Is T10 listening?

Firstly let me start by saying T10 contimue to pull rabits out of a hat in producing great products so I’m a big supporter and will continue to be. Having said that are they listening to us and take our requests to heart? There are several threads asking for features like customisable HUD, intervals in seconds instead of senseless meters, dirty laps on pitting, no control over pit stop activity (tires, fuel qty, etc), better policing at multiplayer idiots and many others. Most of them should be easy fixes yet we, loyal supporters, see nothig being done about most of them. Is it just me? Are the expectations too high and unrealistic? If I’m too picky and expect too much I’m humble enough to take criticism - just tell me to shut it LOL

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They’re adding race regulations soon.

How do you know? What might appear as a small/easy fix can introduce game breaking bugs in any given instance.

Lastly, Turn 10 have been working hard since the game was released in bringing great updates to the game, all based off of feedback from the community. Track limits, time attack, unlocked all cars, just to name a few.

So to answer your question(s), yes, your expectations are probably unrealistic and yes, I believe Turn 10 is listening.

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You’re right I don’t know for sure. Based on the quality of their products they’re clearly seriously talented so I don’t think it would be too difficult for T10 to implement the same measuring system as used in the entire motorsport and most racing games/Sims. On the face of it, it seems more difficult to measure distance than time. Also, the dirty pit laps does seem like an oversight or a bug making the clean race mod irrelevant for longer races with simulation fuel.
I don’t contest or dismiss their efforts in bringing us improved contents though. I’m looking forward to the new multiplayer rules so yes they do listen.

I have tried other Sims which are very good but I keep coming back to FM7 and nag my friends to buy it too - making good progress there.

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Time measurements are already in spectate mode and have been for ages. Clearly they ain’t listening as that is a simple fix

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I have been a dedicated Forza fan for years and I would have to say that over the past year since the launch of FM7, Turn 10 has indeed been listening to the community and taking into account the community’s wishes, suggestions and feedback more than they ever have since I’ve been a Forza gamer. I think they’re doing a great job reacting to the community’s feedback and putting as many of the community’s requests into the game as they can. I too think your expectations may be a little unrealistic if you think that it’s easy to just roll out feature after feature on a AAA game like this. When adding features or making game changes, they have to take into account the wants of millions of people all over the world in addition to what they are already working on internally. So what you think may be ‘no brainers’ and easy implementations may not be exactly what everyone else wants or what the devs want or what is even feasible for any number of reasons.

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Fair point. Well put.

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You have a point but anything can be added to any game in this day and age. Everyone swore no they can’t possibly add a penalty system without rewriting the entire game but hey, they are. That being said it does take extra time and money to do this and various factors might affect features being added or not. They are listening more than ever before and lets hope that will continue. It was a horrible idea not to have penalties in a sports game for this long. I’m really not sure what the resistance was when every other AAA racing game has penalties. I think esports just finally pushed it to happen.

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Based on comments in threads about this, there seems to be a fair number that prefer it the way it currently is while probably just as many want it in seconds.

I prefer the distance based.

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Maybe an option would be usefull. Distace changes constantly along the race track. The only way I can judge how I’m doing is picking a spot and checking the distance every lap on a very small read out. Every form of racing from casual go-carting with a mate to F1 use time.
But you’re right. opinions are mixed.

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Distance is relatively constant. Time is a guess based on assumptions about speed (over the aforementioned distance, mind, and if you consider that ever-changing then the added variables to calculate time are just scrambling it up even more) and that speed IS constantly changing.

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Actually time can be precisely calculated without any guesswork, as long as it is treated as infinite sector-splits (ie if you pass a point on the track 2 seconds after the car in front, then it displays the leader as -2 seconds, and if the car behind you crosses that point 3 seconds after you then they are shown as being +3 seconds. And on tracks with big straights before/after tight corners, distance is far from constant, what appeared to be a several hundred metre lead can evaporate in to almost nothing by the time you’ve slowed down enough for the corner, despite effective time separation staying the same. The closer the cars are the less it will varyas they will be experiencing the same track conditions, however just watch the separation between yourself and someone ~10 seconds ahead of you and you’ll see it fluctuates wildly as they brake whilst you accelerate and vice versa etc etc

Anyway, this debate well and truly ran its course in the dedicated thread for it and doesn’t need to be continued elsewhere.

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Wow. T10 devs have to filter through tens of thousands of requests and suggestions annually and go through a continual process of collating, discussing, researching, analyzing, testing, coding, etc. the hundreds and hundreds of fixes, updates, changes and modifications that actually do make it to the game on a regular basis and because your top two requests have not been implemented yet … that means that the devs are not listening to or taking the community’s requests seriously? I really don’t think you have a true understanding of what all goes into the process of supporting a product like this. They have staff members whose sole purpose as T10 employees is to interact with and solicit feedback and input from the community in multiple community forums for the purpose of improving the game and making it more of what their customers want. There are multiple threads on this site and other sites posted by the devs asking for feedback, suggestions and input from us. And if you’ve ever taken the time to read through the patch notes posted here, there are pages and pages of hundreds and hundreds of community suggestions that are implemented on a regular basis.

If T10 developed a Motorsport game that had everything that each of us wanted in the game … they’d have to release a million different games for the millions of players. It’s simply not feasible to build a game that makes everyone happy and has everything that everyone wants in it.

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Hasn’t AI been in private lobbies for the last few games? Seems like a very weird decision to omit them and I don’t think Turn 10 have commented why or if they’ll even do anything about it.

Beyond the long list of fixes in each monthly content update, which you can read in the official Release Notes thread, here are some of the feature feedback responses since launch:

  • added new features including the ability for players to dramatically increase race length (up to 1,000 laps for a circuit race and up to 24 hours for a timed race)
  • Added support for a new platform feature that allows players to convert multiplayer chat to text.
  • Players now have the option to unmute individual players in a lobby.
  • Private multiplayer hosts can now cancel launch of lobby during “car theater” screen.
  • Adjusted Drivatar difficulty for Timed and Circuit Race game types.
  • Updated messaging on Auction House to explain that the Auction House takes a small amount of proceeds from completed auctions, which scales based on how much the vehicle was sold for.
  • Search options are now saved within an Auction House session.
  • Added post-race Forzathon rewards screen after completing an entire Forzathon event.
  • Added help text for the Forzathon events page.
  • Improved “Recommended Vinyl Groups” and “Search” functionality.
  • Spectate , Ticker, and Telemetry
  • Seed the Grid
    "With the March update, we’ve been listening carefully to what Forza 7 players – and in particular Forza 7 painters – have been saying. With those suggestions in mind, we’ve introduced several new features in the livery editor designed to improve the creative lives of our painters. "
  • Mirror, Flip, and Snap options
  • Favorite color saves
    "The April update for Forza Motorsport 7 arrives today, bringing brand new features, fixes and improvements based on community feedback, and a new collection of vehicles to the game. "
  • Spectate Race Info
  • added Test Drive to multiplayer lobbies
    “The June update for Forza Motorsport 7 will release on Tuesday, June 5! This month we have big list of features and improvements that are coming into the game, many of which have directly come from our ongoing conversation with the Forza community.”
  • added interstitial notifications
  • moved Forzathon off XBL to improve stability
  • brought back multi-class lobbies with improved scoring
  • added Data Out for wheel controllers
  • added Tuning to Multiplayer lobbies
  • added upgrade/tuning options to hosted lobbies
  • added Tracking/Panning option to Photo Mode
    “July’s update is full of improvements across Forza Motorsport 7, and this update also kicks off several new development initiatives in the game that we will be releasing over the summer. All of this work is coming directly from our ongoing conversation with the Forza community and our goal to deliver an ever-improving game experience for fans.”
  • unlocked 118 Exclusive car models for all players
  • Lobby host ability to remove griefers during a race
  • faster car selection scrolling
    “The August Update for Forza Motorsport 7 is one of largest updates for Forza Motorsport 7 since the game launched. In addition to a host of improvements and bug fixes (see below) we’ve added some important new features to the game, including:”
  • redrawn track boundaries for every track in the game
  • added Track Limits HUD feature
  • added Time Attack leaderboards for every track in the game
  • added Drift suspension and tuning
  • new Drift Scoring feature
  • added Spectate Ticker

https://www.forzamotorsport.net/en-us/news/forza_summer_update
"We’ve got lots of great stuff still to come. We’re continuing to pour our heart and soul into Forza Motorsport 7, including building brand-new experiences like our “experimental drag racing” feature, as well as introducing game enhancements like updated track limits, Time Attack mode, drift scoring and enhanced drift steering angle, and our upcoming Forza Race Regulations systems, all of which have developed from our ongoing conversation with the Forza community.

One major area of discussion for the team has been prize crates. While we’ve never charged money for prize crates in Forza Motorsport 7, their presence in the game has continued to be a source of controversy. The overwhelming feedback has been that this system feels out of place in the game. After careful consideration, we have decided to completely remove prize crates from Forza Motorsport 7. Similarly, paid tokens – which were a part of previous Forza games – will not be coming to Forza Motorsport 7 or Forza Horizon 4."

From the July Forza Monthly stream https://youtu.be/1sI0sTDOJtc?t=5824
“The entire team - one hundred percent - the entire Forza Motorsport team right now is working on Forza Motorsport 7. What that means is we’re not going off making Forza Motorsport 8, we’re actually not going off making a grand new expansion, what we’re doing is investing in the Motorsport experience you guys have right now…” all for free.

Jon Knoles addressing wish list items:

Again, Jon Knoles discussing how “easy” it is to add or fix things:

It’s easy to just casually assume the reason for not getting all the features - for free, while the company incurs those payroll costs - is that the developers must not be listening. If anyone knows how to do it better/faster/cheaper than the experts who do this for a living, send your code to them at forzafb@microsoft.com or submit a resume to one of the open positions at Turn 10.

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That right there is a bit of a cop out. It’s free so be grateful basically. No. Too many publishers/developers have took the stance of releasing a broken game and fixing it later these days.

The only reason it’s still being fixed today is clearly because the game was in that much of a state and leaving it would ruin turn 10s reputation and hurt future sales.

You should be asking Polyphony Digital how they do things instead of asking the general public. I hear they have even added new tracks to the game and have a decent competitive multiplayer setup :wink:

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I’m not sure which thread you’re reading to be honest.

Max was merely explaining that some people seem to assume the reason some things aren’t changed or implemented is because T10 isn’t listening. He also showed a number of examples of where they have listened to feedback, by either fixing broken areas or implementing new content.

Nobody in the thread is asking the general public for anything - especially T10 as they have not been present.

One forum user has posed the question as to whether or not T10 is listening. The consensus seems to be that they are but aren’t always able or willing to consider each and every change request to the game. Whether this be due to financial constraints, knock on effects of making sweeping changes or simply believing what they have already in place, is better for whatever reason than the suggestion.

I think it would be a bit much to ask for them to respond to each thread on here, requesting this change or that. The wishlists exist to collate all the requests in to one place. This makes it easier for them to be analysed, see what is coming up regularly and prioritise what is in or out of scope. They do seem to have been more communicative about what they are doing for the game recently - check out the monthly stream on the 10th? I think. That should give you an idea about what they have been working on recently and when we can expect to see it for ourselves.

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He asked if anyone can do it better/faster or cheaper apply etc. I said why ask us, ask developers at polyphony digital. GT sport may have been short on content at launch but apart from refining the penalty system, that game was in great shape to be built upon. All T10 have done is add cars and fix a broken game. They say development on Forza 8 hasn’t started yet but really FM7 is just an expansion from FM5 then FM6 from what I can see game to game. What they’re doing now will surely be a big part of what’s carried on to 8.

If they release FM8 a year from now would you be happy with a game with 1 year development knowing how awful FM7 was at launch? This is entirely the issue. Game was rushed, released broken and still has several issues with multiplayer. The real issue with multiplayer is rammers and all they’re doing as tightening the track limits and adding penalties, none of which will change the warped mind of a lobby wrecker. This is a big reason people get turned off from the game.

I love this game and play it daily but like so many Microsoft exclusives it is a long way from what it could have been and should be. At least the Horizon games always deliver.

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I am going to preface my comments by admitting that I have never played GT Sport or any Gran Turismo games myself … so my comments are only coming from what I’ve read and heard from others and what has been published about the games. You mention more than once in this thread that the Forza devs should look to Polyphony Digital as to how a game should be developed, released and supported. Inferring that Polyphony has done a better job than T10. Well, I would like propose a few points of fact to politely disagree with that stance.

  • GT Sport’s development period was twice as long as that of FM7 … meaning that Polyphony had twice as much time to work on their game.
  • In a related point, T10 does not have complete freedom in the development cycle of Forza games. Being an in-house Microsoft studio and also the developer of one of Microsoft’s showcase game series, they are subject to timelines and deadlines dictated by MS and are operating under a strict two-year cycle where their games have to be released potentially not in the state that the devs would like it to be.
  • GT Sport’s release was delayed for about a year to much negative publicity.
  • GT Sport’s car count and individual track ribbon count are both only about a third of the number of cars and ribbons available in FM7 even to this day.

As I said, I have never played the game, but based on just those few points alone, not sure I’d agree that Polyphony has been a ‘shining example’ of how to develop a racing game compared to where both games are currently and what content the games include today.

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I will add to that.

Look at some of the past GT games that took forever to release, just like GTS.
GT5 literally has the exact same car models and sounds imported off of GT4 from 6 years and a whole console gen earlier.
And I mean LITERAL IMPORT. They were 1:1 copies. The small fraction of cars in that game (premium) were the only ones that looked decent.
The car sounds were still vacuum cleaners.

Only recently with GTS has PD started to reclaim any ground on the Forza franchise.

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