Open class lobbies are a disaster

What the title says - it’s just a bad experience because of bad design:

  1. Race and road cars competing in the same class
  2. Race, sport and street tires competing in the same class
  3. No requirements for power or weight for each class

The result is that: You get people in road cars braking earlier, race cars breaking later = sudden lane switches, collisions, accidents on each corner, same with tire compound difference. Add some professional drivers drifting their zero grip build in front of everyone, making people lose time, go off track or get penalties for hitting them.
I know that some people enjoy this kind of chaos, but I can’t help but wonder - what’s the general attitude towards this in Forza community?

Wouldn’t it be better to standardise some sets of rules for each class or at least limit the tire choice? Not because it’s a “cool realistic feature” but because it would enhance the quality of competition and safety factors significantly. I know that people hated FM7 homologation but I don’t really remember why or even how it was implemented. There are also Community Choice lobbies that are somewhat restricted - which is cool, but sport/race tire performance difference kinda ruins them anyway.

Do you think there should be a layer of additional requirements for cars in Open Class lobbies (like tire compound for each class, road/race car separation, power/weight restrictions)?
  • Yes, I think it would make racing more enjoyable
  • No, I enjoy the ultimate freedom
  • No opinion/other/results
0 voters

I’d like both:
• Total open-class freedom so everyone can drive what they want.
• A regular/ongoing rotation of semi-open-class races with varying minimal restrictions to allow freedom that also switches up the meta(s).
:ballot_box_with_check: Vote on these Suggestions Hub topics:

1 Like

I support. There is a fierce mix of retro cars, Mazda formula, supercars in one class. It is high time to clean this up.

3 Likes

It’s open class. “Open” within the class. You know what you’re probably going to experience -exactly what you described. Enter at your own risk.

I personally find the 20+ min races too long especially if you join the lobby early. At least if you get a bad experience in one Open lobby it’s not too long before another one starts.

I voted the first option.

2 Likes

Just go back to X6 tyre wear, and problem solved… most issues with tyres come from anfair advantage of soft compound in short races with x4 wear [A class]

Two fast adjustments for the highly different track performance:

  • Set tire wear to a value that ensures medium race tires have to be used. This would enable a lot more builds and cars to be used.
  • Disable fuel usage and let every car run at 100% fuel. This would bring the race cars more into balance and with the added weight they would behave more like road cars. Longer braking distances, lower cornering speeds.
1 Like

I think this would solve most of issues that keep me off playing this game. There are still op engine swaps and so on but it’s minor issue compared to soft meta and, race cars on low fuel (can-am cars, track toys and similar)

This could be entertaining for other fm events. Noticed yesterday I’m racing against vehicles w race tires and I’m still using stock.

I prefer races like the fm nascar, gt events as it’s pretty balanced, and build restrictions keeps it competitive.

This is impossible. Wear rates vary too much among the massive list of cars available. Some cars would be forced onto mediums, others on hards. Reduction of the tire wear multiplier so all cars can use softs is literally the only way every available car can run on the same compound.

T10 probably didn’t build the game to allow them to do this, but only having a single tire/compound available per lobby would go a long way toward shrinking the potential performance of cars and make PI a more effective form of BOP.

1 Like

They should just balance the PI system. Take the 5-10 most successful cars for a week and increase their base PI by 10-20 or some other amount. Within a few months the balance will be significantly better.

4 Likes

The thing is u can work around bad wear on medium tyres, just slap on sports add more downforce and u can keep up with others cars on mediums, but with softs… Once u are not able to use them, u are 46-ed.

Yes, however this means the issue of different tires/compounds remains. So, it doesn’t solve the problem, just shifts the meta toward grooved tires as it’s much easier to pass on the straights.

These are great, but they seem to be aimed more at the theme of each event. Which is nice (I voted on your ticket before), but a bit different from what I was getting at. My main issue is in the ridiculously different performance of cars. I wouldn’t want to rob Open Class lobbies of the diversity, which is a huge factor in why these lobbies even exist. Instead, I’d love the window of performance difference to be narrowed a bit. Road/race car separation was only an example from the top of my head, and I don’t think it would be effective if implemented without others.

Instead, I personally think the most simple and intuitive way to balance these lobbies - is to limit each class to 1 tire compound.
For example:

  • E, D classes - Street tires
  • C, B classes - Sport tires
  • A+ classes - Race tires*

*for A class I’d prefer Race tires because some cars simply don’t allow enough tire width for sports to be effective - otherwise it would be an open question (for me)

This way we’d still have plenty of flexibility in terms of grip (tire width + 2 car classes per tire compound = high and low grip lobbies in relation to potential power) but we would avoid dangerous extremes. As a bonus to cleaner racing and more intuitive and leveled competition, it would be much easier for T10 to set up events, without having to balance the difference between sport and race for such events.

1 Like

I believe that reworking the PI system would solve the problem with open races. It doesn’t make sense for two cars with, for example, 500 PI to have very different performances. If the cars reached that point range, it should be because they are similar, but in the races, they seem to belong to completely different classes.

1 Like

I have just created a Suggestion Hub ticket regarding this issue. Please vote if you share my view on it.

@Operator1 @CPSDIABLO @PJTierney

1 Like

It does make sense though. Buy 2 of the same car. Build both to the same PI, one focused on power, the other on handling. Run them at the Daytona oval and Lime Rock. The performance will be vastly different but each will drastically outperform the other at one of the two tracks.

PI is based on performance at all in-game tracks, so it’s literally impossible for the system to balance cars at all tracks with the availability of such disparate builds.

1 Like

Make it slicks for all and you have my vote.

1 Like

Exactly, that’s the issue with the current PI system. If one car is built for straight-line speed and another for handling, they should be in different categories with different PIs, as their performance will be drastically different. This is different from making small adjustments to aerodynamics for specific tracks, which changes from track to track. What really needs to be considered is the car’s raw maneuvering performance. This is something that should have a much greater influence on the PI, as it reflects the car’s ability to perform on various tracks, not just based on adjustments like aerodynamics or gearing. The PI system should account for these differences in car handling more effectively, ensuring cars with different performance focuses are placed in the right categories.

2 Likes

Nah, you’ll have to create a separate one for that :smile:

The only way to balance the Performance Index is to lock cars in specific boxes.

TCR around the world is only FWD with 2.0 liter 4 cylinder turbo engines, fairly easy to balance. GT3 is already a tougher proposition. GTP (Proto H) is well balanced too because the maximum specific output is capped.

When you shift to road cars, you have EVERYTHING in terms of engine layout, position, displacement, forced induction, driven wheels, weight, rigidity, aero efficiency (…) and that’s before you even start modifying.

Do we know of ANY game that has ever gotten BOP of PI right? Is it better in GT7? META is unavoidable but if it can be reduced to a few cars, then those can be nerfed/outlawed.

In the end, the fastest drivers will win, there is no nerfing that.