What you would like to see improved

I would like the developers to:

  • Bring all Premiums back

    Votes: 14 24.6%
  • Bring dynamic weather back

    Votes: 14 24.6%
  • Improve the physics

    Votes: 8 14.0%
  • Improve the graphics

    Votes: 5 8.8%
  • Improve the sounds

    Votes: 29 50.9%
  • Improve the AI

    Votes: 14 24.6%
  • Improve the netcode

    Votes: 8 14.0%
  • Improve the gameplay

    Votes: 7 12.3%

  • Total voters
    57
360
France
France
Hi guys, I'm making this thread to know what you would like to see improve for GT Sport now that we know the first informations about it. There may be still hidden features that may be revealed at a later stage, so this focuses on the informations confirmed at the copper box event.
 
Well, first two votes.

Naturally, I want everything imaginable improved in GT Sport and 7. But from your selection, I chose physics and bot AI. The physics because they define how the cars behave, feel and race, and of all the factors of a racing game, they define the core of our experience. The driving model. Second to that is how good the bots are, how competitive, lifelike and challenging, because that good driving model needs good competition, the definition of racing.
 
I voted the first two, because I believe we couldn't really judge the AI based on what we saw at the event, and am sure netcode might improve with time. However the first two seem important for me.
 
Development and support (updates, DLC). I dont expect to be Forza like rapid support, but a Evolution's Driveclub is enough for me.
 
I am very angry at PD. There is no reason for hundreds of beautifull premium cars to disappear like dust, they should be ashamed.

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Judging by the questions in your poll it appears you are asking these questions post reveal, meaning based on what we know so far, what would you like to see improved. Is that the case? If it is, you should specify that in your poll somewhere.
 
All premiums will be back eventually I guess, still weird since they clearly stated they were future-proof. Guess not then.
 
I noticed a couple of things that I don't think have been mentioned. One is, the tracks don't appear to be visually dynamic. No skid marks left from cars spinning out, no marks on walls after cars have run into them. Brands Hatch didn't appear to have any rubber laid down on the track. The city track that I saw was very sterile with zero character at all, looking like it was just constructed and you're taking your first ride on it. Hopefully this is something that will be addressed before launch.

Another thing is, where are the open wheelers? Progression to the highest levels of motorsport almost always involves junior open wheel series, starting with karts, Formula Ford, Formula 4, Formula 3 and various other open wheel series? Where are the open wheel cars?
 
I would like soundscapes to be improved, PD needs to realize that race cars are loud, absurdly so there should be roaring engines abound at the starting line and a raucous chorus of mean machinery ready to howl. It sounds rather empty in the videos also there was like no echo or reverb at the Nurburgring, I think I was hearing crowd sounds at the new Northern Point(sp?) track. They added animations and a filled in infield so it doesn't look like racing at a ghost town but why on tracks with lots of foliage there is no movement in the trees, that's creepy. Shift on PS3 had this effect going and it was very good to see foliage moving as well as shadows dancing across the road surface, gives life to the organic looking environments.
Sounds are still weird as some cars sound believable and others sound like they were created using a synth, wasn' that Forza guy hired, I'm guessing they won't let him touch the sound board huh? I think it's time they go full on AES and leave that piles of files recording playback stuff in the past.
How about aerodynamics? Have they gotten fluid dynamics to work correctly this time around? In GT6 that only worked correctly when you added the underbody channeling and you got more realistic top ends, without it cars like the Stingray were doing impossible top end speeds. Also this needs to be done right especially if they intend to have NASCAR in the game and that is mainly about aero setups and drafting, including the using shifts in it to gain the upper hand, bump drafting, or closing the gap in a turn abruptly which will in turn cause the car ahead to get loose in the read due to changes in the composition, Bernoulli affect stuff here. Those things affect Stock cars due to their use of spoilers instead of wings. Hopefully they deepened the simulation some more, mechanical damage that is reflected due to how you drive, so curb jumping will be to your detriment, drafting too long at high throttle will send your temps up as you're not getting enough clean air into the intakes, hope they added in brake in and tire warming, tire punctures(a bit much but why not).
Physics this needs to be done well, and no more magical hands that prevent roll overs so the game should be calculating what is happening when you lose control and the surface you're on, angle, velocity and imperfections in the surface that could become a pivot that changes a sideways slide into a full blown roll, this would also play into aerodynamics and wind travel around under and over the vehicle.
Seems like they have upped the grid to 20 cars, that's very nice but short of the massive grids in Project Cars so my dream of having multi spec Le Mans races isn't quite there yet, hopefully there are options to have multiple specs in one race, LMP1, GT, GT3 and so on in one race.
It's great that they have new cars and FIA, but for the love of all that is good...PD please get at least have half the grid from one year, due to constant regulation and spec changes from year to year, it's pretty weird to see cars from different years running slight spec differences competing together for sanctioned races. Let's have at least half a grid of cars from one year of GT3, GT, LMP1 and the rest, get some uniformity in this fresh start.
Now the atmosphere, GT needs more of it, race days are loud and raucous, no more driving in quiet cars, at quiet venues sound staging is important, ambiance is important visually and aurally. Still waiting on correct transmission sounds for cars older stick shifters should have the veritable thunk sound from the gear change, engine intake sounds are still missing, I saw no backfire coming out of highly tuned machinery nor audible pops during rapid deceleration.

@OP, I am upset about the what seems to be complete purge of assets from what we saw as highly detailed cars from GT6/5 but there were imperfections in the GT5 cars as GT6 cars were modeled to an even higher level(the newer additions), GT Sport it seems like they found an even better way to recreate them and looking at your photo post you can see the imperfections in most of the photos(some lack depth even for 3 dimensional constructs). Remember attention to detail is part of the equation and I guess having materials look spot on is part of it, how they got 137 cars built from the ground up and when they decided to even do that is another question.

The most realistic driving AI I've dealt with seems to be the Drive Club guys. Most things that affect you affects them, turning off driving aids in the game the AI does the same and they commit a wealth of mistakes and they are running on what seems to be a very good approximation of the physics that the player cars runs on. They also suffer from impacts as well, so they aren't invincible road hogs like GT AI. Evolution Studios built a boss AI and smart physics setup for their AI, that's one thing that makes AI realistic to deal with, they suffer from penalties too. I only play DC with the aids off, if you have the game try it you'll only notice stupid rubber banding when you get left way in the back but if you pack race with them, watch the chaos as some cars over commit and go careening into a wall, not uncommon to pass lie 4-5 cars in one go after a high speed to low speed section due to AI mistakes. The AI drifts a lot with driving aids off too, fun fun game.

I can't comment on weather since I saw none, but if it includes Le Mans and other multihour courses, pretty much guaranteed that dynamic time and weather will be part of it, perhaps locked for certain races for different times of day like how PD did at RBR, in game you had a span of time but PD was able to set up seasonal races at times you couldn't set. Weather and time of day are part of racing, no one races in a vacuum or in perfect conditions for long.

My complaint list is long but I will still grab this game as I'm sure that no one goes into a game going I hope all the things I don't want are not in there. It's more of a I hope there is fun to be had and then some, the online alone for me sold me, it looks absolutely smashing.
 
@OP, I am upset about the what seems to be complete purge of assets from what we saw as highly detailed cars from GT6/5 but there were imperfections in the GT5 cars as GT6 cars were modeled to an even higher level(the newer additions), GT Sport it seems like they found an even better way to recreate them and looking at your photo post you can see the imperfections in most of the photos(some lack depth even for 3 dimensional constructs). Remember attention to detail is part of the equation and I guess having materials look spot on is part of it, how they got 137 cars built from the ground up and when they decided to even do that is another question.

The new premium they use for PS4 may be little bit better quality, but that will never justify dropping still extremely detailed models in the dust. The difference will never be noticeable and everyone will enjoy every cars. Don't underestimate GT5P/GT5/GT6's premium models.
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Another reason why I would like dynamic weather back, is that it is part of racing and early GT's set the standard for most other games, and now they dropped from it. Instead static weather is pathetic. GT5 used a weather engine very powerfull, and that was 6 years ago.
GT6 was lower weather quality because of higher resolution and other stuff like lighting, but they already set a good base that worked on that OLD PS3. PD destroys human logic.
 
The sound but in particular the sound of gear changes - which appears to be the same as in GT6 (aka non-existent).

A downshift sounding like a bee fart is not what I was expecting after 3 years and all the hiring spree and guilt admitting bonanza.
 
I wouldn't get carried away with PD throwing out the Premium assets from GT6. Sport is a specific game oriented for eSport racing.

Where was that stated?
I'm curious about this too. It would imply that the PS4's tesselation feature requires models with areas keyed to work with it. But even if that's true, I'd think it wouldn't be hard to add to those models.
 
Improve gameplay, especially offline racing experience.
PD should take a hint from PCars and all the options it has in solo mode for setting up races against AI: free practice, qualifying, standing starts/rolling starts, choose race length by number of laps or time, enable damage and fuel/tyre wear, define setup & fuel load/pitstop strategy before starting a race, a decent hud with useful info on tyre wear, fuel load, and distance between opponent ahead/behind.
 
PCARS definitely pulled out the stops on their event builder. I would say though that the one bit I'd leave off is time/distance to car ahead/car behind. It would be fine to have for those who want it, but the time to leader and time of lead are the only two markers that I really care about. I can usually see the car ahead of me, after all, and can peek behind.
 
PCARS definitely pulled out the stops on their event builder. I would say though that the one bit I'd leave off is time/distance to car ahead/car behind. It would be fine to have for those who want it, but the time to leader and time of lead are the only two markers that I really care about. I can usually see the car ahead of me, after all, and can peek behind.
Time/distance to car ahead/behind isn't all that important in a short sprint where you can see your opponents and anyone you can't see isn't likely to catch you but in longer races, particularly endurance races, where presumable tire and fuel strategy come into play it's actually quite critical information. If 3rd, 4th and 5th are 10 seconds apart and on different tire/fuel/pit strategies with 10 laps remaining, you aren't going to see each other on the track but I sure want to know at what rate I'm catching the guy in front of me that I can't see and whether the guy behind is catching me or not. Do I push? Do I save my tires? How much do I push? How easy can I take it to preserve my tires? Etc.
 
Me first a foremost I voted for graphics, and dynamic weather, but now that I think about it.

Gameplay and A.I must come first. I've said this before, and say it again these two things had they been done correctly in GT5 and GT6 just like in GT3 and GT4. This game this forum would not be where it is today hint hint divided.

They've done one thing I've asked in GT sport which is cut the fat. 137 cars is more than enough for most people, and heck again if you're going to have a s*** ton of cars better have races that go along with it.

I'm not disagreeing with those that want sound and physics, but me right now A.I is something that needs a severe upgrade as of 2008 GT1-4 I understand the A.I being the way it was, and maybe even GT5 because in 2010 don't think most racing games really how you say took off like that. Forza was still only in it's 3rd game at that point, and I didn't even take Forza as a serious threat until the 5th game which is in 2013.

With that said A.I and Gameplay have to be first because without it the game is essentially boring it's the exact reason I sold GT6 some 3 weeks after I got it.

One thing I will say though that helps GTS right now is they did listen to what I've been requesting for awhile now that's atmosphere I don't know what to log that under, but it helps. Watching the Willow Springs trailer gave me a little hope just a little that they might have listened somewhat, and then dashed as one of the A.I crashed into the person at high speed as usual(which means the A.I at least on paper might be the same).
 
Time/distance to car ahead/behind isn't all that important in a short sprint where you can see your opponents and anyone you can't see isn't likely to catch you but in longer races, particularly endurance races, where presumable tire and fuel strategy come into play it's actually quite critical information.
It can be to some, maybe most, hard to say. But with the game moving to even more graphical prowess, I'd rather keep it to the usual racing game formula. Now by that I mean customizing the display so that I don't see it. I don't want to lobby for its exclusion because I'm all about the options.
 
The AI absolutely MUST have adjustable difficulty. You can make the best racing game in the world but if I can spin out twice and still win the race - as I could do easily in GT6 - then there's not really any racing taking place.

The collision physics with the AI really needs work too. I've been playing PC racing sim's and if you sideswipe someone at high speeds, or rear-end someone at any speed, you're going to go spinning off the track. That forces you to follow the car ahead until you get the opportunity to pass - like you're really racing.
 

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