I remember the rather small space for game file types was a bit of an issue some people complained about in FM5, but it looks like FH2 also suffers from this problem; last night I tried to create a tune for a car only to get a message that I “had too many file saves of that type” or something along those lines. Assuming it works like FM5, I take it we only get 300 spots for tunes.
There are a couple of ways around this, but they are either inconvenient or expensive with regards to the in game credits. First, one can buy multiples of one type of car and set them up to the tunes you want, obviously this can get very expensive especially with the pricier cars that cost millions. Unlike FH1 where smashing 100% of the bonus boards gave the player 100% discount on parts (a.k.a. free), FH2 has no such thing, the closest being a perk that gives 10% discount off of parts. The other way to deal with this problem is to either write down your specific tunes some where or memorize them, this is made more complicated when compared to FH1 by the fact that you can also adjust part settings in addition to adding or removing parts, with that in mind you are going to end up writing down a lot of stuff such as specific suspension settings, gear ratios, etc., and likely for many cars also.
The solution to this problem is actually very easy: from my understanding unlike the 360 Forza games FM5 and FH2 save tunes, replays, screenshots, etc. via a cloud system online rather then on the console’s hard drive. Given that there could be millions of players, the space allocated for each player is rather limited given the resources of the servers (i.e. giving 1 gigabyte of space for each player would require a lot of space if we do take into account the number of players). However, if it were to revert to the older system of saving onto the player’s Xbox One console hard drive, this would likely free up space constraints as the space is only limited by the HD which a factory Xbone contains 500 GB, I would doubt most players would fill completely with car tunes, as opposed to the paltry 300 slots via the cloud system. Furthermore, the cloud saves could be used only by players who want to share their files, which would free up some space, too.
I see the advantages of cloud computing, but the limited space for Forza files have created a rather inconvenient situation with regards to car tuning. The solution is really simple I feel, all it would take now is for someone on the dev team to take notice and consider the fix.
Why couldn’t the game save the first 300 to your cloud and the rest to your box? I am not there yet, but I know I will be at some point. I’m now sure how the player would pick which saves where though or if it would default to last 300 used but then again that’s a lot of shuffling.
As you said, a full resync of this game can take up to 4 hours. For that alone I wouldn’t want more stuff to save to the save data without breaking it up like the 360 did into smaller files. That said, I am a person who regularly plays on two consoles and I would not mind in the least being able to save more tunes at the expense of having them only on my primary box. On my secondary I could recreate the tunes I used most or download them from my shared tunes.
Microsoft (proprietary owner of everything Xbox AND Turn 10 Studios) has got a multi-billion infrastructure in place for everything “cloud”. Not just in place for XBL but also for Azure, Outlook.com and a lot of other services/options that are integrated/linked to your devices. And without kicking anyone to the shins; Microsoft doesn’t give 2 bits about the few 100 tune-files you can/cannot save in the grand scheme of their online presence/business.
I think it’s silly we’re only allowed like 300 of each file type, instead of a total of say 1000 files or something.
For people who only paint, they can 1000 paints as they never use their tune slots, vice versa, same for Forzatographers. It seems silly to give us a total amount for each file type, than just a total amount to use as you see fit. It’s putting artificial barriers in the way that needn’t be there. Many people wouldn’t even have noticed the limits if it was total files, not total for each type.
Came up against this limit today and my heart drooped a little. Suddenly an obstacle impeding replayability, or at least creating annoyance. It’s going to be lame to have to shuffle through cars and discard a tune every time I want to try something new.
I imagine it’s a very small fraction of players who run up against this cap — I’d be willing to bet 90% of the people who buy the game use fewer than a third, so why limit dedicated players?
I reached the Limit for saved tunes yesterday. My solution: I deleted all files of non-leaderboardcars. The uploaded tune still stays on the car,just the file is gone…