Constructive help for T10 on prioritising track fixes

Some of what has been fixed and not fixed on the tracks over the last couple of CUs has been… odd… to the say the least, but rather than everyone just complaining about how rubbish it all is I thought we could collate which tracks and corners we the players consider to be problems, as well as those we don’t, so that T10 can concentrate their efforts of fixing cuts that actually make a difference rather than on anything that looks like it might be a cut.

New updates hightlighted.

Tracks and turns that haven’t been fixed yet but are broken:

Yas Marina: Pretty much every turn on every variant can be extended on entry, cut at the apex, and extended on exit.

Le Mans Bugatti: Both chicanes are massively cutable. The other smaller cuts aren’t a problem because they don’t save time.

Le Mans Full and Old Mulsanne: The sector between leaving the Bugatti circuit and hitting the first long straight, and the last few corners before the pit lane, are a mess of cutable corners and sticky tarmac.

Sebring: The right-left-right section before the back straight is awful for cutting.

Spa: Eau Rouge (clean limits are also wrong) and the final chicane.

Alps: all the variants with that massive expanse of pointless tarmac on the other side of the yellow lines can be massively extended in a way that saves over a second.

Laguna Seca: The track limits at the corkscrew are wrong. But please don’t add barriers to this one.

Indy GP: Turn 1 (limits), the left-hander at the end of the back straight, the sharp right when you come off the oval section into the new infield bit.

Indy GP Classic: Turn 1

Road America West: the right-hander with the speed bumps is a clean cut.

Tracks that have been fixed but weren’t fixed properly.

Watkins Glen: The run-off between T1 and T2 is a problem but wasn’t fixed in the update. The chicane that was fixed was not a problem (cutting gave little advantage) and the new barriers have made massive pile-ups inevitable.

Lime Rock: The new tire walls at the first (west?) chicane have ruined a track that wasn’t really broken in the first place. Yes people cut that corner but it saved so little it didn’t much matter, but at least there was emergency space there. Now it’s just a pile of cars, constantly. Meanwhile the 2nd (east?) chicane is a problem because cutting it saves loads of times, but it wasn’t fixed.

Catalunya: The wall at T1/2 on the GP circuit was a useful fix, the rest of the extra barriers are pointless litter.

Hockenheim: Turn 1 is still cutable although at least the clean limit tweak is an improvement. Turn 5 is still cutable. Turn 6 was “fixed” pointlessly. You gained nothing by cutting that one.

Monza: You can still clean cut the 1st chicane.
Silverstone National: what the hell is that new wall for? Did anyone has the slightest problem with this track before it was “fixed”? It was fine!

Tracks that don’t need fixed.
Any version of Nurburgring. The chicane at the end of the GP circuit is slightly cutable but adding tire walls there will cause massive pile-ups as that’s the best overtaking spot on the track.
Bathurst
Road Atlanta
Road America
Rio
Long Beach

Any advance on those?

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What a great list and I agree with all of the above
I’m sure there is stuff to add to the list but I’d need to be on the game to be sure.

The main thing here is a bit of common sense and experience of playing the game. It all needs setting up so you can still take the kerb while keeping 2 wheels on the track and running wide should get you slowed right down

Yas is probably the one that should have the most attention. The biggest problems turn 1 exit. Turn 3 exit/turn 4 apex. Turns 5-7 (chicane+hairpin) apex. Turn 9 apex. Turn 11-14 (chicane+90 left) apex. Turn 20+21 exit. If there was just one track that needs barriers, this track is it. With all of these corner cuts/extensions players can gain 5-10 seconds advantage per lap.

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Yas is definitely the worst track. I’d actually argue that it’s a perfect demonstration of why T10 shouldn’t be using barriers to solve cutting, but if they insist on “fixing” the game this way then Yas needs a lot of work and I’d agree with the turns you called out.

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Well sticky grass should come back and barriers should only be used in certain corners that players can cut and still gain an advantage. This would reduce the amount of walls and make the tracks more aesthetically pleasing. Most of the corners on Yas, however still need barriers rather than sticky grass. I think T10 needs to do more work on keeping within the track limits whether on corner apex or exit. Both sticky grass and well placed walls can provide such a penalty to help keep players within track limits.

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They might as well put the slow sand/grass back in instead of putting random barriers around the tracks. that would solve a lot. If they could just do that on the just the race hoppers and keep drift hoppers the same without slow sand/grass and private lobbies the same as well without slow sand/grass that would be a good fix to corner cutting in my opinion. but at this time I don’t see it happening with FH3 just around the corner. If they don’t for FM6 at least they could for future FM titles.

At the Tuesday Twitch stream, I came up with the best idea for solving corner cutting at Yas, Spa and other tracks that have places where you can gain a lot of time. If you put all 4 wheels off the track you roll onto your side when you rejoin the track, but you will roll in a way where you roll back onto your wheels after 2-3 seconds. If you go a full car width away from the track, you roll onto your roof which will take 5-6 seconds to reset. This is an ideal solution because it punishes cheaters and it automatically ghosts them, because rolling onto your side/upside down already ghosts you (I think)

That would be a good idea or what ive seen in other games cant remember which one does this but if you corner cut you get a speed penalty for like 5 to 10 seconds.

I just find this thread funny becasue we all know nothing will happen. Great list, but I doubt turn 10 will listen.

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1 more… I witnessed a speed tune supra on leman (with the kinks) blow thru the second high speed kink of barriers on the right hand side by the wall and come out 1000 ft in front of me lol.

Oh they’ll listen, but it will most likely translate into tire walls on Daytona Speedway ( this is about as much effectiveness to encourage clean racing as their other 'fixes" had I feel)

I applaud this thread as an effort to help highlight the problems for T10 to focus on with the tracks in the game. Unfortunately there is one aspect that T10 will never be able to correct… the Integrity of individuals who ruin the fun for everyone else.
I do not think T10 plans on offering any further support for Forza 6 after the launch of Horizon 3. Hopefully they will consider the suggestions made here and deliver a solid experience in Forza 7.

I really feel that T10 should start doing a limited beta test with the Motorsport franchise where all tracks are tested by select members of the community to help identify and correct the problems before they release the final product. With the correct implementation and guidelines to adhere to, this could greatly add to the overall quality and experiance that could be achieved with the next Motorsport release.

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Another thing they did since launch that’s been a pain recently is the sticky Tarmac near the end of la Sarthe before the chickanes on the outside of the left turn. If you get more than 2 tyres on it it slows you to like 20mph and has caused quite a few accidents when people are racing closely. It’s not fun even if you just skim it as you’ll lose speed and sometimes spin out because of it.

To be fair this is exactly what I want. Drivers are punished for going wide here, and they learn quickly to not run wide there again.

If I remember correctly FM4 had different strengths of sticky grass (maybe I’m making things up.) it seemed like when you ran wide or went across the grass in certain areas the car would slow slightly and lose grip, then in other places (mainly cutting prone areas) there was sticky grass that would bring your car to a halt. Silverstone, Sebring, Catalunya and more weren’t a problem because of this.

We don’t need sticky grass at a level that would halt cars and become a hazard for other drivers, we just need a solution that takes away their grip and slows them down to a point where an advantage is no longer gained

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Updated the OP with some that I missed.

Just keep it simple…why not just give you a time penalty if all four wheels go over a kerb, on any corner on any track. Players will know where they stand at all times

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This does not sound like a simple fix for forza 6. Maybe in future titles.

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I know nothing about developing games, but surely a bit of universally applied code to the entire game that just punishes you for having all 4 wheels over a kerb would be easier then building barriers, tyre walls and sticky surfaces individually on every track

And what do you do when you get hit from behind (intentional or accidental) and shoved off sideways into the grass beyond the rumble strip so all four tires are on the wrong side? Should you get a penalty? With your suggestion, you’re “universal” approach doesn’t take into account those types of incidents, but like many in this and previous threads.

Who makes the call on these? People suggest some really neat ideas, but don’t take into account “someone” needs to impartially be observing (or reviewing) each and every race, 24/7 (which includes weekends and holidays where Turn 10 never has had anyone working) to enforce anything added.

People complained about “sticky grass” in previous version, so they got their wish. It was removed. Happy now?

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Me thinks Turn 10 listened to the wrong peeps. Turn 10 had decisions to make regarding where Forza was headed. They had a chance to take their Need For Speed fans into the Horizon franchise, but instead they decided to blend Horizon and Forza into one big mess of a game.

Racers was realism and simulation, the Need For Speed crowd wants to just go fast and bounce cars off of walls and other cars. I don’t want to begrudge Need For Speed fans - you like what you like, but blending the two concepts into the same game isn’t working.