Endurance Racing (the hopper)

So they’ve IMO ruined the only hopper that’s good in this game.

The endurance hopper now no longer has simulation damage ON, rather OFF…

Yes they’ve added an obligatory pitstop, that’s great!

But they’ve taken away the only thing that kept real racing away from the jokers, mainly the damage, the tire wear, the “strategy”.

I hope more than me realize that turning damage OFF will only encourage bad driving since there’s no consequences for ramming another driver or braking late etc.

I’m done with the single player, I’m sad to see cars I’d want behind a lock, I’m disappointed with all the bugs, all the inconsistencies.

And now I’m straight up mad about multiplayer…

I hope it’s just a trial since I would guess that many players have argued that they can’t race because of crashers and such, it’s just sad.

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Based on my experience of the hopper damage off is a good thing. With damage on it did not deter the rammers and overall bad driving.

Only time I like damage on is in a private lobby with people I trust to race clean.

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On the flip-side, perhaps the Endurance Hopper had so many griefers because Simulation Damage was enabled. As a griefer I would imagine that wrecking somebody to the point where they can’t even move would be more fun than just playing car bowling.

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Then just make them a ghost before the collision even happens. If X car is about to hit X car with a certain amount of force the car is ghosted. Force is literally just mass times acceleration. That should not be too difficult to code into a game.

@ForzaMotorsport mentioned on twitter that they’ll be making some changes to that lobby, when and which changes, we just have to wait and see.

Mandatory pit stops were ESSENTIAL to be added - the whole hopper was a total shambles without them, endurance racing without a stop strategy was embarrassing, and didn’t make it interesting when a few players made an early break after avoiding the first corner carnage.

But to take out the damage is a step back…eventually all the griefers will just get bored of being in a race that lasts so long, and they’ll go elsewhere. It gives an extra incentive for clean racers to keep it as sensible as possible

They turned off sim damage based on “community feedback”. Where can I find this feedback to tell them how big of a mistake they are making?

There isn’t a single hopper designed for real racing. Real racing has consequences for collisions, namely damage.

I have been online since the start of Xbox Live, and nothing makes a lobby cleaner than damage. (Ghosting isn’t racing.)

I do wish they would ghost through the first corner though. Seems a great way to help kill off a lot of the nonsense as you would have a chance to get out ahead of the idiots.

Now there’s a different issue accuring…

I just finished 12th in a race, but since no one ahead of me went for a pitstop I finished 1st…

Like is it really that hard to follow some simple rules?

This is why a mandatory pitstop + sim damage would work perfectly!

This is killing my enjoyment through this game

Nothing is more frustrating than being wiped out on the first corner rendering your car immobile, leaving you with only one real option of quitting the race. I am glad they have updated it based on community feedback.

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Then play in any other hopper. You have a choice. I don’t.

Did you happen to notice how Turn 1 pileups are less frequent with sim damage on?

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I guess us Sim style racers will have to create private lobbies now that the FH3 fanboys or as Turn 10 put it “community feedback” took over FM 7. SMDH in disappointment that we lost true Endurance GT lobbies

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I cringed when I seen that sim damage was turned off.

Maybe I missed it but I didn’t see any serious complaints about the hopper aside from no pitstops. Maybe it will go back.

As far as i know simulation damage was only for leagues and not for multiplayer hoppers…