And some want shorter races, car football and body kits. You’re trying to design your own game by picking bits from two games however you word it. It’s nothing more than a wish list. Forza is Forza, PC is PC. Buy the one that best suites and if neither do then save your money. Honestly, it’s like saying the Hobbit should have had some Transformers in it because I like Transformers.
If not think about what it is that reduced your score, then think about having a chat to the devs about how to improve it next time. Oh and by the way that other game may have nailed that aspect so you can show them what you mean.
I posted about race distance sliders and difficulty sliders for Forza games before PCars was released. I think it will make it more enjoyable for somewhere between most and all players. Now I just have an exact example to point to.
It is all feedback on how I think the game can be improved. Sure it is only 1 persons opinion. But without feedback improvement does not happen.
Sorry we should not just be consumers on the receiving end of 2 products. We should provide feedback and input on how we think they can be improved but just be realistic that we are one of many with various views.
Edit: I want more race cars in forza. Have for a while. Would that make Forza a Hobbitformer game?
Why a slider? What’s wrong with having a list of choices to represent difficulty (e.g. rookie, armature, pro, veteran, legend) and length (short, average, long)? I don’t expect Forza to have a perfect score. What might be a 75/100 for me could be a 50/100 for another person. I like Forza, and what I’ve seen from YouTube on Gran Turismo isn’t too bad either. But if you want it to be a sim, then you really can’t buy your own cars. It would be more like Project CARS where you sign contracts and get invited to special events. In real life, most of us can’t afford to have our own teams in the biggest racing series or pay to race for a team in one. Even though they try to, Forza and Gran Turismo will never be sims. I’ve never even heard of a real life series that is anything like either ones career mode. They’ll be close, but never truly there.
First off I was using that as an example of an option to improve the game that happened to have come in with PCars. My main point being even if the games do have different focuses they still can learn from one another and we can have feedback to give and it is often handy to have something to point to.
Why a slider? Where it has been implemented it has worked well.
With short, medium and long for race distance what will that be? Maybe 3, 5, and 7 laps. What if I want 4, 6, 8 or 20?
With difficulty there are often times when difficulty 4 may be too easy and 5 too hard.
With the rest of your comment and a lot of the comments on here I am baffled with the stereotyping - its a sim, its an arcade, a sim is xyz and an arcade game is abc. What if they just make a good game that has some realism and some playability…oh wait that is Forza. But then if we are not giving it 100/100 then there is room for improvement. For some that may be something similar to something PCars has done. For others it may even be an NFS item.
To be honest I do not see a lot of the Forza feedback being in the nature of “if you do that it won’t be Forza any more”. No one (that I have seen) has said put Project Cars on a disc, fix the bugs and release it as Forza 6.
They are saying how about qualifying, how about championship series and a few others. I think some of those ideas could be done without it putting off the casuals.
But the point being is that “what works well” is subjective and only your opinion. You can’t tell T10 what I want from Forza because you don’t know. You can only state what you want so again, it’s a wish list. I don’t know what sales they’re targeting but let’s say 2.5 million. That’s an awful lot of people to try to please so they can’t possibly make a game just for you. They’ve a better idea of what’s universally appreciated than you or I.
Isn’t that the whole point of options…isn’t the lack of options one of the main reasons there’s a 15 page thread about how t10 needs to listen to their fans? Sometimes I just don’t understand people, it’s like Stockholm syndrome has taken over around here
Yep my opinion is mine and yours is yours and there are millions of them in the forza player base.
I have made a suggestion, that is all. Yet I get the impression that you view making a suggestion as not a good thing and heaven forbid if it comes from another game.
Why don’t we discuss the slider idea rather than make general statements about feedback.
Pros of sliders - each person can set it up how they like.
Cons - not everyone will run the same settings so for some career will be easier than others.
Edit: I do not see PCars and Forza as being polar opposites. PCars is more sim than Forza but at the end of the day you are still racing.
Regular feedback by forza players is races are too short or too long or too easy or too hard.
I have not heard any of that feedback with PCars I have only heard 1 person try to explain why they do not like sliders and have heard a lot of positive feedback.
That does not mean it will definitely be a good thing if done in Forza but I believe it is an indication.
I still fail to see why you think Project CARS slider is better than Forza’s difficulty levels. Project CARS difficulty slider goes from 0 to 100 on units of ten, meaning a total of 11 difficulty settings. Forza Motorsport 5’s difficulty levels are New Racer, Inexperienced, Average, Above Average, Highly Skilled, Expert, Pro, and Unbeatable, for a total of 8 difficult settings. So you have 3 more levels, but that really doesn’t get rid of your problem of one level being to easy and the next one is too hard. Also, for one of my Project CARS career races, the fewest laps I was allowed to do (ironically) was 3, and the next lowest was 5. So even if I would like to do 4 laps, I can’t set it up the way I would like to. Realistically, all the slider does is take the list of difficulties and race lengths and put them on a bar.
I’m at a loss as to why you’ve dragged a totally unrelated post into this thread. That post (as you would know had you read the thread) was made in response to a post expressing the opinion that FM6 will have a short shelf life because of missing features. I expressed a different view as to the games longevity but made no comment as to what the game does or doesn’t need.
Still, if you think it should be linked that’s fine.
Your post basically says you think the game will do fine without clubs, gifting, auction house and storefronts.
Your post is providing a view or feedback on whether features are needed or not.
I am suggesting that you posting that and then criticising anyone else who makes a suggestion or provides feedback is hypocritical. Your post is feedback just as is someone making a suggested improvement.
Like I say above lets stop talking about “Feedback” generally and discuss the actual topic - racing realism. If someone suggests something whether it be sliders or something else rather than say that’s a PCars thing it wont work here lets discuss why.
How can qualifying possibly not work in a racing game haha or longer races or more tuning options
That is a terrible come back, Pointing out the obvious just to be obtuse. No one is asking for anything
unrelated, Pcars is a racing game so nothing in Pcars is unrelated to forza!
What SatNiteEduardo has been saying, Is that you learn a lot by observing what other people do, an listening to
what other people say, In Every aspect of life! So what the competition are doing is very important if you don’t
want to left behind.
Without Feedback this game an every games potential an progression is for example quartered, without the
competition well if it’s quartered again, it basically at a standstill. Alot of car technology come from racing
because of competition. Alot more come from rival manufacturers, The competition.
I love what Forza’s doing, although, not 5 so much. FM6 is going to be excellent. I don’t really like PCars so don’t agree with needing ultimate realism.
+1. Realism doesn’t necessarily mean ‘more difficult to play’, either. Realism in terms of car physics is only the developer’s interpretation of realism translated to video game form, anyways.