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Treasure Hunter
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Re: What do you want to see in Gran turismo 6?

Jun 27, 2013
Isn't there also a 370Z already in the game?
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I Only Post Everything
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Re: What do you want to see in Gran turismo 6?

Jun 27, 2013

DaletonaDave wrote:
Isn't there also a 370Z already in the game?

Yep, 2 of them, 370Z ( GT Academy ) 08, and 370Z Tuned Car ( GT Academy Version ) 08.


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Fender Bender
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Re: What do you want to see in Gran turismo 6?

Jun 28, 2013
Plus the Fairlady Z (Z34) s the 370...
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Keyblade Wielder
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Re: What do you want to see in Gran turismo 6?

Jun 28, 2013

all of those things being true, it makes me wonder if that guy ever played the game much...

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First Son
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Re: What do you want to see in Gran turismo 6?

Jul 2, 2013

gt6 improvements:

1. Realism and PP, the struggle continues to find balance. If I put a
custom suspension and drive train on a car, it will handle better. The
current gt6 version does not reflect any performance gains when
installing true performance enhancing modifications. A real
simulation game should reflect any changes made to a car and
subsequently the performance result. At present, we can refer to gt5
as more of an attempt to present realism and simulation. But until an
effort it made to show all modifications that affect performance, we
should really be referring to the game as an arcade.

2. Car List and Search Filter. Totally inefficient. Often a host will
have a restriction for untuned "stock" cars. No mods allowed. With
the literally thousands of cars that most advanced and serious racers
have accumulated, this means committing to memory which cars you
have not moodified and which you have not. A simple filter feature
"tuning prohibited" in the car list is essential. In my opinion, what
keeps most hosts from choosing this as a game restriction is the
massive amount of time it takes for racers to scan through their car list
to find unmodified cars...a serious waste of time. In addition, the car
restriction list needs to be expanded to include other popular car races
that we often "ask" players to adjust to, but have no means of actually
enforcing it with game rules. This causes alot of confusion, and unfair
competitions where one racer will define stock, or race car, to mean
something totally different than another. It is important in races that
we have some type of standard that we can all understand. Here are
some suggestions for additional car restrictions we would like to be
able to choose when creating an online race:

a. stock.
b. non race car
c. race car
d. group a
e. group b.
f. group c
g. era and/or year range: choosing only a single year production era,
or a range of years to choose from
h. etc.

Additionally, it would be a grat idea to code in the car list the ability
for a racer to create custom folders, that they can name, and add cars
into those folder. This enhancement allows a much easier means to
manage cars and to find them quickly, as race requirements change
often in online play. For example: I have over 45 cars tuned at 500
pp, some in the standard car list, some in the premium. Some cars are
tuned for specific tracks, some are tuned "general purpose". I would
like to be able to save each car in a folder, let say, "nur", a name I
save the folder as. So, when I race nurburgring, I can easy locate the
cars and choose the one. At present, I have to scan the entire list in
both standard and premium lists, and easter egg hunt for them. Which
is a very frustrating method.

3. Cumbersome car "garage" maintenance task while in an online
race. Currently, any racer deciding they need to repair their car, or
make a simple oil change, must leave the online room, go to the
garage, and perform those repairs, and then rejoin the online race.
This is not realistic simulation in the real world, and it significantly
affects efficient game play. What I would propose is that when in an
online room, the ability to oil change and make chasis repairs be
capable without leaving the online game room.

4. Lounge navigation. I have never quite figured out how the lounge
name (it is some kind of randomized LONG strong of numbers, if I
recall). Entering a privat race by having to trace what the name of the
lounge is very annoying. A more simple method for automatically
naming a lounge should be investigated and deployed.

5. Online latency and lag problem. I understand that this is a
technical issue that is unlikely to be totally removed from the
environment that we race in. However, what would be a good
addition, is setting nat1 and nat2 or slower latency restrictions when
creating a room. In this way, from the onset, players that have poor
connectivity can find rooms siutable for their speeds, and faster more
reliable connected racers are likewise not frustrated to see poorly
connected racers entering a race only to see the entire event disrupted
by the game and competition ruining lag that prevails.

6. Player rejection and more reasonable and enjoyable methods for
handling poor drivers or road rage penalties:

a. The host should be able to assign penalty or warning points to
drivers who have disrupted online racing. At present the only means
to halt such unfriendly behavior is to erject them.

b. This causes many drivers to either retaliate later in other races, or
gives "king powers" to hosts who are not being fair or balanced in
their decisions.

c. So a stepped approach is better. On a first alleged offense, the said
poor driver can be given a warnin penalty. On the second, another.
And on the third, automatic rejection.

d. We might also explore a means for this to happen automatically, on
the same race, as these offenses manifestly control the outcome of race
position before a race is over. It makes no sense to penalize someone
after they have caused race penalties after a race is complete. In the
real world, race penalties are given as the race proceeds, making the
consequences of race penalties known and experienced well before
the race is over.

e. In my opinion, this causes the single most frustration, disagreement
and frustration from racer to racer than any other factor in this game.
And results normally in very unfriendly words and actions that
interfers with all other racers, inclusding those not directly involved,
but certainly affected by the ultimate outcome of the race and the anger
factor that results.

f. if I put on damage and penalty, a racer only notices a time penalty.
But if that same racer decided to run backwards on the track and take
out the leaders, or just continues to ram other drivers, the host has no
means to reject them during the race or prevent it from happening.
Only until the game is over.

g. A more effective means for controlling bad drivers, is a point
system, where sufficient penalties automatically force a permanent pit
for that player until the race is complete. This is what all professional
drivers and reality simulation racing should

h. Likewise, I understand some drivers enjoy the pure thrill of having
"demolision derby style" races, or "dirty races". So a feature to set
"dirty allowed" in the game restriction could be coded so that type of
race could be enabled, if desired.

7. Cars that need oil change or chassis maintenance. At present a
driver only discovers which cars need maintenance until they enter a
race, and put it on the track. A more simple and effective way to
determine which cars need maintenance is to show that with some kind
of simple icon...for example, a red glowing highlight in the car list that
alerts the driver to give the car some car before using. As mentioned
above, having the ability to perform car maintenance while online in a
race room is more realistic. And a huge time efficient way to do this.

8. Combine the car customization and garage maintenance
enhancements more efficiently. Right now, you have to go to two
separate areas of the game environment to perform essential tuning and
maintenance. This is not efficient and does not reflect a true
simulation. For game purposes and efficiency combining these two
areas of the game into one single area, is more effective and allows
the player to spend more time racing and less time navigating through
a clumsy environment. Additionally, it would also be a better way to
accomplish tuning and maintenance tasks by allowing the player to
choose all of them in a checkbox style method, rather than how it is
done currently. Currently, a player may only perform one action,
apply it, wait for that action, and then perform the next, apply it, wait
for that action, and so on and so forth. This is an estimated 12
separate steps to accomplish modifications of a car in this game. If all
of the mods were presented as a list, and a player could apply a
checkbox to each and apply them at once would save an incredible
amount of time. I recommend this highly.

9. Game controller restrictions. There is little doubt that a wheel
driver is going to be more competitive than the majority of racers who
use standard oem controllers. I am one of the old school racers that
prefer to use the standard ps3 controller. I think it would be a good
idea to allow a host to restrict racers to include any, or only, as a
choice. This helps ensure it is the racer and not expensive equipment
that decides the outcome of a race. It also gives a special place for
the wheel and controller racers to have their own fair arenas in which
to compete.

10. Game Level 40 and beyond. At present, a racer does nto realize
any benefits, bonuses or special prizes for achieving anything beyond
level 40. In recognition of higher race standing online, and achieving
the additional race points, a system should be implemented to reward
additional points beyond 40 with bonus cars, paint, etc. I am
particularly not a fan of a 40 point limit system. Other than racing to
achieve a victory, and the monopoly money to buy additional cars, or
modifications, there are no real rewads after 40, making the game
more dull than it needs to me. For example, winning 10 online races
after achieving 40, then the driver gets a bonus car, normally only
available by paid dlc for lets say 48 hours. Something like that. or
special paint. or free coupons for tuning...or a larger selection of aero
or wheel choices...something along those lines. Or just a point system
that goes beyond 40...to say up to 1000.??

11. Seasonal events. The kind of races need to be more varied and
interesting. Right now, over the last year, there are several races that
are almost identical in car type, pp, and course than seasonal offered
just month or weeks prior. By making the seasonal more varied and
the prizes more exciting to win, would make the game more interesting
and challenging.

12. Black screen during game play. This is something technical I am
sure that need to be resolved. At present, a racer who experiences
race lockup, has only one method for fixing it. And that is to hard
restart their ps3 machine. This is not the preferred method to exiting
the game, and I imagine that it has a consequence to saved game data
and perhaps even the hardware. I believe it does corrupt game data,
as I have observed this myself on many occassions when my machine
locks up during online game play. This has never happen however,
when I am not playing online races, so there is definitely some
correlation to how the machine is connected to online server
environments. That needs to be solved. Iif the game lockup cannot be
completely solved, which I believe is probably a technical problem
too difficult to cure perhaps, then another method for restarting the
game should be implemented rather than force exiting the game by
hard restarting the equipment, which is apparently the only means to
overcome this problem when it occurs, which is far too often in my
experience. Any suggestions and ideas that can overcome this
common problem are requested. It is very frustrating to be in the
middle of a race and be disconnected and then locked up where you
have no control over your machine. Some type of "task manager" to
kill task would be a welcome addition to the software that allows a
player to have more troubleshooting and problem solving steps.

13. Gifting cars and other items. The limit to one car, one gift in a 24
hour period is not exciting and player friendly at all. It would be
much more enjoyable also to be able to gift a "setup card" for a
specific car, rather than the car itself. For instance, once I have a
good tune setup, and saved, I would like to share that tune without
giving the car away. What I think would be a great new feature is that
ability to send a 'tune card" to a friend that he can apply to his own car
of the same type and use it, change it even, if desired. So sharing a
tune, versus outright gifting a car, would be helpful.

14. used car lot and online dealership.. In my experience I see alot of
the same cars presented over and over, sometimes in the same "cycle".
In the online dealership, the cars rarely get refreshed. it would be a
welcome improvement that the cars be more varied and more
frequently.

15. Aero kits for standard cars. Some standard cars can be modded
with front dams, sides, rear, and spoiler. Some cannot. In my
opinion, any and all mods of an aero type should result in a pp
increase, if the feature added improve the physics of that car. Now, if
the physics and the performance are not increased at all by the feature,
why would you have them in the game other than asthetics. My point
is that the racer is left wondering if any performance gainst actually
result when applying a tuning mod such as aero kits on their cars. And
the confusion about which standard cars can be modified and which
cannot be in the aero kit should be more uniform.

16. race car mod in the garage. Same kind of suggestions as above.
While the performance certainly is improved and the pp points that
result when making a car fully race modified, the selection of which
cars can be modififed in this way, is too narrow and limited. I would
recommend that many more car (all of them ideally) be permitted to
full race mod in the garage. This would expand the game to new
heights, and make the game more interesting and exciting. I am also
not sure I understand why no standard cars can be race modified, but
only premium cars. Surely, in the real world many standard cars
listed in the game, can and have been race modified to compete at very
high level of race competition.

17. Race conditions, wet, dry, night and day & the course maker. Only
some tracks have the option to choose varied race conditions. I
propose ALL race tracks have race conditions options for online play.
Again, this allows the drivers to experience all tracks in conditions
that we know real world racers experience them. The narrow number
of tracks that can be customized in the course maker makes the game
boring as you race most tracks in ideal and perfect conditions, which
is not realistic or very exciting.. It would be a nice addition to
customize all tracks, and make them unique and varied to suit the
racers who want realism.

I know this is a long list. I know this is probably very technically
difficult to accomodate in single version initial release of gt6.
Howver, having admitted that, I would really enjoy at least some of
these improvements, even partially some of them implemented. And
over time, updates that realize all of them.

Racers around the world certainly enjoy the game GT5. I assert that a
much higher level of competition, interest and enjoyment and
playability for a true realistic simulation is the shared goal.

It would also shut the forza pundits up, who routinely argue that the
PS3 based GT5/6 platform experience is inferior.

Lets prove them wrong with real changes that matter!

peace,

A330tech

 

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First Son
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Re: What do you want to see in Gran turismo 6?

Jul 2, 2013

Ok One more suggestion to add:

 

porsche collection.

 

Why the 911 is not included in GT5 and many of its variants, should be resolved in GT6. 

 

after all, if we are looking for high performance stock cars that compete straight from a dealership showroom to the track, you don't really need more amazing than a 911.  

 

any please, lets get the pp values and physics corrected in GT6, and stop playing fantasy arcade.

 

To suggest for instance that the lotus 111R at 500pp is going to actually run as quickly as 2002 Skyline, wing and aero or not, is just foolish.

 

So to the "cheat cars" and unauthentic pp fantasy cars, that polyphony has incorrectly stepped up unrealistically to compete, they should b relegated to the b level cars they really are.

 

you know what I am talking about...

 

I mean lets get real here, it is either a serious simulation game, or its just called GT5.  

 

A bmw 2002, new retro class car is no match in the 500 pp class of cars..and yet the game would prefer you to think it actually has such a pedigree.  it doesn't

 

Yeah, I know its a game.  I agree.  If they don't change things in pp to be more uniform to real world, however, we should not continue to even refer to this game as simulation.  And properly call it, arcade.

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Uncharted Territory
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Re: What do you want to see in Gran turismo 6?

Jul 3, 2013

A330tech wrote:

Ok One more suggestion to add:

 

porsche collection.

 

Why the 911 is not included in GT5 and many of its variants, should be resolved in GT6. 

 

after all, if we are looking for high performance stock cars that compete straight from a dealership showroom to the track, you don't really need more amazing than a 911.  

 

any please, lets get the pp values and physics corrected in GT6, and stop playing fantasy arcade.

 

To suggest for instance that the lotus 111R at 500pp is going to actually run as quickly as 2002 Skyline, wing and aero or not, is just foolish.

 

So to the "cheat cars" and unauthentic pp fantasy cars, that polyphony has incorrectly stepped up unrealistically to compete, they should b relegated to the b level cars they really are.

 

you know what I am talking about...

 

I mean lets get real here, it is either a serious simulation game, or its just called GT5.  

 

A bmw 2002, new retro class car is no match in the 500 pp class of cars..and yet the game would prefer you to think it actually has such a pedigree.  it doesn't

 

Yeah, I know its a game.  I agree.  If they don't change things in pp to be more uniform to real world, however, we should not continue to even refer to this game as simulation.  And properly call it, arcade.


Porsche cars are not included in GT5 because of, simply put, Electronic Arts. They won't hand ot a single Porsche vehicle for the Gran Turismo franchise, so Polyphony Digital is better off with RUF cars (and maybe Gemballa cars, if they're included in GT6), so they're basically the equivalent version of Porsche cars.

 photo metakraken_redbull_final_500_zps9ce1f6ed.png

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First Son
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Re: What do you want to see in Gran turismo 6?

Jul 4, 2013

that explains the stock porsche lacking in the game.  thanks....

 

did anyone read my other suggestions, preceding the porsche suggestion.

 

I would like to hear some feedback on those proposals for improvement.  (or how other racers deal with these issue and overcome them..namely the sorting of cars, and the network lockup issue)

 

thanks mate..appreciate the feedback..I was unaware of the franchise conflict about porsche cars...helps explain why a simulation game with the reputation of GT5/6, would no include what could arguably be named as one of the most competitive race ready from stock showroom cars ..ON THE PLANET..  (hint hint)

 

yes, I own all the ruf cars...no doubt, they are my go to cars in highly competitive races, and perform at just about every single track, and a very large range of pp restrictions.  I have most of them chromed to distinguish them as important machines...

 

(now, if I can just save enough money to buy a real one..even used...I would be a happy man.)

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Re: What do you want to see in Gran turismo 6?

Jul 8, 2013

A complete ban on jazz, bossanova, electro funk, and mall music. GT5 was crushed by this overuse of ear bleeding menu sounds which made an agonizing toothache a walk in the park

effyou
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Keyblade Wielder
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Re: What do you want to see in Gran turismo 6?

Jul 8, 2013

wow... such harsh criticism for PD wanting to distinguish their product by making it... distinguished.

 

I found that the music grew on me for many months but yea eventually I did turn it off because each song got too well-known to me that I would be playing them in my head everywhere I went... had to stop just for that reason, but that took many months to happen.

 

more cliche' pop music would only cause that to happen sooner, and cause PD to have to pay more for music...

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