Things to improve the racing in H6

Let’s have a topic solely focused on making the racing better. Not the engine noises or cosmetic features just improving the actual racing. Good racing should be the most important feature of a racing game. Let’s share some ways of improving it

  1. A rear view mirror in all views.
  2. A penalty system that doesn’t punish the person slammed into the wall as the person who rammed you drives away.
  3. No collision racing for practice, learning or simply you tire of being rammed and need a break.
7 Likes

here’s some things I would do:

  1. license system - a license system that measures a driver’s racing abilities, such as cleanliness and speed
  2. drivatars based on licenses, because I know for a fact that I’m not the only one who has been excessively rammed by drivatars
  3. better races - some races in H5, both circuits and sprints were really bad
  4. skills dictionary - because how am I supposed to know what “hard charger” or “showoff” mean?
17 Likes

Hard charger is a slow car that goes fast up to 150 mph very quickly if my memory serves me right :sweat_smile: as for show off it’s where you’re showing off your skills in racing when you drift and pass a car at the same time in a race again if my memory serves me right :sweat_smile:

1 Like

Hard Charger is a burnout skill followed by a speed skill, and Showoff is when you overtake a drivatar while drifting

6 Likes

My biggest gripes are that sometimes 1 or 2 ai just flys away in the lead doing about mach 4, and don`t seem bothered by water, fences turns or anything like that, they just fly above the ground almost with half the gravity force.
Also a personal gripe that i personally tried to fix in my own custom blueprints is the checkpoint placement on the tracks, i just think that they should be placed further to the inside of the corner, leaving more space to overtake the car in front on the inside and not miss the checkpoint, like real racing, you try to outbrake the car in front and pass it on the inside line in the corner.
This is especially true in solo mode races, since the ai will almost always block your path on the inside since they almost always follow the suggestive line, which cuts across the inside of the corner entry, meaning, that there are often no space for you to overtake the ai on the inside line, whitout missing the checkpoint sadly.
At least my personal experience after more than 30 years of watching real life racing.
I know they try to mimic the real life track limit hysteria in irl racing these days, but it kinda ruins the flow and makes it harder to win races because of this sadly.

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I had no idea. They just happened to me but the game was not kind enough to tell me what it wants.

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Yeah they’re pretty vague tbf. I didn’t even remember how to get an Ebisu Style or Threading the Needle off the top of my head.

Most of them just happen to me and I have no idea how to recreate them, as the game is not courteous enough to inform about them.

2 Likes

Off the top of my head, races desperately need the following:

  • Fully Closed Tracks (because I’m tired of checkpoints)
  • Licensed Trackside Advertisements (for realism and so we don’t have to repeat cringy product tie-in deals like the nail polish escapade in Horizon 5)
  • Rumble Strips (just for added detail)
  • Brake Markers (also for added detail)
  • Breakable Tire Walls (another added detail)
  • Starting Countdown (so we can build revs before the race starts)
  • Proximity Radar (so we don’t have to use the back button constantly)
  • Split Times (just to get an idea of how far ahead our opponents are)

Also, just for drag racing:

  • Single Elimination Tournament (series of one on one matches instead a single free for all race against 11 opponents)
  • Burnout (for added depth so drag races are more than point, squirt, and pray)
  • Launch (also for added depth)
  • Forced Manual Transmission (again for added depth)
  • Forced Simulation Damage (you guessed it, more added depth)
9 Likes

If I understand things right Motorsport totally frozen as Forza series and Turn 10 have no game to develop for now. So we could hope they will implement Motorsport features in new Horizon games. Hopefuly starting from FH6. In that case we could expect closed tracks with penalty system and open races “with no rules“. I hope devs will bring back ranked mode and improve overall ranked system.

Or maybe Turn 10 will be responsible for DLC and we will see all those features there.

exactly my point.

threading the needle is when you get two near misses at the same time (eg driving in between of two cars)

2 Likes

Only one thing… custom online adventure on game release. I don’t want to see any off-road races forced upon me in online multiplayer.

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But improved custom online adventure. I would like to be able to choose several car classes and race types, for example: B-S1 in Road Races and Street Races. So i don’t need to leave session to change from Roads to Streets etc.

There are also some balance issues with previous Forza games:

-Engines with steep “race” power curve, that gain a lot by abusing redline (u can fix this reducing max rpm on these engines so that u can’t redline abuse)

-F4-T rally engine allows u to race w/o shifting, due to its long flat power curve (u can fix it by changing it’s cam profile, or just locking to race cam upgrade)

-Rally/sport tyres are unbalanced in fh4/5, it seems like rally and sport tyres have swapped grips levels on asphalt (u can see that sport tyres have unusually low g’s for it’s po, while rally tyres are more in line with street/race tyre pi/g’s proportion) it seems that when they were making fh4 they by mistake reduced grip levels on sport tyres rather than rally, while rally tyres gets off-road grip bonus. It makes sport tyres unusable in multiplayer (it does not affect cars that have stock sport tyres), and makes rally tyres obvious choice for road racing (in fh4 u had additional advantage on snow)

-meta Stock/street/sport transmission power shifting. I kinda like what we got in fm2023 with race transmission meta, tho it would require redline abuse fix, otherwise we would be force to op engine swaps again.

-slim front, fat rear tyres and AWD meta, yeah it’s kinda annoying that every car ends up tuned the same way 1/65 ARB to counter understeer, and somehow car turns with 205/345 tyre setup…. (In this aspect motorsport is more balanced).

-Power builds, u add power yet pi stays the same…. There should be some way to make power builds drivable by PI CALCULATION AI…

It would be great if u could have similar performance regardless of what engine and drivetrain setup u use, yes AWD should be faster off the line and on acceleration, while rwd and fwd cars should be faster overall, and it was true in low class races where u could abuse purist builds with pi glitched transmission, but in higher class, only AWD swaps or power builds were competitive.

If there is a penalty system in single player, then i am out, second biggest reason i never bought FM2023 after the car levelling system. Penaltys should be online racing only, not when racing against the ai.

2 Likes

There won’t be against the AI. You can turn that off in FM. It’s not really a penalty system per se it just slows you down when you hit a wall to prevent wall bouncing. The problem is people ram you into a wall to trigger that and it lets them.

2 Likes

I’m curious how long will it take them to reimplement ghosting and anty wall ride measures in online racing.

Well with ghosting comes the most annoying bug, and that’s desync between pc and console players, hope they fix this in new horizon.

In motorsport2023 desync is less noticeable, but egsist (mostly in case of ghosting)

I disagree with the use of Proximity Radar. Many players treat it as an “enemy incoming” radar and use it to ram others.

Also, much of the racing action and overtaking opportunities depend on having blind spots in key moments. Rear-view mirrors for all views are more than enough.

Forza Horizon Skills: A How-to-Guide

is what you’re looking for.

1 Like