tbh, if you're a clean racer then damage shouldn't bother you to much 👍

It wouldn't make any sense. 15 minutes? you can't be serious dude.
 
I will be putting in massive hours on GT5, but I would still like all damage, mechanical and visual, unlocked at the get go.
 
The real question is what does it cost for heavy damage repair?

The answer could very well be - much higher than what you could win for first place in the early races.
That would be a very valid reason to not include it early on.
 
Another update :

Update : 23 november 2010

Our Gtplanet member (Gamer28) posted a new video of a more advanced damage in GT5 (rally circuit, rally premium car, some rumors sates that the driver is at level 40 in the game but not confirmed))
https://www.gtplanet.net/forum/showthread.php?t=133126

http://www.youtube.com/watch?v=XINuNcmXfLI&feature=player_embedded



Could this be the final damage system in GT5 ? did polyphony digital implement a progressive damage system depending on the level of the driver ? we dont know yet. But we must be cautious, the translation of what the author of the video said states that "You don't need to be level 40 to unlock the dirt and car damage, just patience and a destructive streak"
[YOUTUBEHD]76RrdwElnTU[/YOUTUBEHD]
 
It's an interesting decision no doubt, and if that's really how it goes, I don't have any problem with it.

There are TONS of games like this, are there not? You don't have access to the most powerful spells in the beginning of Final Fantasy, you don't have access to the best plasmids in Bioshock, you don't have access to all the weapons in FPS.....and it goes on. If you want to see everything the game has to offer, then you need to put in the time.

At the same time I can understand why some wouldn't like it, but that's why we all have our own opinions.

And considering we're all gamers here, don't we ALL like that whole concept of chasing the carrot on the stick? Well, that carrot for this game isn't just getting better cars, it's unlocking all the features the game has to offer. A bit of an "outside the box" decision by the game makers, but that's what keeps the business going. New ideas.
 
Are you only going to play the game for 5 hours in your lifetime?

Uh, no... but I don't think something such as mechanical damage should be a reward for leveling up. Even if the intent is that the game increases in difficulty as you level up (thus mechanical damage is introduced to make it harder to progress if you tend to crash a lot), I still think it should be available from the start as an on/off option instead, that way those who want a bigger challenge can have it and those who are more casual can do without it.
 
It's an interesting decision no doubt, and if that's really how it goes, I don't have any problem with it.

There are TONS of games like this, are there not? You don't have access to the most powerful spells in the beginning of Final Fantasy, you don't have access to the best plasmids in Bioshock, you don't have access to all the weapons in FPS.....and it goes on. If you want to see everything the game has to offer, then you need to put in the time.

At the same time I can understand why some wouldn't like it, but that's why we all have our own opinions.

And considering we're all gamers here, don't we ALL like that whole concept of chasing the carrot on the stick? Well, that carrot for this game isn't just getting better cars, it's unlocking all the features the game has to offer. A bit of an "outside the box" decision by the game makers, but that's what keeps the business going. New ideas.

The problem with GT5 damage, I think, it is not that it appears later or not, but it is a problem of trasparency and clearness, those playing the game dont know even how damage works, we arent sure even if it will appear later or not...thats wrong...
 
Interesting stuff. I'll reserve judgement till I’m deep into the game but of course some damage is better than no damage. The high level un-locks sound promising. For me, if I really lose it or crash, I want to know, feel, hear, see, be penalised that I have; or feel a little special cause I’ve managed to avoided disaster. It just keeps me just that little bit more on edge.

My experience has been that developers / producers are always in a tug of war with the system engineers to try and balance loads on systems with limited capacity. You can bet PD had its engineers trying to milk every last line of executable code out of what they had because that's what I'd be getting my guys to do ... but in the end somethings go and some stay.

The lack of foresight in my view falls on SCE not providing plug and play upgrades for the RAM / GPU ... especially given the Cell processor itself is still a reasonable bit of scalable kit ... how much was the original dev cost on the PS3 ... seriously.

Unfortunately for those that don’t have decent access online access - patches only going to become more important as future systems designed more and more with cloud dependency requirements in mind.

Note: I don’t necessarily agree with slave system architecture because it puts many without online access at a disadvantage but it is a strongly emerging dev.trend.

Now I've waaay off topic!
 
It's an interesting decision no doubt, and if that's really how it goes, I don't have any problem with it.

There are TONS of games like this, are there not? You don't have access to the most powerful spells in the beginning of Final Fantasy, you don't have access to the best plasmids in Bioshock, you don't have access to all the weapons in FPS.....and it goes on. If you want to see everything the game has to offer, then you need to put in the time.

At the same time I can understand why some wouldn't like it, but that's why we all have our own opinions.

And considering we're all gamers here, don't we ALL like that whole concept of chasing the carrot on the stick? Well, that carrot for this game isn't just getting better cars, it's unlocking all the features the game has to offer. A bit of an "outside the box" decision by the game makers, but that's what keeps the business going. New ideas.

But damage isn't exactly a reward you get for performing well, like a weapon, spell, gold, etc would be. It's more like a type of game mode. So the analogy isn't quite the same.
 
I am sure polyphony will patch in the near future the damage system in GT5 to make it more transparent to gamers...(options to activate/disactivate it, choice of the level of damage, choice of visual/mechanical damage...etc)

because as it is today it is frustrating...
 
I think its an idiotic system

You should learn to drive better by not damaging your car - hence having damage from the start would penalise your mistakes. Thus being the learning curve
 
Uh, no... but I don't think something such as mechanical damage should be a reward for leveling up. Even if the intent is that the game increases in difficulty as you level up (thus mechanical damage is introduced to make it harder to progress if you tend to crash a lot), I still think it should be available from the start as an on/off option instead, that way those who want a bigger challenge can have it and those who are more casual can do without it.

I don't believe its a reward for leveling up. The game keeps it fairly simple at a lower level and as you progress up the ranks it introduces more nuances for the driver to manage. As you become a better driver, you are given more to look after and manage as you race.

Also, it is less punishing for learner drivers, and as you get better, damage is progressively introduced.

I'm surprised by the implementation of the damage if it does indeed progressively get ramped up as you level up and I welcome it. I like the idea behind it and I'm happy that its being handled this way.
 
I don't believe its a reward for leveling up. The game keeps it fairly simple at a lower level and as you progress up the ranks it introduces more nuances for the driver to manage. As you become a better driver, you are given more to look after and manage as you race.

Also, it is less punishing for learner drivers, and as you get better, damage is progressively introduced.

I'm surprised by the implementation of the damage if it does indeed progressively get ramped up as you level up and I welcome it. I like the idea behind it and I'm happy that its being handled this way.

Well I understand WHY it would be implemented, I just don't agree with it. For experienced players, that makes the first chunk of the game way too easy, and for newbies or casuals, all of a sudden introducing damage when there didn't used to be any doesn't necessarily make them better at the game. From how I see it, it could actually be detrimental to those users because they may get comfortable with having no damage and then suddenly have it forced upon them.

On/off option is the way to go - that way someone like me can have damage 24/7 and the challenges that go with it, and then for example if my little cousin played he could turn that off and just romp around as he pleases and not have to worry about destroying the car.
 
It should be on/off but you win a little more prize money with it on (say 10%-20%). If you're a bad driver you lose that extra money repairing your car every race, if you learn to be cautious and drive properly you save the money.

This not only gives everyone the option but also offers incentive for people to learn to drive well with damage on.
 
I think the X1 Prototype gonna f:censored: explode lol

No but seriously I don't think that It'll will be possible to total a car :indiff:

Would be realistic:tup:

There is a Hidden trophy for that, "Total your car by rolling it over" :D
 
This is a strange way to implement damage, but at the same time, I can see from a DEV point of view, on one hand you got the hard core crowd who will never be happy, and you want to make the earlier part of the game a bit easier to get into. Still it would make a lot more sense to just have a On/OFF option in the menu. dont care really game owns anyway.
 
The damage is good in GT5, it just takes a LOT of hard hitting to make it look like that. This guy was probably bashing this car for a good 15min before this kinda damage shows.

Then the damage isn't good, it has to be somewhat accurate in relation with the severity of the crash. As it is now, it's far from realistic. Although the deformation looks good in the last video, it's a shame it takes alot of bashing before it turns up.
 
TBH

I play Forza at the moment, and while it's comparing an apple to a pear the damage system seems not so clever. I've seen many pictures so far whereby smashing the car up in GT5 results in areas of bodywork being painted black upposed (look at the Mclaren MC12 sp?) to a proper deformation. Now I understand the constraints there working under, and the detail of the models but surely they can make a bumper hang off, upposed to painting black gaps in that don't exist. or deforming the like of the evo, yes a car can deform like that but to be honest most of the time, bumpers crack and rip off and panel bend and crease not go all wavey?

I'm psyked for GT5 thats for sure, but playing forza it is a little disappointing at the moment, I do hope later on in LvL'in, or through patch unlocks we see cars turning into dust in high speed cars as it will bolster the realism, i don't think it will hurt GT5, but it could improve it greatly.
 
lol_cat_intersting.jpg


The plot thickens...
 
Damage is amazing, When we used to play gt4 we could do whatever we wished to and nothing to punish us so we didn't have to worry as real drivers have to. So now I wonder how wonderful it will be to be on a race and think: 'I can't do this now I may hit my car and 'lose my engine' and of course lose the race'
 
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