Actual pit stops will happen including a crew and mechanics working on your car but don’t quote me on that, at least you can be sure the invisible pit stops are gone
Well they did because they’re just like FM6… Another issue they didn’t have resources for because they we copying the FH3 Trucks, Buggies and Side-by-sides
My question is how human animation will improve in this new Forza Motorsport 7, what i mean is the pit stop crew, how real will be?? [Mod Edit - thread merged - MM]
Ah yes pit lane Had full sim damage on as was doing the nass car races and having fun drafting and what not then I had to enter pit lane my car entered pit lane with only a couple of rub marks on it it came out of pit lane with sever damage, damage so bad it could not be driven. After this happened twice Damage got set to fuel a tyres only.
I do want to see sudden mechanical failures just like in real life. And bring engine smoke back, used to be if you damaged your engine in a crash, it would smoke heavily as you tried limping back to the pits.
Though I feel the majority of players don’t like mechanical failures I would really love to see engine smoke come back. I imagine they took it away to help stable the frame rate and have a little more room for graphical fidelity but I feel like it was a little detail in the previous games that just made it more immersive. I personally like mechanical failures, as it requires a nursing skill that many players lack in endurance races. Imagine having to save tires, conserve fuel and have to worry about you’re engine overheating or worry about missing shifts or downshifting too fast to the point where the gearbox is like “I’m out m80”. Having to watch brake temps in case of a failure there or even just having to watch out for tapping walls and cars as it could lead to a suspension failure. It would be beautifully immersive. I feel like it’s could be put in place as well as we have “fuel and tires” and “simulation” damage so it could go into the “simulation” part or even add a new damage setting called “reduced damage” and then “simulation” could have the failures. I guess it could be time consuming to implement however.
Unfortunately I don’t think many people would use it and I don’t see it requested enough for Turn 10 to take note. Though c’mon Turn 10!!! Engine smoke would be Bad Ass!!!
I remember when someone thought it would be a good idea for cars to need fuel or run out of gas in Grand Theft Auto. There were people that chimed in thinking it was a good idea. They were wrong, though. It only sounded good as long as you didn’t think about it. There wasn’t much point, for one thing, because people very rarely kept a single car long enough for the fuel to matter, so it would have been a worthless gameplay mechanic. Then, if cars did run out of gas, we’d just get another just like we do if we destroy one. Finally, nobody would actually derive any satisfaction from standing at a virtual gas pump refueling. It would actually make the game less entertaining and more of a chore.
Random and sudden mechanical failures are also a terrible idea. Just because they happen in real life doesn’t mean they belong in a game. In reality you’re just screwed and there’s nothing you can do about it except maybe curse your maker for allowing it to happen. It’s unfair and we’re helpless against it. Video games don’t have to be unfair. We can actually prevent unfairly cheating the player by simply choosing not to cheat the player. Challenge is expected in the game, but the player should always have a fair chance of overcoming challenges with adequate skill. Random sudden failures are automatic defeat that the player can’t overcome no matter how skilled they are.
What if we applied the same principle to other types of games? Say you’re playing a first-person shooter and the developers work in random sudden health problems like a sudden heart attack and no matter how much skill you have you can’t prevent suddenly dropping over dead by no fault of your own. It can happen in real life, so let’s add it to our shooters. Heck, add it to our fighting games, too. Let’s patch Tekken so that two-thirds of the way into the game you randomly keel over dead and it’s game over and there’s nothing you can do about it. Let’s put that in our RPGs, too, so in Final Fantasy XVI, Mass Effect Whatever, or The Elder Scrolls VI you spontaneously die of a random health problem and you’re back to the title screen starting a new game.
Besides, you know what would really happen if players playing Forza suddenly encountered a sudden mechanical failure? They’d pause and choose to restart. All the failure would do is waste the player’s time. In the real world you can’t select “restart” but in a game we will. Nobody is going to just happily accept being cheated by Turn 10 and move on with a smile on their face. Further still, in recent Forza games you couldn’t simply advance in the game after your sudden failure anyway, had that been in place in FM5 or FM6. You have to repeat the race if you don’t get a top-three finish. So, again, there’s no point to the failure because the player would just repeat the event until they advance without a sudden failure happening.
99% of mechanical failures are not random or sudden. 99% of heart attacks are not random or sudden, there are usually plenty of clues or an un-diagnosed pre-existing condition.
Calling them “random and sudden” makes them sound unavoidable when in reality they are. If you were flying a plane and sucked a flock of Canadian geese through the jet engine, causing a complete failure, that would qualify as random and sudden.
In a car though, there are next to no random or sudden mechanical failures if you take a step back and think about it. Blew the head gasket or threw a rod? What was your oil pressure and engine temp for the hours/months you drove the vehicle before that?
Had a blowout? How many miles did you race those tires right up to the edge first? Were you outside of the known road surfaces on the track for extended periods of time? Did you bend the sheet metal and cause a rubbing issue in a previous fender bender?
Clutch or transmission failure? How much HP are you putting through a factory or lightly modified transmission system? How hard were you driving it for hours before it failed?
Turbo blown? Did you intercool it or skip that step to save weight (the forced induction upgrades don’t come stock with intercoolers, you have to add those on). Did you put a 25 pound turbo on a high revving four cylinder and run it too hard?
Looking at the end result of a string of bad/unlucky decisions and calling it random is not a good way to look at it. I think including failures into the game would be an excellent addition. But I don’t think they would just be “sudden and random”. I would imagine that there would be warning lights and beeps well before the car blows the motor that if a driver noticed, could avoid a “random and sudden” failure.
And maybe they add another stat to the speed, accel, handling, launch, braking section called reliability. Reliability can be affected by tire compound choice, performance parts, turbo boost tuning, cam and crank correlations, intercoolers, oil coolers, transmission coolers, and more. Then you’ll have a decent idea all the time about how much a car will handle without question. Remember the guns in Fallout 3? If you didn’t maintain them, they broke. The same principal can apply here and keep things interesting at the same time. Cars could even have odometers in game too to allow us to buy and sell used cars to other players with potential maintenance issues.
I really don’t get the whole “animated pits” thing. If you have pit crew, then use them. If not, it just seems like a waste of game space that could’ve went to other things. According to a AR12 vid i came across they even stripped down the info and stuff given while in the pit’s from the Forza 6 Nascar update. All this could be different upon release sure, but I have no idea what direction they are going with this. Why is it so hard with pit stops?
I agree with this. If it’s going to be done, do it properly. I did like the pit stop graphic updated in Forza 6 but it felt like a work around meant for E sports to cover up a non-existent pit crew.
It’s all about putting the human factor into the game. With drivatars decked out in curated ensembles and active pit crews swirling about as you pit, it’s all about making you, the driver, feel that more special! Cool indeed! I hope we are able to take photos of the decked out drivatars along with the car in still photo mode!
Until I see confirmation otherwise, I think you’re mistaken. The pit crew in the trailer looks more like a cinematic than something from actual gameplay. It would be kinda cool to see a pit crew in there during stops but it’s not a make or break feature for me.
Turn10 is lazy to do like that, 4K + HDR is enough for NEW Forza game while so many things need to do. Want an idea for pit stops? Make it animated and with different time. For example: you are new to FM7 and have 1Lvl, so your pit team too. Your pit stop can be 12.5s, next time 12.3s, 13s, 12.1 every time a little bit different. But with growing your LVL you can train your crew, like special cards in FM6. So then your pit will be 9.8s or 9,3s, 9.5s. Time also depends on Car class, fuel and damage. And it all should work in online.