The New King of Racers? FM4

Digitool I dont use any assists on Forza or GT5 (and in my opinion GT5 is more demanding than Forza3 with no assists).

About the rest you said, I agree with you...
 
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I don't mind sticky grass. It was put on a track specifically to prevent corner cutters and cheaters from taking these lines. Road Atlanta had one where I believe in FM2 people would go flat out and if you didn't mess up on the corner grass (or maintained control) you'd save yourself like 2-3 seconds. Either they patched it later or it was FM3 that had the sticky grass in this area far greater than before. That turn is meant to be taken ON THE ROAD, not on the grass. This isn't a lawnmowing simulator here :P

In FM3 there are some areas of even the road itself that acts super sticky. I believe Ladera courses have this very feature which is meant to stop the corner cutters and cheaters. Personally, being that it's not a real track, I'd like it if they put dirt in those areas. Aside from the fact that it's tarmac (or sticky type of grass) the cars slow down/stop as if it went into the sand/dirt pit in real life.
 
I don't mind sticky grass. It was put on a track specifically to prevent corner cutters and cheaters from taking these lines. Road Atlanta had one where I believe in FM2 people would go flat out and if you didn't mess up on the corner grass (or maintained control) you'd save yourself like 2-3 seconds. Either they patched it later or it was FM3 that had the sticky grass in this area far greater than before. That turn is meant to be taken ON THE ROAD, not on the grass. This isn't a lawnmowing simulator here :P

In FM3 there are some areas of even the road itself that acts super sticky. I believe Ladera courses have this very feature which is meant to stop the corner cutters and cheaters. Personally, being that it's not a real track, I'd like it if they put dirt in those areas. Aside from the fact that it's tarmac (or sticky type of grass) the cars slow down/stop as if it went into the sand/dirt pit in real life.

Ladera was a bit different. It has 3 different color lines white orange and red I believe. White was not really sticky, It was more grip than stick. The white would not slow you down at all but it is grippy as hell. The orange starts to get sticky and the red even more so.
 
There are other measures they can take for those, I think. If you get bumped off the road or lose control or something, something that could be just a couple seconds off your time as you make your way back onto track is ruined and you lose many many seconds.

There has to be some method of preventing the issue. One race isn't that big of a deal, so banning people who do it, post race, is effective enough for me, or if they invalidate their lap times when they do that or something...

its just frustrating hitting that stuff (or the rubber band areas on like silverstone)... its just unrealistic, i don't care if it is meant to stop cheating, its just unrealistic.
 
I fully welcome sticky grass and corners to prevent cheaters. It's not like you touch one of these a little and you instantly slow down. Your car usually has to be dead nuts on the grass or corner for the sticky slowdown to happen. And it's existence is to keep the racing clean while preventing corner/grass cutting cheaters from pulling off better times. Sometimes in real life you can cuz the grass without losing complete control of the car, at least this sticky grass stops this from being taken advantage of.

I think my bigger issue with the track was the invalidating lap times. Some tracks, like Sebring's last corner, if you take it too wide but are still on the pavement, the game invalidates the lap time for some reason.
 
I fully welcome sticky grass and corners to prevent cheaters. It's not like you touch one of these a little and you instantly slow down. Your car usually has to be dead nuts on the grass or corner for the sticky slowdown to happen. And it's existence is to keep the racing clean while preventing corner/grass cutting cheaters from pulling off better times. Sometimes in real life you can cuz the grass without losing complete control of the car, at least this sticky grass stops this from being taken advantage of.

Took the words right out of my mouth.
 
I fully welcome sticky grass and corners to prevent cheaters. It's not like you touch one of these a little and you instantly slow down. Your car usually has to be dead nuts on the grass or corner for the sticky slowdown to happen. And it's existence is to keep the racing clean while preventing corner/grass cutting cheaters from pulling off better times. Sometimes in real life you can cuz the grass without losing complete control of the car, at least this sticky grass stops this from being taken advantage of.

I think my bigger issue with the track was the invalidating lap times. Some tracks, like Sebring's last corner, if you take it too wide but are still on the pavement, the game invalidates the lap time for some reason.

I understand that this Arcade option in Forza is intended to prevent cheaters, but there are more convincing ways to prevent corner cutting.
I prefere more realistic approaches, such as time penalties (like GT5).
 
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I understand that this Arcade option in Forza is intended to prevent cheaters, but there are more convincing ways to prevent corner cutting.
I prefere more realistic approaches, such as time penalties (like GT5).

Pro-rata (or fixed time per corner cut) time penalties are not realistic, they don't appear in any form of motorsport, you might get a time penalty if you persistantly cut corners in some formula's, but that's a single fixed penalty and only triggered normally after much abuse.

And in a 'first cross the line' standard format, it's overly fussy to have everyone effectively out of position depending on how much pro-rata time penalties they've picked up..

I obviously like the sticky grass, it's instant punishment, and ensures the finishing order is always absolute..

Of course, since you bring up GT5, does it re-adjust the finishing order on time penalties? I've never come accross it in all my time playing the game, just time penalties in time-trialling..

FM2 used time penalties and less sticky stuff, but it was heavily exploited, with drafting/pushing and finding corners where the gain was worth the time penalty, it was just too simplistic..

I like the cert system and sticky surface approach, you can't set a certified time unless you adhere to the track confines with no drafting/pushing etc, it's neen excellent at policing leaderboards (only car glitches ruin it), and whilst racing, the sticky stuff as mentioned is instant punishment, and preserves the race order through the finish and final results.

All my own preference, there is no completely right way to do it, and some will always prefer one way over another..
 
I really didn't like the way GT5 handled the time penalties at all. I'd rather have a flag system with forced drive throughs.

From a carting site:
"And then we have the flag system. All flag systems used are the same universal and out on the circuit, the first flag you're likely to see is a black and white diagonal flag. Now this means you are being warned about your dangerous driving. Normally you are permitted one of these flags out on the circuit before being shown a black flag.

Now if a black flag is shown to you at all you must slow down and come in to the pit lane as soon as possible. A black flag can also be shown to you for mechanical failure out on the circuit, so even if you think you've done nothing wrong, the mechanics, the marshals may find something wrong with your kart, black flag is shown, you must obey the black flag and come in to the pit lane.

Other flags you're likely to see are a yellow flag, some circuits actually use a strobe light. Yellow flag; slow down, no overtaking and be prepared to stop.

A red flag, or a red strobe light, being shown; come to controlled stop immediately and wait the marshals to instruct you of what you are about to do next.

If a blue flag is shown to you out on the circuit this means, move over and allow a faster driver to pass you.

The last flag you're likely to see is the chequered flag. This means the end of the race. Slow down, no over taking and report back to the pit lane in the order that you've been asked to do so."

I'd say the the AI take over once a black or yellow flag has been triggered just like they do when you pull into the pits. This is something I've been wanting in Forza since the very first time I played it.
 
I really didn't like the way GT5 handled the time penalties at all. I'd rather have a flag system with forced drive throughs.

From a carting site:
"And then we have the flag system. All flag systems used are the same universal and out on the circuit, the first flag you're likely to see is a black and white diagonal flag. Now this means you are being warned about your dangerous driving. Normally you are permitted one of these flags out on the circuit before being shown a black flag.

Now if a black flag is shown to you at all you must slow down and come in to the pit lane as soon as possible. A black flag can also be shown to you for mechanical failure out on the circuit, so even if you think you've done nothing wrong, the mechanics, the marshals may find something wrong with your kart, black flag is shown, you must obey the black flag and come in to the pit lane.

Other flags you're likely to see are a yellow flag, some circuits actually use a strobe light. Yellow flag; slow down, no overtaking and be prepared to stop.

A red flag, or a red strobe light, being shown; come to controlled stop immediately and wait the marshals to instruct you of what you are about to do next.

If a blue flag is shown to you out on the circuit this means, move over and allow a faster driver to pass you.

The last flag you're likely to see is the chequered flag. This means the end of the race. Slow down, no over taking and report back to the pit lane in the order that you've been asked to do so."

I'd say the the AI take over once a black or yellow flag has been triggered just like they do when you pull into the pits. This is something I've been wanting in Forza since the very first time I played it.

For racing, I have no issues with the 'flag' system, it would be nice to augment the existing stuff with flags in race, to stop you being overly aggressive, the only issue, as Race Pro (I think it was) proved, it's hard to get the algorithm correct such that poor AI ramming you doesn't translate to you getting the warning.. :)
 
For racing, I have no issues with the 'flag' system, it would be nice to augment the existing stuff with flags in race, to stop you being overly aggressive, the only issue, as Race Pro (I think it was) proved, it's hard to get the algorithm correct such that poor AI ramming you doesn't translate to you getting the warning.. :)
Good point. Most of my racing is done online so I didn't even think of the AI.
 
Good point. Most of my racing is done online so I didn't even think of the AI.

make it an online only deal?

like an option you can trigger.

Who cares if there's cheating in single player, cus then you'd only have yourself to blame.

Online, you can choose no penalty, or a flag system.
 
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I for one am pretty sure Forza 4 will be the NEW king of Car/Racing games on console. Come on Jeremy Clarkson will tell me stories about the cars? That alone makes we want too buy this game:tup: It will make these other games look like Outrun. I play all mayor racinggames including Gt5 (catching dust as we speak). RacePro is not bad though. But come on have you guys seen these options?

It will take on everything else currently on the market. Let me sum it up for you not so smart cats out there. :) lets keep this on topic guys.

- Better suspension Physics
- Better Lighting and shaders
- Better Tire physics (Pirelli's direct data transfer)
- Return of FM2 Style online lobbies (Winning!)
- 16 cars on track
- Kinect not necessary. Voice command is very cool though.
- Jeremy Clarkson (Winning)
- Top Gear Test Track with Proper camera's and no cardboard Treeeeeesss (Clarkson voice) and more Layouts.
- New High end Racingwheels with the whole lot.
- Livery and Profile Import
- Simulation Mode
- No more Steering Assist!! (Winning)
- At least one 60 McLaren F1 car..and probably more..
- 80+ manufacturers. More than any racinggame on the market
- Choice of Prizecars (Winning!) Pd...
- 500+ cars All with FULLY Modeled Cockpits and some Engine Bays and Trunks.. Wow
- Car Clubs
- Sleek menu without stupid loading times and Confirm screens.
- A proper Damage system.
- Better Careerd Mode.
- World Tour.
- AutoCross
- Minigames within the AutoVista cars.
- Better and more smoke.
- M.Rossi, P.Mueller and the rest of the bunch returns.
- The best driving road in the World according to Topgear.
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GAMBON.....................AND ACROSS THE LINE!:lol:







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Interesting, was that top gear confirming it being in the game or is that speculation due to top gears involvement?

No it's based on an Episode of TopGear where they where looking for the best drving roads in the World. It was then confirmed in the Leaked Forza Trailer.

Here it is.
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Top Gear - Best Driving Road
 
Careful. I have been ridiculed for double posts of this sort. I know its a bit silly. Just fyi
Thanx i will keep it clean. It's just worth an applaus.
It seems T10 listened toom everything we said on the Forza 3 Forum over the last couple of years including TGTT what was asksed about years ago on FM forums.

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Now, that's a good one :lol:
Love it 👍

I think we will see it a lot more in the next coming months:lol:

Man i love the way the TGTT looks in Forza 4, cant wait too drive my black on black Fxx on it like schumi.




GAMBON.....................AND ACROSS THE LINE!:lol:

The lighting looks so much better than FM3. Pd better step their game up cuz it's not looking good for them..
 
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Seriosly guys, I'm a HUGE GT fan but FM4 looks JUST what I imagined GT5 to be. Gonna get down on...oh I mean gonna get that game. :lol:
 
I guess what was stated in the Eurogamer preview is indeed true: As opposed to GT, Fm4 wasn't developed in a bubble, ignoring the rest of the industry. The result is currently unfolding before us.
 
I guess what was stated in the Eurogamer preview is indeed true: As opposed to GT, Fm4 wasn't developed in a bubble, ignoring the rest of the industry. The result is currently unfolding before us.

Baa baa - noise of a sheep, an animal that follows.
 
Baa baa - noise of a sheep, an animal that follows.

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Hey guys the Eurogamer preview is up:

http://www.eurogamer.net/articles/20...orza-4-preview


...Within seconds it's clear that Forza has changed dramatically. Switch off all the assists and engage Forza 4's all-new simulation handling mode and it's a strange and quite terrifying experience, a single lap of the fictional Alpine circuit seeing a Ferrari 599 spitting us into the scenery at every opportunity.

The front engine, rear-wheel drive car lazily lunges into corners with heavy understeer before, just as it kisses the apex, snapping into aggressive oversteer that sends the rear flailing. After the relative stability of Forza 3's cars, it's a shock to find these cars so alive and so wild.

"We don't want to go all arcade, but Forza has always been, to be frank, pretty sterile," acknowledges Knowles. "We're taking the gloves off a little bit and we're letting the cars speak a little louder."

They're louder in a quite literal sense too. A new audio pass sees the Ferraris emit the throaty blasts that they should, while the purr of a muscle car has a satisfying bass. Even a road-spec Subaru Impreza belies its rally heritage with the bark it makes when you stab at the loud pedal.

For its familiarity, it's a welcome sign that Turn 10 isn't operating in a bubble - the sort of bubble that ensured that, for all of its achievements, Polyphony's Gran Turismo 5 felt antiquated at times. Forza 4's improvements and flourishes give the cars a character that was previously lacking, and elsewhere there's been a further injection of personality, even if it isn't entirely Turn 10's own.

Turn 10 have striven for what they call the sub-6-inch detail, which translates as the finer details of a car – be that the plastic honeycomb of a tail light or the metal weave of a brake disc.

It's likely that the cars will be party to differing light conditions too; an early pass at Suzuka shows it at both noon and early evening, and Turn 10's coyness when it comes to addressing questions about whether we'll see that sun fully set is a sure sign that night-driving will play a part in the final code.
 
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Baa baa - noise of a sheep, an animal that follows.

Waa waa - noise of a fanboy, being butthurt.

I'd rather see a developer copying the good stuff than inventing bad stuff themselves. As long as they still innovate (which Turn10 does), I can't think of a reason as to why that'd be a bad thing.
 
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