The little things that annoy you...

  • Thread starter Strittan
  • 123 comments
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Something that annoys me toooo much
1.This terrible muzic in pre-race screen like la la la la la, thats why I need you so....or sort of, I just whant no more to listen it more than a year, let us shut it up, or change with existing background music
2. Online and offline driving physics are different, Im practicing drift in GT Life to realise that I have to start everything from scratch when I enter online lobby
3. No statistics in the game, I would like to know how many mileage Ive raced online, offline, wins loss ratio, plus ALL driving distance counted
3. I have raced 5600 km when start GT5 second time but received only one 1ooo ticket
4. Ability to delite museum cards, what will I do when I have them ALL and still getting 1 per day but only 5 may be handed to a friend
6.Ability to TURN OFF autosave function because it slows down the game too much every time we do something
 
Can't remove the wing on cars after Spec 2.
Can't copy set ups from one setting list to another.
Can't turn off the oil change video.
GTAuto and Tuning Garage should be one thing.
Need more programmable sections in my garage for different kinds of cars to make them easier to find when online racing.
No garage access in practice mode.
Should be able to do oil changes online, especially in Nascar rooms.
Inability to remove chassis stiffening once installed. It's a video game for God's sake, why can't it be removed?
Shuffle racing is terrible. Every time I try it, there's always really good cars and really bad cars, many of which are undriveable. If you don't get a really good car, you have no chance to win.
 
- In online one-make races, you can only choose one from a short list of recommended cars, and not from your premium or standard cars garage. There's no excuse for that really.

- There should be an option to permanently go directly to gt mode when starting the game, instead of having to wait for the "your time settings are incorrect" pop up, then some more time so the game loads the main menu and the background, and finally the log in pop up.

- Grinding. I know PD increased credits and XP gain a lot, but grinding is still necessary.
I understand that the addictive factor is a must have in nowadays games, but not to this ridiculous extent.
The solution is that every seasonal should have one time only rewards. Very high paying, without needing to do a thousand laps around la sarthe in an enzo.
In order to support this idea, all expired seasonals should return and stay indefinitely, including time and drift trials.
Also, I know some of us completed all or most of those, so the solution should be that all seasonals are just resetted and have to be re-run to get the new prizes (besides the special seasonals that were like that in the first place), and hopefully with increased difficulty. As I said, that's way better than grinding the same track over and over.
Finally, for grinding you can still do A and B-spec events, or regular online racing (btw with the 200% bonus the B-spec dream car championship rewards more than a million cr).
 
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Same with several previous posters, I'm supremely annoyed when the game returns me to the GT Life menu after doing a seasonal event. Why can't it return me to the seasonal menu?
 
Having to return to the main screen and then back to the dealer if (god forbid) I want to buy multiple cars at a time. A shopping cart would be nice.

That's high on my list. But it's topped by the countless amount of dialog boxes you have to work your way through. I mean, do I really need to acknowledge after each and every race not just how much I've earned, but separately, that I've received absolutely no XP?
 
What?

Having to return to the main screen and then back to the dealer if (god forbid) I want to buy multiple cars at a time. A shopping cart would be nice.


Can't remove the wing on cars after Spec 2.
Can't copy set ups from one setting list to another.
Can't turn off the oil change video.
GTAuto and Tuning Garage should be one thing.
Need more programmable sections in my garage for different kinds of cars to make them easier to find when online racing.
No garage access in practice mode.
Should be able to do oil changes online, especially in Nascar rooms.
Inability to remove chassis stiffening once installed. It's a video game for God's sake, why can't it be removed?
Shuffle racing is terrible. Every time I try it, there's always really good cars and really bad cars, many of which are undriveable. If you don't get a really good car, you have no chance to win.

You can remove wings :/
I was replying to him.
 
I know what you mean strittan 👍.

The 900 degree steering issue has been #1 on my list as soon as GT5 Prologue was released. I was begging PD to fix it for GT5 long before it was released and many times after. I've made about 10 posts about on GTplanet. It seems almost No one cares! Only a few select people. Actually you're the third I have seen ever including me.

It doesn't hurt to keep mentioning it though. Heck if start a thread about it I'll help you out maybe we can achieve something by pushing this issue.

I can't help but notice that after I started threads about specific issues on GTplanet they have been specifically implemented in GT5 soon afterwards in the next few patches! 💡 SO KEEP TRYING

-Car sharing with friends feature

https://www.gtplanet.net/forum/showthread.php?t=140202 IMPLEMENTED



- Refresh all Thumbnails Button https://www.gtplanet.net/forum/showthread.php?t=190915
IMPLEMENTED Word for word


Physic don't feel right for final release https://www.gtplanet.net/forum/showthread.php?t=181498

FEEL LIKE WE ARE BACK TO BETTER EDGY PHYSICS as of SPEC 2.0

However some suggestions I made before gt5 release have gone unanswered excpet for the force feedback suggestion which is sort of adressed as of spec 2.0

https://www.gtplanet.net/forum/showthread.php?t=128380

-DEAD ZONE ADJUSTMENTS

-MATCH DRIVING AIDS TO WHAT CARS HAVE IN REAL LIFE

- etc i dunno what else I said

Not Implemented.



Anyway Back to the 900 degree steering, where you aware they had 900 degree steering in the gt5p beta?



I don't care how awful the animations look even if they are like live for speed

http://www.youtube.com/watch?v=K0nB0oYIgto&feature=related

Its not perfect but it looks a lot better than defying physics by huge factor.

Even If PD do not want to go to the effort to fix this because of the animations (even though they should its an important part of the immersion of a sim) then simply removing the driver is still better than having dopey wheel angles


Even without hands I feel connected to the cars movements and it reminds me of real life.

Whereas GT5 is like here let me just take this hairpin by moving my pinky but for PDs sake lets still pretend to be immersed in cockpit views and realism anyway.



And now old grandpa Gran Turismo 5 driver. Poor old man doesn't want to turn too much in case he gets arthritis. It looks ridiculously stupid almost embarrassing. I feel like GT5 doesn't want to be taken seriously but everything else the do says otherwise. SO why this ONE huge blemish on an otherwise GREAT game.
 
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I'd like to be able to individualy delete the track time lists, like in GT4. Right now it's like place 1 to 4 - Car X, 5 to 7 - Car Y, 8 to 10 - Car Z.
 
An annoyance I've noticed since 2.0, is the cursor use to go directly from the garage to GT Auto, when bumped to the right. Now it goes to practice mode, and you have to then go down, and back to the left. Be nice if they would change it back like it was.

Also, all wheels should be available for all cars. GT4 had a nice setup.
 
I am almost 100 % satisfied after the 2.0 Update. Though one major grievance was not changed. There still is no way to sort through open online lobbies to find a fitting lobby for your tastes. Is it so hard to allow one to search for lobbies with a certain PP/BHP limit or car type?
 
MMX
An annoyance I've noticed since 2.0, is the cursor use to go directly from the garage to GT Auto, when bumped to the right. Now it goes to practice mode, and you have to then go down, and back to the left. Be nice if they would change it back like it was.

That IS annoying. I've ended up in practice mode so many times now, and I didn't really want to go there.
 
  • Track selection both in online and practice mode is very non-user friendly in my opinion. Why didn't they stick to the Prologue style selection screen? Where you choose a track and then the layout/variation, this was much easier and quicker to navigate through.

I have a feeling that is simply to make it appear they have more tracks available than they do.
 
I have a feeling that is simply to make it appear they have more tracks available than they do.
That's not a legitimate reason, since there are more than enough tracks in GT5, and obviously more coming through DLC.
 
That's not a legitimate reason, since there are more than enough tracks in GT5, and obviously more coming through DLC.

By whose standard? Yours, or PDs? Seeing how the number of cars in the game has been stretched by including I don't know how many slight variations of essentially the same car, is it really so far fetched?
 
-The sounds. A Corvette with side pipes should NOT sound like a rally car!
-Mileage effects, especially break-in. You can only go around Daytona so many times before you want to rage.
-Regional exclusive cars. Right now I have three Stealth cars and five Chromelines, but there are still four Stealths and one Chromeline you can't get here - at least not simultaneously.
 
Same with several previous posters, I'm supremely annoyed when the game returns me to the GT Life menu after doing a seasonal event. Why can't it return me to the seasonal menu?

I completely agree that this is annoying. However, at the risk of being labeled a PD fanboy, I think I'll play the devil's advocate for a moment regarding this issue and 2 others from this thread. I have a bit of professional software development experience, and have a couple of theories about why these issues persist.

  1. Leaving a Seasonal Event drops you to the GT Life menu. When a menu system presents itself as having an ordered hierarchy, any traversal of that menu that seems to violate the hierarchical structure is annoying. I think I might know why this happens though. Whoever coded the menu had to include code to the GT Life menu to check for a PS network connection, since certain menu options (Seasonal Events being one of them) are not available without such a connection.
    At some point during development, PD devs realized that when a user leaves a Seasonal Event, they need to re-run this check since they don't want users choosing Seasonal Events without an active connection. Most likely, they realized that given their menu architecture, it would be simplest to dump the user back to the main menu rather than run a connection test and branch to different menus based on the outcome. Such a test could also block the whole menu system if it doesn't go perfectly. If you think it's annoying now, imagine how bad it would be to wait 30 seconds after leaving a Seasonal while the system tries to figure out whether or not you have a PS network connection.
    The way they do it now is definitely annoying, and almost certainly could be fixed elegantly, but relatively speaking, not cheaply. A fix would certainly result in more complex and thus more error-prone and difficult to test menu code. It's the kind of thing I might expect to see them tackle eventually, but not as long as there are easier and/or more impactful fixes they could dedicate their time to first.
  2. AI brake absurdly early when being followed somewhat closely by the player's vehicle This is far and away my biggest complaint about the AI in GT5. The same car that, when in front of me, brakes 100 feet earlier than would make sense, brakes aggressively late for the next corner after I pass him. Watching a replay from the perspective of the AI car shows that the early braking only happens when a player vehicle is close behind. I think this helps illuminate PD's rationale for this strange behavior.
    My theory is that PD realized that if they programmed the AI to brake at a reasonable distance before the corner when a player was close behind, it would be very easy for the player to just give the AI car a tiny bump to knock it off the track. Granted, this would make for better realism, but from PD's perspective, it wouldn't make for very compelling gameplay.
    In real life, there are certain unavoidable consequences for intentionally ramming another car off the track, such as penalties and vehicle damage. In GT5, these factors aren't as prominent, and so PD probably felt that they needed to find a way to make it harder to knock the opposing AI off the track as a passing strategy.
    I think they had 2 choices: First, there is the option they chose. Make the AI brake so early that if you do hit them, all you do is improve their speed through the corner. The other option they probably considered was significantly reducing the force imparted by player vehicles to AI during collisions. This would make other parts of the game where incidental contact is integral (read: NASCAR) feel very strange.
    I don't think they've arrived at the right solution for this yet. I don't have one myself, but I hope they're thinking about it.
    By the way, I've noticed another piece of strange AI behavior I've never seen mentioned here. If you pass an AI car on the outside of a corner, the AI vehicle usually slams on the brakes, even if it's a corner one would usually take flat-out. I suspect this is to reduce the likelihood that the AI would wreck the player vehicle (or at least, the player might feel that this is what happened) by trying to hold position. Anyone else notice that?
  3. No option to remove the driver from only cockpit view This isn't actually something that bothered me, but there is a pretty good reason why they cannot easily do this. The game creates multiple 3D views of the world. One, the main one we're concerned with here, contains everything in the 3D world. The others are essentially all just to make the mirrors work. As you may have noticed, the views in the mirrors are much simpler than the main view. They don't have particle effects (dust, smoke, water spray, etc.), and use lower-definition textures and terrain. Next time you're playing, pause with a curved kerb in your side mirror and you'll see that it is rendered with far fewer polygons, making it appear less curved and more blocky. These secondary views are simpler because if they contained all the detail of the main view, our PS3s wouldn't be able to produce satisfactory frame rates.
    I explain all of this because if PD wanted to have certain 3D elements of the main view disappear when viewed from different contexts (i.e., the driver disappears when viewed from inside the car), they would have to create a completely separate main view for each permutation of visible/non-visible items (unless they wanted to abandon the idea that the same scene can be viewed from multiple angles simultaneously, which would have interesting and complex implications for online play).
    It may not seem obvious why they would have to create a completely separate 3D world to just remove a single object until one considers how 3D scenes are rendered. Every visible object in the 3D world reflects light, brightening some nearby objects and casting shadows across others. Also, as a performance optimization, 3D engines try their best not to waste cycles rendering polygons that cannot be seen from the current view. If an object obscures the view of another, the second object simply isn't rendered. Removing or adding an object requires recalculating all of this. Again, this is probably not an impossible problem to overcome if one has infinite resources, but no one does, and I would punt this issue too if it were up to me.

Everyone hate me yet? :P

Seriously though, it would be nice to hear answers for these questions from PD's devs themselves. I'm sure they're far too busy actually coding. A pervasive curse on all software development shops is that the time of anyone sufficiently knowledgeable to answer these sorts of questions about their product is almost always better spent programming than explaining.

(I seriously gotta stop writing books on these forums:sly:)
 
My only problem with this game is that the A-Spec races are thin. There's no real championships and no practise and/or qualifying. This is to me separates a good sim racer to a arcade style game.

If they spent a little more time making the A-Spec races more enjoyable then I wouldn't need to go back to my PC sims...
 
1. You should be able to adjust how far away and stuff in the cockpit like GTL.
2. The song shouldn't stop while going to dealers or going into a different menu. (your own music).
3. The rumble strips being too touchy.
A couple more things i can't remember.
 
Well when you go off on to them, Like on Nurb you should be able to recover it. Not GT5 I was using the Stealth GTR on there and I hit it and bam crash. Same thing with the Mercedes special event. Even worse it the rain witch is realistic.
 
Well when you go off on to them, Like on Nurb you should be able to recover it. Not GT5 I was using the Stealth GTR on there and I hit it and bam crash. Same thing with the Mercedes special event. Even worse it the rain witch is realistic.

The rumbles (or kerbs) aren't realistic in our favor. Some of the kerbs aren't high enough, some not pronounced enough. One good example is Laguna Seca. The rumbles there aren't "choppy" enough. Running over them really upset the car, and in some cases trash the suspension in real life--I know we don't simulate that though. The kerbs at the 'Ring are ridiculously slippery in the rain in reality. I've heard that if you walk on them and you're not paying attention, you'd slip and fall. I'd imagine that might be an exaggeration, but with all of the oils and grease, maybe not. They're not a porous as tarmac. Some rumbles are in excess of 6 inches high in some places at some tracks. That sort of travel on cars' suspension should cause serious unrest and upset your car. So... "hit it and bam crash" sounds about right.
 
It annoys me that when you hit a wall there are no realistic consequences. But not just hitting walls but transmission and suspension damage. In "the real driving simulator," there should be realistic consequences to making mistakes. And the lack of intelligence by the AI.
 

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