Request for Feedback: Matchmaking

I am safety rating s and score 4500 First corners are horrific and ramming happens a lot…not racing contact i mean ramming!! ive been rammed off into other players and had 4 sec pens? doesnt seem consistant

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I will say I try my best to be clean. I am absoutely courteous in the MP races I have done. IF I happen to mess you up racing too hard, or not really having the room I thought. I will let you have the pass back. I have settled for just taking 12th because the close racing between me and 11th, and 10th wasnt worth ruining our whole race. I know I am never getting first with the track times I see the leaders doing. I think I only have 1 car ‘dialed in’ and I cant drive it in MP so far, unless its Open Class just for fun.

MP is the only reason I am willing to keep playing this game right now so I hope everything can be adjusted to be more balanced

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I know not everyone liked it but a tweaked version of the FH4 ranked system would be ideal. Essentially the top rankings should be reserved for the best drivers/the try hards who really want to put the hours in. Everyone else should be on a sliding scale, probably with the majority being somewhere near the middle rankings. The current system looks like a way to keep everyone happy by allowing most people to easily get a really high rating.

Safety rating can be separate to that but should be clearly displayed so people know who they are dealing with. If someone is below a certain safety rating for a set number of races then some form of time-out would seem appropriate and then they could only be permitted to race in very limited categories designed for those effectively in a sin-bin, and only moved back to the main game once they had demonstrated improvements to their safety rating.

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-permanent playlists for each class
-have a rotation of special car events is fine like we currently have
-Drift and drag lobbies are a must.

  • reduce the time for practice. max 10 minutes and not this 30 minute garbage.
    -permanent GT class is great
    -allow custom server lobbies where we can have a server browser. (Like they had for BF3/4)
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I have S safety rating and ~4970 skill rating and I love Forza GT class online racing when the race length is “medium”. This week is Forza GT’s turn to have the medium length, so I played several matches and surprising saw intentionally rammer noobs that even using automatic shifting in every single match. I do not recall having this type of matchmaking last year. What did Turn 10 do to the matchmaking…?

The current system just doesn’t work. That’s why I don’t like it at all. In the room there can be people with level 20 and 300 together, that’s not matchmaking. Apart from other parameters that should be taken into account, in short, it doesn’t work, 100% discontent.

You need to improve matchmaking by level, by score, and by class. Look at other competing games, match drivers with very similar safety score and overall score, and it works. Not with your system at present. They must do something, and now. Because otherwise the game will decline and it won’t take long if they don’t fix it.

Even though it sounds horrible, i think that iracings safety system, basically both cars receive penalties for contact would in the long run be able to fix some of these issues. A clean racer will always know how to race clean, so theyll be able to rebound from penalties. Dirty racers only know how to race dirty and wont be able to recover until they too know how to race.

Spinning people out without a penalty is extremely easy to do. It seems as though contact with the rear quarter panel at the same speed doesnt trigger any wrong doings. If the system cant take in to account a player making contact and the other player crashes or goes off track within 1 second of that contact, the system is useless.

So if the actual system cant distinguish fault, then fault has to be on either both or neither. If its neither then there might as well not be a saftey rating. Eventually clean drivers will come out on top, dirty drivers since every bit of contact is counted could easily be discovered.

If someone accrues x amount of penalties, they should get banned from multiplayer for a certain amount of time. Multiplayer needs to be treated as a privilege, not a right. If people cant follow the rules those privileges need to be taken away.

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Personally I’d like to see an dmit of defeat in the current system. Make players sign up for event before they open for practice, and then limit practice to 15 minutes (seriously, why 30 minutes of practice for a 7-15 minute race?). That way the ranking system has everybody that will be in the event from the beginning in order to sort them properly. This is effectively what every other game with a ranking system does. Reinvention of the wheel is not working, and the current system would require an enormous concurrent playerbase in order to get anywhere even close to competitive matching when lobbies fill up in a minute.

+111111

Agree completely on having safety rating visible to all. I think for skill rating, it would be nice if we could see the average skill rating of the racing lobby. Would be useful to gauge if it’s a lobby that matches closely to your skill level or if its at a lower/higher level.

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Having said all of that about ramming I have just had 3 races with great clean racing :man_shrugging:

Agree safety rating visible :+1:

Not when they’re just all playing other games.

The order of priorities for matchmaking should be: 1. Safety 2. Skill 3. Full grid

In order for ratings to work properly, penalty system needs to be reviewed. Maybe instead of drawing numbers from the sky FRR should calculate the average time gained/lost in relation to other cars while also taking into consideration your average race pace on each track.
A car re-entering the track limits after missing the braking point/crashing should be ghosted, unless they spent a short period of time off-track as a result of simply going wide.

New players shouldn’t start with high safety rating - it has to be earned and displayed on race stats/player card as a badge of honor (even more so than skill rating) instead of useless VIP icons that NOBODY cares about.

I would also suggest faster division/spec lobbies being locked behind certain safety and skill rating. That would encourage players to care about their safety grade and performance while also creating online career of sorts, where you gain access to events of higher prestige if you prove your sportsmanship and skill, both of which you NEED in order to race fast cars without endangering others. For example starting from MX-5 or M3 cup open for everyone (slower spec lobby with weekly rotation) > Touring cars (when you prove your sportsmanship) > Forza GT (when on top of sportsmanship you gain some skill) > Prototypes/Open-wheel (faster division lobbies, when you gained enough experience to handle these cars without crashing everyone).

Money should be used to motivate players to race clean. That would require complete rework of the game’s economy, since right now it’s too easy to basically have unlimited money with such high payouts/low prices on cars/free upgrades.
Implementing damage & repair costs in competitive multiplayer can be used as a tool for achieving cleaner racing/driver filtering. Car maintenance costs should be proportionate to it’s price and be significant enough to make players consider if it’s worth it to crash people for no reason.
Additionally, there should be a Safety multiplier on every payout with zero being at middle Safety grade: if your safety rating is bad and you constantly make avoidable contact, you get less money or even go in debt (maybe the debt part is too much, but it would just send people to do single player for some time to gain money as a soft punishment). That way you can’t buy or repair your cars quick enough to then enter the race again and crash into people. You will just run out of money, unless you choose to race fairly - that instantly gives you an opportunity to gain safety grade, which means more money (safety multiplier + less repair costs), more gained experience/skill (not ingame points but the ability to drive and avoid contact since you are actively trying to race clean) and therefore an access to higher grade events with faster and more expensive cars and higher payouts as a reward for your sportsmanship/gained skill and you are motivated to keep it up. In terms of rewards for clean racing I would even go as far as to allowing people to win 1 DLC car if they keep their S safety rating for a month for example. Things I listed above would also contribute to the online career thing I mentioned earlier, although I believe it should just be underwater set of game mechanics and not some big marketing thing with cool name.

Those are just my thoughts and that vision likely has its flaws but the advantages I see are:

  1. Learning curve for new players, which then will remember Forza as the game that taught them motorsport
  2. Multi-layered approach to achieving the quality of racing for everyone but griefers
  3. Healthy sense of progression and achievement in multiplayer backed by your gained knowledge and experience in racing. In regards of generating player engagement, this would be a much better alternative to cheap and dirty FOMO tricks which only discredit the game.

It will pobably never be a thing in Forza but I’d still love to hear what others think about this vision of multiplayer.

100 days after the launch of the game, no one knows how this “matchmaking” works. The system you are currently using makes no sense. Matchmaking should be done AFTER the registration period ends, i don’t understand how this is designed, you can literally join a full lobby with more than 20 minutes remaining and then you race with that same people.

Just do the same thing as iRacing, Gran Turismo, rFactor 2 and Low Fuel Motorsport: after the registration window is over and you have the list of all drivers, split them, not before. If you have 200 drivers registered in a 24 grid race, then the game creates 9 splits of 22/23 drivers. The top 22 with higher skill rating goes to the first split, then the next 22 to the second split and so on. GT7 mixes both Safety and Skill to do the matchmaking, which is fine if there are enough people. iRacing only uses skill but you have to be at least certain Safety in order to join some higher races. I’m ok with both systems and both work.

You can keep the current practice as is, even you can qualify the same way you do now, just don’t show your position because the matchmaking thing occurs later. You set X time and that’s all, after the matchmaking is done and you join the race with people with similar level as you, then, with that time, you start P13 or whatever.

Other quick things:

  • Remove the 5 minute gap between the end of registration period and the start of the race. A lot of people quit in that period. If you want to join with 1 minute remaining and don’t qualify, go ahead.

  • Show the ratings of all players in the lobby, both skill and safety.

  • Give feedback to all drivers after each race in the results page. For example: you had 4 contacts and 2 penalties, that’s why you are losing X amount of safety. Same with the rating, you finished 3rd, thats why you are gaining X amount of rating.

15 Likes

reduce practice time to 10 minutes.

remove 5 minute lobby lock. (everyone leaves if there are less than 4-5 players as soon as it hits 5 minutes. )

increase harshness of Safety rating when receiving penalties (I shouldn’t be able to rack up penalties every single race and stay in S)

Add stats (obviously) that you can view in the lobby to know who you’re racing against. (What’s the point in giving us number ratings if no one can even see them?)

2 Likes

I totally agree. Maybe a new suggestion for this?

This

I was a S the last time I played online mid December Wednesday when I played again I was still at ‘S’ level so I guess it’s a bug. I have noticed that sometimes it
Takes a while for ratings to update thoigh. Like the next day.

2 Likes

My suggestions for multiplayer:

-stagger tracks so each lobby has 4 options at any time

-add all track variants to each lobby (I will literally never choose to race the Road Am oval so it may as well not be in the game)

-double race length for 1 of 4 available tracks, per lobby

-force roll cage and slicks for public race lobbies, open “track day” lobbies for oddball builds

-turn on damage, all lobbies except introduction

Changes to other parts of the game that would affect multiplayer:

-rebalance PI on cars (appears to take performance at Le Mans into account, explains PI advantage of ‘90 vs ‘94 MX5)

-rim size increase and Forza aero parts adjusted to cost PI (I’m sick of seeing cars with rubber bands for tires)

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Powerbulids also needs readjustments, Forza aero should cost more, since it gives advantage in form of slipstream, and I agree with rims size thing, all meta cars look like cars from lemon race lol ugly Forza aero and too big rims.

Tho I don’t understand why force race tyre and roll cage, some of wet conditions are unclear whatever u should use med or wet tyre, so I just always use sport tyre, or for eg hakone GP, where meds won’t last whole short race.