@SlipZtrEm I agree "full-time ghosting + penalties" system isn't perfect either, and that players would eventually learn how to exploit it. While it is better than the current system, it still can't beat full-time ghosting alone. Still, assuming I have to add more realism in the racing itself, I would opt for full-time ghosting + penalties over the current system because when both exploited, mine causes less damage to involved players than the current system.
Up in the higher reaches of the leaderboards — where eSports events will be pulling their competitors from — you'll be watching a procession of nearly-identical ghosts unless someone makes a mistake (which the aliens out there are far less likely to do).
Do we know for sure that only high-ranked players will take part in live events? If there is a strong evidence suggesting so, I would not mind having a collision system and relying on the growth of the current system. With reliable drivers around, the risk of having a grid of mixed quality drivers would be very small.
The success in the eSports arena lies in appealing to the viewer, not the players.
Agree, overly fair and clean racing could repel certain audience because racing wouldn't be so tense and unpredictable anymore. Personally, I believe that clean and fast driving itself is already tense enough if drivers' skills are matched, but I also know that possible collisions and other disturbances that may or may not happen create more excitement.
Given that you'll likely need to go through the license/campaign, I'd frankly just do away with it and have full damage from the beginning. And I'd add to that the requirement of bronze/silver/gold at Track Training section for Sport mode with the car category you are racing.
I really hope the school mode we're going to get will encourage drivers to drive properly. You can't stop dirty driving, but you can do measures to reduce it.
You could, but at that point you're just the same as penalties for actual contact.
Not quite, the damage done to involved or innocent players would be far less. To put it precisely, it does not fix the problem, but it improves it.
"Full contact" motorsport also provides equal opportunities and fair competition to all. You just don't seem to like the form that the competition takes.
Are you referring to motorsport in general or motorsport in GTS?
Depending on what domain of motorsport we specifically discuss, it may and may not be fair. But it certainly is more fair than average/random online race, mostly because of the lack of risks and obligations you get in real thing, so it encourages people to try doing something they would never dare to do in real life. Therefore, in a video game you have to pay more attention to fair play so that people can get the satisfaction they want and enjoy what they won't be able to experience otherwise.
There are a bunch of drawbacks. The fact that it ruins the idea of broadcasting something that looks very similar to real racing. The visibility problems from bumper and cockpit while you're going through another car. The fact that if you do introduce contact penalties, it's just as abusable as full contact racing.
It's more similar to real racing than what you get to see in average open lobby. Visibility problems can be fixed, Enthusia on PS2 would automatically turn the ghost car off upon you making a contact with the car. It would then re-appear once there is no more contact. And it isn't as abusable as full contact racing, as I mentioned above, the damage involved players take is far less than during full contact racing we have now.
The penalty system can work. Play iRacing.
GT Sport has larger audience than iRacing, more players are aware of its existence, and it's more oriented towards casual players. I understand what are you trying to say, but approach to penalty system has to be different in GTS. Not better or worse, but different.
See, but this is where you HAVE to start giving up on the idea that anything less than a win is a failure. You are at all times racing with twenty other people. One can win. All other things being equal, you have at best a 5% chance of winning. If you want to win all the time you're going to be disappointed.
On the other hand, if you're in it for the long term and are trying to maximise your finishing positions so that you build driver rating, then driving safe absolutely works. If you can avoid being taken out in two races out of ten, then you've just improved your place from last to at least ahead of all the people that crashed out. It's less trivial than you'd think ifyou're trying to build driver rating.
Seriously, people cannot go into this measuring themselves by wins. Even world champions are lucky if they win a third of the races in a season. In 2010 Sebastian Vettel won the WDC with 5 race wins out of 19. (That was admittedly a close fought year that went down to the wire, but mechanical dominance shouldn't exist in GTS.)
Get over this idea of winning, and start thinking about how you can make sure that you're almost always in, say, the top 5. Wins will come naturally if you're driving safe and clean.
When did I say I monitor everything through winning? If this's what you have concluded from my post, you have misunderstood it. 👍
What I was trying to say is that in average open lobby safe and reserved drivers will often get the short end of the stick. That's a rule of thumb if you race against fast, but impolite drivers. If you drive carefully, you won't be able to reach higher positions, and if you try to break through cleanly, you'll face consequences for your kindness. That leads to frustration because you know you could beat them, but the race is just too dirty to allow you to, and the system doesn't punishes them properly.
Personally, I don't care about winning at all. As long as I'm taking part in a clean race and I'm having fun, I'm happy, I don't care about ranking and stuff. It's always more enjoyable to be an average in terms of skills and speed.
Compared to the mess of other stuff they have on the HUD, I actually like how they handled the marshals. It's not strictly necessary information, but it is useful. There's a skill there for people who take five minutes to learn the marshal positions and flick their eyes towards them every time past. Just like real racing. Situational awareness is important.
I can agree on that since I like challenge, but older or casual-oriented players may not. Hopefully they add an option to satisfy all players.
Frankly, I get the impression that you have your own idea of what you want a competition with cars to be, and it's wholly unlike real world racing. In a game that markets itself as a FIA affiliated motorsport simulator, real world racing should be the priority. Maybe they can add additional modes like you're suggesting, but Sport mode should be as close to real motorsport as they can get it without driving people away.
Wholly unlike real racing is what you can see right now, my suggestion pay attention to both realism and fairness. I admit compromises do exist, but as I said above, if we manage to get only clean drivers in important events, I'll be more than happy to change my opinion and support what ever they have in mind on the current system.
And yes, the more options, the better. 👍