The barriers in this version of Forza (6) are horrific. What self-respecting or driver-respecting track would ever create barriers that create 180 degree rebounds no matter how shallow the impact of the car? In the first place, the impact would kill the driver immediately. In the second place, for a game that prides itself on the reality of the physics in the car, this is far out of touch with a basic law: the angle of incidence equals the angle of reflection. And don’t give me the story that the barriers are made out of tires. The material covering the tires would not be absolutely elastic, so the previous principle would at least partially apply. And the guy who designed these so-called barriers? Find him and fire him (or her). Get real. I mean, really, get real.
Tire barriers are mostly located outside track limits. That means that you’re not supposed to get there.
Those ‘terrible’ tire walls came instead of the sticky grass, which I like very much. The stickey grass was often put way to close to the actual track
So first people complain about track cutting players.
Turn 10 introduce sticky grass and everyone complains about sticky grass.
Turn 10 remove sticky grass and implement tire walls completely off track.
Now people are complaining about the tire walls and how the physics work with the one item you shouldn’t be interacting with? Really?
I guess it goes to show you will never please everyone.
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For the record, I was not a fan of the sticky grass or how close it came to the track sometimes. I am a huge fan of the tire walls. I try my best to avoid them but on the off chance I have hit one I am not usually focused on the lack of “real world physics” but returning to the race track. If it was a more closely represented version of reality then hitting the tire wall at some of the speeds with which they are hit would destroy your car and your race would be over.
Tire barriers are intended to absorb energy, not deflect it, so in reality they do seem to snag cars and suck them in. If there’s enough energy involved for the car to rebound, it’s not uncommon to see them spun around. I haven’t crashed enough in FM6 to comment on the accuracy of the crashing simulation, though. I definitely agree with the avoiding-the-barriers school of thought. They even give you a rewind button if you need it.
It is kinda funny, if you’re watching a Twitch stream with casual guys running off the road seem to fit their cars perfectly in those barrier pockets, like every time. On the Nurb there is a particularly funny one thats hard to squeeze back out of.
I much prefer the tire walls over the sticky grass. I could not stand the sticky grass. It was so far away from reality, and not simulation like at all. All though if they could do Monza the way f1 does, so that if you screw up that first right turn after the home straight you could auto cross the tire barriers like nico rosberg did twice at last years race. That auto cross action would slow you down enough it would not be an advantage. I think, maybe.
The way the car interacts with the tyre barriers seems pretty good to me. the way the car seems to dig in seems quite realistic.
My problem is the fictional anti-cut barriers which just seem to be a clumsy attempt at solving the problem of corner cutters. For those who didnt like the sticky grass or quicksand, how is a barrier any better? You still stop dead, only barriers also damage the car!
In my opinion, real world tracks should look like they do in reality, as the cars also resemble their real-life counterparts. By placing a whole load of new barriers all over the place, it not only ruins the look of the track but it also prevents you from recovering from a minor error in a believable fashion. You end up having a crash in places you should just be able to run wide.
In single player mode I cant see how corner cutting is enough of a problem to warrant these barriers.
Single player also includes hot lapping and rivals. Which people would cheat on constantly. So now we have the barriers. Blame the morons, not Turn 10.
Whats wrong with simply marking the laps as dirty?
If you need to apply a harsher penalty, add time on to people’s laps if they drive through a restricted area.
A barrier doesn’t need to be a visible obstacle in a videogame, nor does it need to physically impede or damage the car driving through it. There are hundreds of ways that a cheating player can be penalised without compromising the visual realism or adversely affecting more minor mistakes.
They did that on Forza 2, but sometimes the cut was so great you could STILL GAIN an advantage!
I hate the tyre barriers, especially the ones on Alps, Rio and Prague. Considering they’re put in quite blatantly purposeful spots they are annoying, and people WILL hit them, and tyres will be everywhere. I also see another common denominator there but that’s another thread.
We need sticky grass back but as I said, to mitigate the majority of honest mistakes, keep it a car length or so from the track edge. This will be similar to the tyre barriers, and if anyone thinks this is unviable then they’re purely out to troll.
I really have no problem with sticky grass. I dont buy the argument that it’s not realistic when you then go and add these fictional barriers to places they never existed.
To me these barriers just seem to be a way of showing off the pretty new destructible walls by putting them in places people are bound to hit!
To me the barriers are well thought out risk reward system. They add a suitable risk to pushing as hard as you can. You don’t just glance off and loose a second you will normally ‘dig’ in and half spin losing you several seconds. As has been said in this thread, don’t hit them. If they didn’t work like they do then people would use them all the time to funnel themselves round the corner, this way you can’t do that you have to actually try and drive…
Keep the barriers. You are not supposed to hit them and I do think they are more realistic than sticky grass. Again you were not supposed to go where the sticky grass was but it seemed inconsistent. I would rather have an obstacle I can see than a race destroying one I can’t see that may grab your car here but not there. I know on the real tracks that those barriers are not there but still they look the part like they are supposed to be there so I am ok with them.
The anti cut barriers are not great, but I can’t think of any solution that would stop people gaining an advantage that wouldn’t just be an invisible barrier. You have to have a few seconds penalty otherwise the time you save not having to brake or turn will be greater than if you did and then cutters will use it. At least most cars that hit the barriers are instantly ghosted so you don’t have them rejoining the track dangerously. There again how people rejoin the track after going off is a whole new thread…
If you cut corners in real life, I mean actively driving across the grass or along an escape road, you will receive a hefty time penalty or you will be disqualified. An honest misjudgement of a corner causing you to miss the apex or run wide will likely see no sanction (maybe a time penalty if you gain an advantage). In Forza 6 however, the punishment is the same. You impact a barrier.
For those of us playing offline who want a realistic experience, having small errors punished in such a heavy handed way ruins the enjoyment. There’s no reason why a varying time penalty couldn’t be implemented where the severity of the punishment increases the further away from the track you are (ie, how blatant the corner cutting is) Grass and gravel should also slow you down and tyres should lose grip for a few corners, as they do in real life. That should be a sufficient deterrent to cheating in its own right.
Correctly implemented, it would be a fair and realistic way of controlling the cheats without affecting the experience of those who want to play fairly. The proliferation of make-believe barriers is a clumsy and lazy approach to the problem.