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

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I would have to disagree with this. In effect, you do "level up" in real world racing. As you progress through different racing mediums in the real world, you're offered tests and races you wouldn't have gotten as an unknown amateur, all depending on your successes and failures. You're offered sponsorships. (Thinking back, Grid did this accurately). Essentially, you're increasing your level.


You're right, there's a "leveling up" of sorts IRL, but the don't come in the way of damage mods, they come in the way of sponsorship/advertising deals, invitationals, classes and the like. This leveling system is too generic and uninspired, especially for a racing simulator, it's ridiculously outside of GTs perogative. And like I said before, tacking damage mods to it feels like a stab in the back to me.
 
The way I see it, and I think the way PD sees it, is that you are giving beginners a chance to learn on a curve. I know you're thinking "Why not just make it an option? Where you can turn it on and off!" one possible reason is that most beginners would turn it off and never turn it on. With this system they can SEE SOME consequences from an accident, but won't have to restart over and over again. When it's turned off, you can't see ANY effects at all. When they see the small consequences, and it starts to form an idea in their minds of what they can and can not do. Then the consequences get a little bit worse, creating a deeper set of limitations, but since you already have a small foundation, it's not a riveting, and makes it easier to transition into. After that it get's worse and worse until it is full blown. It becomes a pyramid, and creates stepping stones. Instead of trying to jump up a cliff in one fail swoop.
 
I've said it before and I will say it again: Progressive dammage makes sense to me in GT life mode. Imagine how frustrating the game will be if you had dammage from day 1. Even making simple newbie mistakes while getting used to the game means your car is totalled and you have to grind more money to fix your car. This would make the game frustratingly hard to learn and master. It's equivalent to being forced to drive an F1 car with no assists at Monaco for beginner A class from day one

I agree there should be a way to turn it on max setting say in Arcade mode so less patient players can just have it all out from the beginning, but to be honest, it will get boring quickly if it was realistic from the start. 1 tiny mistake at 120km/h+ and your car is totalled, just like in real life. Restarts a plenty! So what, max dammage, cool see my doors fly off, restart. I mean how many times can you do this before you realise, maybe I should actually drive properly and learn to drive instead? 10 times, 20 times? It's like a stunt mode or something to show friends and family how you can smash a $500,000 supercar. Boring real quickly IMO

Just like many things that have been rumoured and spoken about GT5, the game is not released yet officially, most have not progressed beyond level 20 or whatever, who knows what the final outcome will be? (best example of rumour mill gone bad: no hood cam for standard cars, bzzz wrong)

Chill out! play the game and explore it for yourselves tomorrow/tonight, don't get worked up over dammage...
 
1/ Try to going on with a car in LFS after one of these crash... it's done, you're out of the race. At least, mechanical damage engine are very accurate, they are not just "GT5 Cosmetic" ... ;)

2/ this was an earlier release, with the last patches it is very rare to get these "extreme" flying behavior, and did you notice that you can race with up to 32 guys! try that in GT5.... ;) I doubt the FF also is as good as the fantastic FF in LFS where you litteraly feel every bit of the road and the traction of your tires.

The reason why LFS can put Physics like that is cause they don't have to worry about as much as GT5 does,like the car detail, track detail etc. When you don't have to focus on making the game look beautiful, you can focus on physics. Tho i've played LFS and i think it sucks.

Playing that game is like an ugly girl that's good in bed. It was alright once, im not touching it again tho.
 
Just done the patch and pleased to announce the Best Buy damage is in, at least in arcade, I've just covered the McLaren in burn marks, looked good, bumper hanging loose, yet to try in GT mode.
 
The way I see it, and I think the way PD sees it, is that you are giving beginners a chance to learn on a curve. I know you're thinking "Why not just make it an option? Where you can turn it on and off!" one possible reason is that most beginners would turn it off and never turn it on. With this system they can SEE SOME consequences from an accident, but won't have to restart over and over again. When it's turned off, you can't see ANY effects at all. When they see the small consequences, and it starts to form an idea in their minds of what they can and can not do. Then the consequences get a little bit worse, creating a deeper set of limitations, but since you already have a small foundation, it's not a riveting, and makes it easier to transition into. After that it get's worse and worse until it is full blown. It becomes a pyramid, and creates stepping stones. Instead of trying to jump up a cliff in one fail swoop.

I see what you're saying, and it makes sense, I just think the implementation screws us (us being GT vets) over, could there not be two modes, a hardcore mode where damage mods are at 100%, and a softcore more incremental mode? Better yet, tack the incrementation to % complete instead of a meaningless leveling system. I think it certainly possible for PD to have some sort of meeting of the minds between these two groups. Color me unimpressed with PDs creativity or lack thereof.

Leveling is just too arcadey for me. I don't care for it one bit, and the tacking of damage mods seems more like rewards for a broken useless system than for any sort of solution to a perceived problem.
 
You're right, there's a "leveling up" of sorts IRL, but the don't come in the way of damage mods, they come in the way of sponsorship/advertising deals, invitationals, classes and the like. This leveling system is too generic and uninspired, especially for a racing simulator, it's ridiculously outside of GTs perogative. And like I said before, tacking damage mods to it feels like a stab in the back to me.

Oh I agree completely that this doesn't suit the GT philosophy. I mean, fine, have a levelling system, but don't hinge important components to its progress, such as damage. PD could have used the levelling system to do really interesting and rewarding things (I mean, they possibly have, i wouldn't know).
 
I see what you're saying, and it makes sense, I just think the implementation screws us (us being GT vets) over, could there not be two modes, a hardcore mode where damage mods are at 100%, and a softcore more incremental mode? Better yet, tack the incrementation to % complete instead of a meaningless leveling system. I think it certainly possible for PD to have some sort of meeting of the minds between these two groups. Color me unimpressed with PDs creativity or lack thereof.

Leveling is just too arcadey for me. I don't care for it one bit, and the tacking of damage mods seems more like rewards for a broken useless system than for any sort of solution to a perceived problem.

I think that the level is not only for damage. It is for you,for keep playing the game and learning how to drive well with the new Physics engine that Chris says in his first video that is different to others and feels more real.
Then with the highest level is when the game will be interesting will all features unlocked to play in online mode.
This has a sense for me. Stop looking this level thing just for damage and kid´s dreams.
 
Great thread, although no more need to speculate the game is coming out tomorrow. I'm a little worried about reviews, seeing is if this is how it works we won't get a good accurate one till next week.
 
I think that the level is not only for damage. It is for you,for keep playing the game and learning how to drive well with the new Physics engine that Chris says in his first video that is different to others and feels more real.
Then with the highest level is when the game will be interesting will all features unlocked to play in online mode.
This has a sense for me. Stop looking this level thing just for damage and kid´s dreams.

Maybe I'm missing something in this whole leveling thang, but I can't help but thinking this is all just a gimmick to appeal to modern gamers. Could be wrong though, maybe there's some worthwhile depth to it, guess I'll have to wait 'til around a little later than this time tomorrow to find out.
 
I think that there has been enough evidence of it, especially with THIS video that was posted recently.

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

I mean, you have parts falling OFF of the car, and in the road. We haven't seen that in any other video yet. I think we have seen enough to know for sure that the damage is progressive.

His comment on the video = "The video and 'being done in the arcade, I was at level 6, after 20 minutes to slam the doors are blown away and you and' open the hood and trunk. Pero 'takes too many blows to remove the pieces, not' so realistic .... ;-)"

He also said that there is mechanical damage but it takes just as long to have very little of that too.

Conclusion: I am now a believer of the leveling to get more SENSITIVE damage. Being that the damage is their from the start it just takes alot to show so obviously the harder the game gets the less hits it takes to show this damage.
 
His comment on the video = "The video and 'being done in the arcade, I was at level 6, after 20 minutes to slam the doors are blown away and you and' open the hood and trunk. Pero 'takes too many blows to remove the pieces, not' so realistic .... ;-)"

He also said that there is mechanical damage but it takes just as long to have very little of that too.

Conclusion: I am now a believer of the leveling to get more SENSITIVE damage. Being that the damage is their from the start it just takes alot to show so obviously the harder the game gets the less hits it takes to show this damage.

I realize that, but it PROVES that the extreme damage is possible, and we have been told through various sources that the damage gets more sensitive as you level up. I believe that this video gives us a much better idea of what damage is REALLY supposed to be like in GT5. I think the only thing that may need is adjustment through a patch, and that is if I am wrong about the progressiveness.
 
Ok i am reading this thread and i'm on page three...

What is on with all the people complaining about no damage... THERE IS DAMAGE VISUALLY AND MECHANICALLY, my own CE is underway but this evening i hoppe by 2 friends who have the game.

On level 6, in driving license i had 3 bumps in the back of another car ( and, driver's license = watch out for even normal bumps or FAIL) on rome 1 lap or smth. What i saw after it on replay is my front bumper almost deconnected on one side and the other wheel arche totally exposed...

I guess it's premium, in license, but still... I saw it, he was on level 6, it was there...

And btw, all of you who post in like a omg no damage, did you read the first posts??

check the movie of mechanical damage (i think a suspension failure or smth) in those first posts, the nascar one...
 
I realize that, but it PROVES that the extreme damage is possible, and we have been told through various sources that the damage gets more sensitive as you level up. I believe that this video gives us a much better idea of what damage is REALLY supposed to be like in GT5. I think the only thing that may need is adjustment through a patch, and that is if I am wrong about the progressiveness.

Thats what the poster of that video said. That they need to patch it so its more sensitive he doesn't think it gets more sensitive as he levels but he is still low level so who knows.
 
So ive been peeping in on this topic for quite a while now, and have come to my own conclusions about the damage model in GT5. Since Im not yet allowed to start my own thread i guess ill have to just write a post here.

I have long wondered what the technical limits of the ps3 would do to a game like GT5. It feels like just yesterday the system was being touted as the console to end the console wars! But alas this was when it was normal to see home computers with an average of one cpu, and maaaybe 2 gb of ram if you had the cash. The fact that Sony worked hard to develop a console with an awesome processor and gpu is commendable. Making it available and affordable even though the cost was high, is even more commendable. But at what cost? I feel that due to cost issues, the true bottleneck in the system has always been with the PS3's ram. Especially when displaying complex REAL-TIME deformations while at the same time using a complex lighting system that the PS3 uses on some games. There were several articles that were published after the release of the system that seemed to point out not only the systems faults in the difficult development processes, but also the fact that the system only had available 256 mb of ram for graphics, and 256 for system. It just seems that now, in a time where we are looking at media-centric, affordable pc's, with 4, 6, 8, and up to 24 gb of ram available as well as quad and 6-core processors, the PS3 is sadly seeing its aging specs show through its sexy exterior. Now of course we all love to see gorgeous graphics, and who could deny games like Uncharted and COD franchise their just dues for being wonderfully beautiful in design and execution. But can you just imagine what those games would have been like if the systems specs were built to be just a little more future-proof. Even if they bumped up the ram to 2gb for an extra 200 bucks per console. that would have extended the life of the system by years! and it shows that people were willing to pay upwards of $1k to buy it on opening day. Even the lowest end graphics cards for PC's have at least 512mb of ram strictly for graphics. And if it werent just the ram itself, sony could have spent a little more to optimize the way the PS3 accesses that ram.

Now, when you come to a game like GT5 you obviously hope for the best. I sure did. And boy even when i saw the very first screens of damage to that all too familiar blue rally car, I just wasn't convinced that the damage system was going to cut it. I had seen damage before in GRID, DIRT, NFS Shift, and LFS and RFactor. I knew that damage on a console could be done reasonably well. Even on games that were considered to be just fun arcade racers such as Burnout and the very-fun Flatout series. So when i saw the first footage of GT5's damage in action, I laughed it off as an early attempt at something entirely new for a company who had never had any experience with doing anything vaguely similar...BUT WAIT! We're talking about Polyphony Digital here! The company that brought us the most loved racing franchise in all history! The same company that single-handedly saved the racing genre on consoles when other companies couldn't put out a decent racer to save their mums life! That company that helped me get through nights of sheer frustration during finals! I couldn't help but feel a sense of unrelenting disappointment after hearing that Kaz had stated that he was going to try to develop a damage system that no one else had ever done before.Because the truth is, ITS ALL BEEN DONE BEFORE! Damage is damage people! I truly believe that there are only two ways to do it. The right way, and the wrong way. Or to put it more simply, the realistic way, and the poor-attempt-at-realism way. I guess the best comparison to anything else would be the CG faces in Avatar. People call that the uncanny valley in the CG world. Meaning that the closer you get to a realistic CG face, the less and less it looks real until you've passed the uncanny valley. THAT is when you get something like Avatar, where the audience believes that these characters are real, even if they are blue and 8 feet tall. Thats what it means to truly push and experiment with technology to achieve a goal.

08Taurus_CrashTest_01.jpg

35mph Ford Taurus Crash

f2fnl223j2kn99kff22j2rsj29-640x360.jpg

Lambo only after repeated head-on wall collisions mostly over 35 mph

THAT is where GT5 falls short. Unfortunately I have yet to see a game developer really conquer that valley in terms of realistic damage in racing sims. 30 mph into a wall CAN put you out of a race! Thats reality! People need to get over it. Polyphony needs to stop fooling themselves into thinking people want arcade and sim-action in the same package. Your talking about two completely different types of people and game here! My brother for example, loves racing games and especially the GT series like I do. But he falls into the category of people who love to look at cars and drive them and not the category of people of love to BUILD cars and drive them. I feel confident in saying that this can be a pretty accurate description of the two main audiences Polyphony is trying to please with one game. I on the one hand am an extreme tech junkie. I love tinkering and modding. I am a huuuuge fan of sandbox style gaming! WHY? Because of the unpredictability of the game! The fact that you could play a game and get an infinitely changing experience depending on angles and trajectories is what drives me to play games! THIS is what the real world IS after all! NOTHING in the world ever happens the exact same way twice. Thats why damage is so complex to recreate realistically. Fortunately however, that is also why games that put damage systems at the top of their priority list often are the most rewarding games to play and are usually the most visually stunning! Look at Bad Company, GTA Series, Crysis and so many others. Of course this damage is not just in car games, but all damage systems are trying to do is mimic real-life physics in regards to the destructibility of a given material whether it be tire rubber or brick walls. The fact that our console's technology has been left behind by the PC' s so quickly just makes it that much more difficult to believe in the console's ability to bring that level of simulation to the masses. But this is what happens when you attempt to simplify the development of something as complex as the real world.

In the end, however difficult it may be to play a game that calls itself the "real driving simulator" without a truly amazing damage system in place, I will try to play with the same passion I did the previous franchise entries. But the fun always ends with the predictability of my car wall-riding another AI car in turn 5 at 98mph with no consequences, just because I want to finally beat the computer at following the same racing line it refuses to move from lap after never-ending lap.

Vince

I believe that leveling up makes no sense. You see little to no damage in the beginning because its off or not sensitive. You then see little to no damage if you get better at driving later on. So its contradictory to even have it! You would never see it! wtf. thats just a stupid idea. AND people are just making me laugh by believing all these posts made from random people who havent even played the game that say this leveling system exists.

truth is...ONE GUY SAID THAT HE THOUGHT IT MAY BE THERE! and that was because he thought the damage wasnt harsh enough in the beginning. so there, ignorance just spreads like wildfire on these forums.

and to all those who dont appreciate a good damage system, ill be glad to wall ride my way to the finish line when i play you in online mode while your sitting there sayin, "who cares if damage is there, blah blah blah blah...why is he winning all the time! wah wah wah!"

Again, Kaz actually posted a tweet stating that "damage will be seen later". But this was a response to someone saying the damage seems to not be sensitive enough. Kaz could have meant that he needed to level up first, OR he could have meant that a patch for this damage system would be coming soon. I hope to god its the patch. otherwise this game differs in no way from gt4 for me other than car selection and in car views.
 
Again, Kaz actually posted a tweet stating that "damage will be seen later". But this was a response to someone saying the damage seems to not be sensitive enough. Kaz could have meant that he needed to level up first, OR he could have meant that a patch for this damage system would be coming soon. I hope to god its the patch. otherwise this game differs in no way from gt4 for me other than car selection and in car views.

This is exactly the point i was trying to make. Also, this is what I was attempting to do earlier in the thread - prove whether levelling up increases damage. I tried my hardest for 10 minutes to damage my little Vitz like some of the pictures of damage I've seen. And the most I could get was the bumpers hanging off slightly, and a few dents - nothing like that rally video posted earlier, and the pictures of the orange Mitsubishi Evo damage. Thus it does seem plausible that damage is in fact level based, as I was only level 7 then. I am level 13 at the moment, but I will be doing more damage tests when I am level 20, and hopefully we can finally put this to rest.

There is also the possibility that race cars have more advanced damage, but this wouldn't explain why the Evo had significantly more damage that I could cause my Vitz. Perhaps the damage is speed based, and I could just not get fast enough to cause enough damage? Unfortunately, the levelling system does appear most likely though.
 
Had a few cool online races with 207 GTIs. 3-4 laps races and there's quite a lot of damage. Bumpers, fenders where detached and there were quite a lot of scratches too. I never thought I would see that much damage online. It was a pleasant surprise.
 
This is exactly the point i was trying to make. Also, this is what I was attempting to do earlier in the thread - prove whether levelling up increases damage. I tried my hardest for 10 minutes to damage my little Vitz like some of the pictures of damage I've seen. And the most I could get was the bumpers hanging off slightly, and a few dents - nothing like that rally video posted earlier, and the pictures of the orange Mitsubishi Evo damage. Thus it does seem plausible that damage is in fact level based, as I was only level 7 then. I am level 13 at the moment, but I will be doing more damage tests when I am level 20, and hopefully we can finally put this to rest.

Im definitly with you on that. I think someone needs to just post a new thread with definitive evidence with the same crash at 40 mph at three different levels.
 
Had a few cool online races with 207 GTIs. 3-4 laps races and there's quite a lot of damage. Bumpers, fenders where detached and there were quite a lot of scratches too. I never thought I would see that much damage online. It was a pleasant surprise.
was there any mechanical damge?
 
The way I see it, and I think the way PD sees it, is that you are giving beginners a chance to learn on a curve. I know you're thinking "Why not just make it an option? Where you can turn it on and off!" one possible reason is that most beginners would turn it off and never turn it on. With this system they can SEE SOME consequences from an accident, but won't have to restart over and over again. When it's turned off, you can't see ANY effects at all. When they see the small consequences, and it starts to form an idea in their minds of what they can and can not do. Then the consequences get a little bit worse, creating a deeper set of limitations, but since you already have a small foundation, it's not a riveting, and makes it easier to transition into. After that it get's worse and worse until it is full blown. It becomes a pyramid, and creates stepping stones. Instead of trying to jump up a cliff in one fail swoop.

I have to disagree with your assumption someone would turn it off and never turn it on... while some might do that, it's hardly something I think you can make as a blanket statement...

Further more it ignores people who personally don't like damage and would PREFER it always be off as well as people who want damge from the get go.

I personally find it hard to believe that what has worked well in so many other games is suddenly a problem... I know I personally started with car games with damage off if possible and at some point when I got good enough and desired more challenge, I put damage on and moved to cockpit views.

The same would apply here... I doubt anyone playing GT would not know there is a possibility of damage if it was an option (there is plenty of talk and videos of it in the promos) so the only thing stopping them from turning it on is that they don't want it... and if they don't want it, there is no real reason they should be forced to have it.

In the same way, if I want it always there is no resaon I should be prevented from having it.

As I said, this method of level locking damage is a solution to a problem that didn't exist and actually makes things worse for many.
 
I am guessing you never played any of the Forza games. If you flip a car over on its roof and it skidds on the road for example 200 feet, you will obviously get scratches on the roof and the hood. I thought that was clearly obvious looking at the pic? :dunce:


http://www.youtube.com/watch?v=-o_ffEHUQ_0
damaged roof changed on impact with nose

http://www.youtube.com/watch?v=Ty5MTgrC6s4
The whole right of the car changes its panel to a damaged one while never been hit there...

http://www.youtube.com/watch?v=_KqLB62GIus
no words for this...

Point is, rather what is in GT5 then in what you saw up there, because that felt a bit fake, me thinks...
 
Well we were all using soft compund tires so there was a performance drop but it's hard to say if it's related to damage or not.

So honestly idk.

If there was mechanical damage it would be much more obvious, like the car pulling to one side etc. I personally don't think tyre wear can be counted as mechanical damage (as such), especially considering the old GT series had it.
 
Just done the patch and pleased to announce the Best Buy damage is in, at least in arcade, I've just covered the McLaren in burn marks, looked good, bumper hanging loose, yet to try in GT mode.

Am I the only one that saw this!?

Can you please elaborate?
 
http://www.youtube.com/watch?v=-o_ffEHUQ_0
damaged roof changed on impact with nose

http://www.youtube.com/watch?v=Ty5MTgrC6s4
The whole right of the car changes its panel to a damaged one while never been hit there...

http://www.youtube.com/watch?v=_KqLB62GIus
no words for this...

Point is, rather what is in GT5 then in what you saw up there, because that felt a bit fake, me thinks...

You do know that in real life if lets say you crash head on into a brick wall you will get damage on the sides/roof and even some times the back quarter panels this is caused by the energy of the crash continuing through the whole car... plenty of crash test I've seen show this.

and I don't have a xbox never even touched one so I'm not defending forza but those crashes aren't glitches.
 
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..."

www.twitter.com/kaz_yamauchi

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

It simply means that damage will be available in a higher level,as it seems lv 25 separates drivers from noobs.
 
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