… because I’ve had enough of this crap. How the hell did this happen again after it was fixed in FM6?
^ That’s not right. There’s no way they should be that much quicker at the start.
I didn’t know cars were fitted with Nos because that’s the only way that car catches me that quick.
Surely I’m not the only one considering not playing again until this is fixed? Especially when we have to wait a month for something that should never have made it into the game in the first place.
I would love to see them patched as long as they also include a wider range of difficulties including unbeatable actually being quicker than they are now.
EDIT: Patch should include the following:
Fix rogue drivatars that can end up in wrong class car and definitely be way too quick.
Give them enough intelligence to not get lapped in 2 lap Goliath races. I can maybe understand the left hander near the end back onto the beach but not almost every other turn where they get stuck behind a blade of grass.
Again - why not just do a fluid difficulty slider? Make the lowest setting slightly easier than the easiest setting now, make the toughest setting a notch or two above Unbeatable for those who find unbeatable too easy and then let the player move the slider where they want. Sure there’s still going to be levels of difficulty but they could do it based on percentage and have each snap-to tick at 1%, 5% - why not?
So far, I’ve never seen that happen this bad in this game. I’ve seen it happen on the lead drivatar but then they’ve rubber banded back so hard I beat them by 3 seconds which is a little unbelievable as well but this is just ridiculous.
There definitely seems to be some form of reverse rubber banding but when a drivatar is in rogue mode that rubber band breaks.
It is amazingly similar to the original set of drivatars in FM6 which was patched so hopefully they path here as well.
I was howled down on FM6 forums where I said we needed the sliders from Project Cars. Ironically we basically have the race length slider but not the difficulty slider.
I’m convinced the issue is mainly affecting hired drivers more than anything else. Every time I have to deal with super fast drivatars it’s always someone (or all of them) from my hired driver lineup.
You guys that want the game to be harder aren’t realizing the problem. The “drivatars” are driving their cars faster and turning better than what is possible. A bowler ekrs cannot out accelerate a Koenigsegg one:1 nor out run it (happened to me once but still) if the Ferrari fxx k can’t go over 220 mph then how is it keeping up with my Lamborghini veneno on a damn straightaway? How on earth can a Ford raptor keep up with my Pagani Zonda around a corner on the road?!?!? The issue is that the AI doesn’t adhere to the car’s limitations and they rubber band like crazy. Seriously try playing a campaign race vs an ultima, you won’t win unless you have a one:1 or a centenario and it will stay glued to your bumper. Any campaign race in extreme track toys is pointless 1st place magically gets the HP of a devel sixteen and the cornering capability if a lotus e23 formula 1 car.
If i find 90% of races too easy on unbeatable and only 10% of them truly “unbeatable” then i want the difficulty increased and then maybe i will reduce it for those i find too hard.
But i dont need to win every time anyway.
Edit: What i want from the game is a set of ai drivers that can match my laptimes. And i would love for them to be reasonably consistent.
I remember games like shooters where i was in awe of those players who could solo veteran or epic difficulty. But the gaming for the masses came in which reduced the difficulty so even players like me could do veteran mode. Gaming has become an easy quick fix rather than the challenge that it used to be.
This bothers me too. I win most races on unbeatable and I wouldn’t mind more of a challenge, but I don’t mind winning either. If they can’t make drivatars drive better within the same physics that apply to me, I’d rather win than be challenged by cheating drivatars. I don’t like seeing drivatars gain 30 mph from a draft. I don’t like seeing magical handling. If it’s between that or unbeatable being too easy, I’ll take too easy all day. Not being able to suspend disbelief is a dealbreaker for me.
That being said, some of the complaints in a bunch of these similar threads aren’t drivatar problems. SUVs in S2 class can hang with the likes of a Veneno when in human hands, too. I brought this up when I ranted about car builds in another thread based in part off of stuff I saw in Rivals. No drivatars involved, but trucks hanging with the fastest S2 cars, trucks topping A class on tarmac.
And the video from the OP showing drivatars beating him off the line … I hate to say it but that’s 100% the car. There are rubberbanding issues, magical drivatar handling issues, but if you build and tune your car to get off the line quicker than the AI cars, you’ll be successful 100% of the time without exception. If the AI catches you, that’s when the AI craziness happens … not off the line. Yes, there are AI issues, but FH3 favors a certain kind of build as well … and it’s a different kind of build than FH2 favored. If you don’t conform, if you think a handling build will compete, more often than not you’ll get smoked by the AI before the drivatar magic ever kicks. Car build matters.
It’s not 100% the car. I have run the same event several times in a row and had different results each time. Usually 9th and 10th will get past me but 11th and 12th stay behind. Then you have times where all 4 cars fly past you like they are running Nos and get a huge distance away from you in a short time. There’s a quite obvious difference between normal starts and glitched starts.
I agree there is an inconsistency there. But I am confident that a lot of the perceived difficulty for some people stems from them making life hard for themselves in various ways eg autoupgrading, poor tuning, using out of date builds, maxing out a car without engine swaps, not driving in a way that maximising their lap times etc
I did 6 runs last night due to me doing stupid things with the DVR lol.
One start I was actually in 1st by turn 2. Most starts I was mid pack by turn 2. One start it did the ai looked like rockets off the grid.
But in none of the races was it that hard to take 1st. One race I had to defend across the finish line but the rest were quite doable.
I have just watched the videos in the OP for the first time.
I am not bothered by either of those issues. Why? Well I can put an AWD, power build on a car and start close to them. I will also murder the straights and struggle in turns.
No I am not suggesting they are exactly replicating player performances in straights and corners. But given that the win is still possible is it any different to online where 90% of the players have maxed out power and have no handling and end up blowing it because you know how to drive and put 5% into handling and they did not.
If the win is possible in the end I don’t care.
If they catch me in the straights but I make up for it in the turns I am ok with that
If they force me to try a power build and I am quicker for it awesome.
At the end of the day I want to play this game and be challenged enough to keep coming back.
I think there IS a fundamental flaw in Forza AI though and it also feeds into PI issues ie car imbalances.
The PI test driver clearly can not get the same laptime as humans in different builds ie prior to FH3 the PI driver could not take advantage of light/handling builds and therefore in most cases they were the way to go as their PI cost was low.
The AI for some reason can not replicate the same laptimes as humans in the same car running the same speed in each section.
The fix in my opinion is not to simply slow them down. If they are to replicate human driver behaviour then let them replicate human laptimes as well, including top 20s and the like on the hardest difficulty whilst maintaining the same speeds on each section (straights, turns etc).
But even then, 2 of 4 cars behind you are still passing you right at the start, no? Even when drivatars are in full cheat mode, they are hestitant to pass unless it looks completely perfect, and even then, not always. Could you or the other 2 be making 11th and 12th check up?
And it looked like you were running RWD with assists? The assists will hurt your start. And in RWD, you have to hope you can make up the ground because what you are seeing from the drivatars are the equivalent of perfect RWD starts. Hardest difficulty, right? Perfect throttle control. If you were in an AWD car with a competitive build, you’d be leaving them at the start like they left you. Not everyone likes driving an AWD car, and you don’t necessarily have to in order to win, but these are supposed to be competitive racing series where the only limitations to build is PI. If a car has weaknesses, they stand out on unbeatable. If it’s not a strong car for the race and competition, it won’t do well … which in FH3 usually also means an obscene amount of hp, a huge factor I didn’t get into. The game is seriously weighted toward hp builds and away from handling builds, unlike FH2.
And thIs is all before getting to where the real AI cheating goes on.
For example, I’ve seen an A class Jeep Wrangler pull a 1.2 G left-hand turn with both left tires 2 feet off the ground, and draft up to a back bumper only for the AI to tap into an extra 300hp it was saving. Happens only around the player’s car, is obvious but brief, and there is no counter.
Edit: And like your other video. There might have been horsepower issues, but it looked like a good portion of magic draft to me. Like that scene from the original Mad Max.
I understand that but a suv going 270mph? Nah near impossible and when possible they can’t out accelerate a veneno nor out brake or out turn it. I’ve tried replicating the stuff I see the drivatars doing can’t be done I’ve had 5 guys work on builds and it doesn’t work, 3 are quite good drivers, one works on rally cars irl and the other just understands Forza physics. None of them have successfully made a build for the Cars I mention out did the car I drove. I get there are crazy setups for cars but the stuff I see the AI do on not just unbeatable but on expert and pro is not possible in the cars they are driving I tried making my fxxk go 250 I can’t I tried making my ultima keep up with my centenario or my one:1 not possible in tried getting my Ford falcon fgx past 985pi not possible then how do the AI do it? They don’t follow the same laws we do nad the only way I have beaten them is by using the best cars available regardless of what the AI use I’ll make some recordings of the stuff I see tomorrow.
I haven’t driven S2 cars much yet, but I built a Veneno and drove it in two places, I think. The first was Surfers’ City Streets Sprint weeks ago. It set what was the #1 time weeks ago and is still on the front page, so I know what I’m doing in a Veneno. I can’t remember the name of the other place I took it, but it was mixed surface and the whole first half seemed paved. I choose that race for two reasons:
to see how hypercars are on dirt ind the new game,
to see what was up with the S2 Hummer driven by a name I recognized holding the #1 spot.
I thought it must be about the dirt part. So I raced it, ripped through the first half about as fast as it could be done, but I noticed lights in my rearview. After more than a minute on tarmac, I was only ahead by a second or two. S2 Hummer. I had about 1000hp, but the Hummer probably had 500 more. In S1 class, I have an Escalade with 1500hp and a 7.6 handling rating, and it does 230 plus.
Some trucks have limited possibilities as to build, but trucks in general have been made to compete with cars even when it’s not plausible. That Escalade starts with a 6.3 handling rating. If you’re familiar enough with what that means, you know how ridiculous that is. Those are car numbers, not truck numbers. We see the difference in appearance, but the game doesn’t care. If anything, trucks get a bonus. So you see trucks hanging with cars … that’s by design in this game. Are you seeing AI stuff too? Probably. But seeing trucks acting like cars isn’t all the proof you need. Trucks perform in human hands too, by design.
I believe they do not use builds in the same sense we do. I believe they use scaled performance for want of a better term. They are trying to set a laptime rather than achieving human speed/grip characteristics.
Or your level 1 “friend” who never plays the game yet always drives like a pro.
That brings up a problem I ran into a week ago in an ‘anything goes’ championship where a Range Rover was placing in top 3 on every race versus mostly super/hyper cars. Plus it beating me in my LaFerrari through turns.