What would your reaction be if GT5 is released without damage?

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There are a lot of other factors that would sway me over damage. In all honesty I can't even say I like the idea of damage, although it wouldn't put me off it if the game had it. As many have said, I think there are other aspects which I would personally like more, notably variable weather systems.

Do I think it would be costly if PD released GT5 without damage? yes.

I think the lack of damage has gone on long enough even if it isn't for me. On that basis I think its about time gamers got damage.
 
To be honest, I'd prefer weather effects and mechanical damage over cosmetic damage.


I really don't understand people wanting damage? What are you going to do with, take every car out and see how much damage it can take? If we get private rooms we don't need damage, because we are clean drivers!(right) I will buy GT5 whether it has damge or not!!!!👍
 
Every driver makes a mistake sometime and this mistake has to have a realistic effect.
Damage also includes mechanical failures for me btw.

It would also add a lot of intensity to the races, ive seen the AI spinning and crashing a lot in Prologue, but the only effect was smoke and tire squeezing. If the cars would get damaged it would give the game a more lifelike feeling.
 
I really don't understand people wanting damage? What are you going to do with, take every car out and see how much damage it can take?
I really don't understand people who don't want damage. ;) It's called a "real driving simulator" and the cars just magically bounce off walls and cars scot free!? FFS this is 2009 not 1998! :dunce:

Oh, and well said G.T.Ace! 👍
 
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After driving few weeks iRacing, I finally realized the effect what realistic physics and damage-modelling does... it makes people race with patient and more 'real'. No more kamikaze passes, or over-shouting engines at corners... no more short-cutting over grass/high curbs... no more driving 'over limits', cause when you go to grass, you really go far and finally crash your vehicle totally.

Damage in everyway must come, and also unforgiven realistic physics in expert-level, so people will start respect their speed more. The way how you can save your car in GT5P, even you go wide with high speed, is unrealistic now. Earlier I didn't have anything to compare, but now I have, and I've started to drive with totally new way.
 
After driving few weeks iRacing, I finally realized the effect what realistic physics and damage-modelling does... it makes people race with patient and more 'real'. No more kamikaze passes, or over-shouting engines at corners... no more short-cutting over grass/high curbs... no more driving 'over limits', cause when you go to grass, you really go far and finally crash your vehicle totally.

Damage in everyway must come, and also unforgiven realistic physics in expert-level, so people will start respect their speed more. The way how you can save your car in GT5P, even you go wide with high speed, is unrealistic now. Earlier I didn't have anything to compare, but now I have, and I've started to drive with totally new way.

Well said my friend. Damage would boost GT up in so many ways 👍.
 
Just to reiterate a small detail, Microsoft probably spent a small fortune to get thirty some odd manufacturers to agree to damage, and it looks like they couldn't even agree on how much! Apparently, different makes take different amounts of damage in Forza 2, and a number of people noticed this. While I'm highly skeptical that Kazunori-dono would allow anything like that in GT5, I'm also doubtful he'd be satisfied with the cartoon level damage system in Forza. He might, as a number of people here have made it clear that limited damage is better than none, but you people who insist that damage is the most important thing ever in a racing game should prepare for a GT5 without it, at least initially. Polyphony does have to deal with a much larger list of manufacturers, after all, so you could be asking for the impossible.
 
If all of the manufacturers licensed in Gran Turismo (the original) agreed to a moderate damage modeling, I wouldn't care about the rest. Having an improvement in the gameplay is much more important to me than the quantity of cars available. They can throw the entire GTPlanet car wishlist and without a change in gameplay, it won't impress me.

Hopefully they heard about the uproar in the Logitech incident and consider that people will be disappointed if this keeps happening in the final game.
 
After all the complaining about how Japan heavy the car list is even in GT4, you really think anyone would be happy with that, SN? ;)

I don't think the situation is quite that difficult. I might be wrong, but with every automobile company this side of Yugo wanting to be included in the next GT, they might be more accommodating to having their cars abused.

In addition, I'm mildly surprised that you'd settle for minor damage. Frankly, I would too, and I'd even be okay with slightly different levels of damage between different makes, a la Forza 2. I think what the real holdup is, is working with new damage software, such as the Digital Molecular Matter modeling mentioned in another thread, and getting the damage dynamics to suit daimyo Kazunori-dono. I know I'm leaving out major things such as weather and time of day changes, but all the caterwauling over damage probably has the collective ears at Polyphony most of all, and is probably the hardest to get right.
 
I would say that damage will be in. However it will be limited to race cars only. Hopefully that would mean race modified cars also. Which would give a increased chance of having race mods or enough tuning options to turn a good proportion of the cars in to race ready cars. Not having damage in would be a slim chance knowing how bad the majority of the gaming population wants it or thinks it needs to be included. Surelly damage has to be one of the biggest factors delaying the release. Personally damage is not my thing since I am a GT solo guy, its my brand and what I support. I would much rather see 600 plus or more cars with decent livery system, good user friendly online mode, and much better simulation/world mode. GT4 easliy had a great car line up. However the simulation/world mode sadily was poorly designed to capture the magic of the wide range of cars that GT4 offered. Then a poor arcade mode did not add much. GT5 prologue offers promise. I never would of thought they would of offered online races for credit prizes along with 10 plus lap online races. That is fairly cool. I believe that they should focus more on actual racing and you do not take a factory show room car to a sanctioned race without a few mods. However they need more of the lower level races. If test driving cars is going to remain the main theme. Then they might as well throw in a 5O mile senic drive with dozens of pull out spots for photo mode. Snowing this weekend, so will get some more track time on daytona road. They badly need to release Laguna Seca, Deep Forest, Grand Valley or some other medium sized, medium skill race course. Especially if we got to wait until end of 2009
 
Restricting damage to race cars, and possibly tuners and race modded cars, I don't think would make a whole lot of people happy. It would almost seem like the game was released half finished. I think Forza is a better compromise model, where damage is limited, but all cars suffer more or less equally. I do think damage will be in, and equally for all cars. But I would like to hear from a few people who share greenlightning's view, and why they think that would be a better compromise.
 
Restricting damage to race cars, and possibly tuners and race modded cars, I don't think would make a whole lot of people happy. It would almost seem like the game was released half finished. I think Forza is a better compromise model, where damage is limited, but all cars suffer more or less equally. I do think damage will be in, and equally for all cars. But I would like to hear from a few people who share greenlightning's view, and why they think that would be a better compromise.


I am not necessarily saying restricting damage to race cars, race modified or possibly tune cars is better. However when taking the actual manufactures licenses restrictions in mind that may be what GT5 is faced with. I have not played Forza 2 so can not really weigh in on the detail or lack there of in regards to damage on that game. Realistic damage on any factory show room condition car would equal end of race on almost all crashes or contacts of 50mph or so. Since we are talking about a consule game that no matter how good will still be along ways from actual real life racing their is not much point in making damage to realistic. What they need is decent damage system along with mechanical damage effects. I think that I would rather have the best possible phyiscal and mechanical damge effects possible even if that means it is restricted to race cars only. Rather than a tuned down or resticted damage. Especially if it meant rollovers and flips verses non rollovers and flips etc. Granted damage only to race/tune cars would certainly push GT5 into more of a race car simulator instead of just a driving simulator. At the end of the day though I would much rather see the largest car selection possible, more tracks, more race events, more tuning options, and hopefully full blown race modify / livery editor verses having damage. The GT series to me is like having all the money that you could ever want and being able to buy and tune from a huge selection of cars and then just enjoy them rather that be photo mode, "B"-spec, "A"-spec etc.
 
Im not so worried about damage as much as Im worried about the cars reacting so crazy when you get bumped. If my car would just move a little as opposed to flying off the track like i got hit by a train.
 
I would be very suprised if damage was on GT5. Since they didn't have it on the GTHD, and GTP, I understood that has them saying, 'no damage'.
 
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I care infinitely less about photorealistic damage than I do about tire wear, fuel consumption, spiking coolant temperatures and wheel-lift.

Yes, wheel-lift.

Driving over a curb, doing over 1g of lateral acceleration, I expect to see my inside wheels at least three inches off the ground. I don't care if cars don't flip over. I don't care if they don't crumple like tin cans when you go into a tire barrier. You go that far off-track, and your race is over, anyway. I WANT TRIPODING! (and some bipoding, too). And, if possible... monopoding. On a popsicle stick.

True, on all counts.

In GT2, you could get the car off the ground, but once past a certain angle, it would not rotate any further.

In GT3, PD took the anti-roll technology even further, so that you could not fly off the track unless you were bang up against the invisible wall separating yourself and the scenery (cars flying on the test course were actually sliding up the wall). This led to the curious fact that you could have the car fly off the ground (zero rolling resistance) and still have the rear tires planted... leading to top speeds in excess of 1000 miles an hour.

In GT4, they removed all possibility of leaving the ground, except for hopping curbs. (but the wheels would not stay up, even with no weight on them)

I hope GT5 rectifies this. I don't care if the cars won't roll or flip. Just show me something... :lol:

^ Whehehe, did that done that in GT4! DO DA MONOPOD: :D
 

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I'm totally OK with no damage. I've always enjoyed the game without it. I have no doubt that if they implement damage, the process to fix your car will be super annoying.
 
I am not necessarily saying restricting damage to race cars, race modified or possibly tune cars is better. However when taking the actual manufactures licenses restrictions in mind that may be what GT5 is faced with. I have not played Forza 2 so can not really weigh in on the detail or lack there of in regards to damage on that game. Realistic damage on any factory show room condition car would equal end of race on almost all crashes or contacts of 50mph or so. Since we are talking about a consule game that no matter how good will still be along ways from actual real life racing their is not much point in making damage to realistic. What they need is decent damage system along with mechanical damage effects. I think that I would rather have the best possible phyiscal and mechanical damge effects possible even if that means it is restricted to race cars only. Rather than a tuned down or resticted damage. Especially if it meant rollovers and flips verses non rollovers and flips etc. Granted damage only to race/tune cars would certainly push GT5 into more of a race car simulator instead of just a driving simulator. At the end of the day though I would much rather see the largest car selection possible, more tracks, more race events, more tuning options, and hopefully full blown race modify / livery editor verses having damage. The GT series to me is like having all the money that you could ever want and being able to buy and tune from a huge selection of cars and then just enjoy them rather that be photo mode, "B"-spec, "A"-spec etc.

They could make the game in two parts though. The first part is like GT4, or GT5P, without damage and with roadcars only. Once you get to "Expert" level, you open up a new game, with only racecars and full damage physics.
 
GT needs damage IMO. I know KY wants it perfect, but if they cant get the visual damage the way they want it im cool with that. What im saying is we can atleast get some type of damage. Tire, fuel, trans, engine, body, etc. Dont get me wrong i would love if we got visual damage, but the most important thing is GT get some type of damage system. One example i will share is Racing online. While observing people driving skill I notice how alot of racers skid into turns, If you are a true racing fan you would know how important tire wear is and how it is a must you preserve all you tire grip during a race. Some people dont know this, they take turns way to fast and burn up the tires. If you think about it you cant even get madd at these drivers because there is no consequence for this action. If we had a real tire wear system/damage it could teach new drivers the importance of tires and improve the driving abilities of racers
 
They could make the game in two parts though.
Hmm... I hadn't thought about it like that. This idea has merit.

Personally, I think damage will either be in or patched in eventually, but I would be happy with this. And +1 to JDMKING.
 
If that is what is holding up release of the game, I say can it.
Release it later if possible. Otherwise save it for GT6.
 
I would be slightly dissapointed, but wouldn't be surprised, in fact I lowered my expectations for the game so hopefully I'll be happy with the game. If GT5 is going to include damage I'm sure it's going to be quite realistic looking.
 
It wouldn't ruin the game but given the choice I would prefer damage there because I would like the option to fix my car after the race or leave parts of it knackered like bumpers for a few races etc I think it would be cool seeing the odd bumper come loose etc
 
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