Where is the NEW FM7 Online penalty Adjudication system T10 promised?

I have noticed an improvement in the hoppers already since the implementation of the race marshal program. I was racing the A class hopper last night for about 2 hours and only had to kick 2 players for blatant wrecking.

There are always going to be accidents and mistakes, that is part of racing.

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This race marshal thing sounds a lot like what I did throughout FM6. Encounter dirty racers, save the replay to verify, upload it. Then message Snowowl, and the banwould follow. It’s not too hard, doesn’t take a lot of time, and helps the community as a whole. I urge anyone that has dirty race encounters to try and be a race marshal. It may not be ideal, but it’s something individual can do independently of Turn10, and should improve the experience down the line. Good luck gents!

Race marhals can kick dirty players now instantly from a lobby, instead of that misbehaving player receiving a ban days later. It has a more direct response to someone playing dirty. But only time will tell if it makes a big enough impact.

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More than a week after the marshal program was implemented and it’s almost a complete fail. Yes, some drivers are being booted from lobbies, only to rejoin other lobbies. Multiplayer is still a mess with many drivers that think racing is a demolition derby. We need the penalty system (adjudication system) that Turn 10 said would be in the game when it was released. 3 months after release, it is still MIA.

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I rarely play multiplayer hoppers because it is a absolute JOKE! I do play Nascar leagues when it’s available not any better but I try to tolerate it. I have turned most of my playing time to project cars 2 ! It is so much more enjoyable experience in multiplayer games. Project 2 cars system for regulations in multiplayer works … …There’s very little that compares to sitting on the grid waiting for the lights to go green surrounded by the eager blipping throttles of drivers from around the world. Online racing is tense and action-packed, and will come to Project CARS 2 much enhanced on September 22 with the new Competitive Racing License that will ensure both clean races and match-made opponents …

Competitive Racing License

New to Project CARS 2, and a game-changer with respect to the quality of the races you will now experience online, is the introduction of the Competitive Racing License, created to ensure online racing offers you the type of racing you desire and deserve.

Broadly speaking, the license tracks three main spheres of a driver’s career: a driver’s reputation for safety, a driver’s skill level —both of which can be used as a filter for online racing—and driver experience.
Driver experience tracks your time spent in Project CARS 2, and can be viewed in the Driver Network Profile as a graphical embellishment that charts your rise through the ranks of your motorsport profession. While this is an insight into your ability, it won’t affect your online rankings.

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The driver reputation and driver skill stats, meanwhile, will have a large-scale impact on your online racing. These two stats, moreover, are both tracked independently, which means the host of a lobby can decide which (or both) of these driver rankings is most important to them. The host, what’s more, also has the option of not running the online reputation component if they so desire.

If the online reputation component is chosen, it will ensure that the drivers who enter online races can be pre-scanned in accordance with ability, safety, both, or neither.

For instance, the lobby can specify drivers of any skill level are eligible to join, but their safety rank must meet certain basic standards: This will ensure that drivers of all abilities (pace-wise) will be permitted to join (up to the lobby host’s own skill rating), but drivers who have a low safety rank will be barred.

The host, moreover, may set the lobby to accept only elite drivers with high skill ratings and safety rankings. Or drivers of lower skill ratings but high safety rankings. The choice is yours. (To note: Both skill and safety cannot be set higher than that of the host.)

The Project CARS 2 Competitive Racing License is, at its core, a system whereby all Project CARS 2 drivers are constantly assessed throughout their online racing career when they enter online races that track their stats. Every race counts, and how you race—and also how you choose to conduct yourself in online races—will directly impact both your skill rating as well as your online reputation when the lobby you’re racing in has the competitive license enabled.

The consequences of this are threefold: esports functionality is greatly enhanced; a powerful and effective matchmaking tool has been created; and with the online reputation component, wreckers will find it hard to ruin online races for drivers who want to race rather than get involved in random carnage.
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How does it all work?

For the safety ranking, drivers who decide that Turn 1 is the perfect opportunity to forget where their brake pedal is, and do so consistently, will gradually get matched with drivers of similar impulses in online races that have low (or no) minimum safety requirements.

Your online reputation now matters because Project CARS 2 lobbies have the functionality to directly choose the level of reputation (in other words, your safety ranking) permitted in their servers. Get a reputation for wrecking, and soon enough you’ll find yourself barred from online servers that take safety rating seriously.

Drivers, meanwhile, who race clean, will find themselves matched with drivers of similar ideas.

Additionally, drivers will also be matched for their overall ability, speed, and racecraft, so that those who are seriously proficient will gradually find themselves matched with similarly ranked drivers. This ensures that, whatever your ability, the more you race online, the closer you will be matched with drivers of your own capabilities in order to ensure competitive races.
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The way this works is as follows: If you race and win against drivers who are a lot better than you, you’re going to get a lot of points—similarly, beating drivers who are slightly better will also see you get assigned a decent point score. If you beat drivers who are worse than you, you’re still going to get points, but not as much as if you beat higher-ranked drivers. Of course, should you lose against drivers who are ranked lower than you, you’re going to lose points.

The Competitive Racing License has been introduced to remove toxicity from online sessions, as well as adding a whole new component to the Project CARS franchise; progressing through your online racing career is now another way of enjoying the world’s most authentic racing game.

The final aspect to consider in your online progression is that, as you climb the rankings ladder, so will you become more of a candidate for recruitment for teams looking to recruit into a pro esports team.

The Safety Ranks system is as follows: Unclassified (lowest, and also the starting point), F, E, D, C, B, A, S (highest).
This Skill Rating number ranges from the lowest at 100, up to 5,000 as the highest, with the player’s starting strength set to 1,500. All players should be aiming for S5000 licenses therefore.

The Competitive Racing License comes to Project CARS 2 on September 22, 2017, for the PlayStation®4 system, Xbox One, and PC.

There are two obvious solutions, one(1) that Project Cars reportedly implemented(post above). Which in essence means players have control over what kind of behavior is tolerated in their online experience.
Which is exactly what i was about to suggest. Not too different than what MMO-s tend to achieve with guilds, letting people decide what kind of folks they hang out with. Marshals i find hard to believe having any real effect, assuming we have thousands if not tens of thousands concurrent races, dirtbag griefers will without doubt find alternative race to ruin once booted from original.

Or (2) think along the line: “what goes on in real world races.” Collisions have consequences there, your car gets damaged, your reputation gets damaged, you are either forced to drive half broken underperforming car or even quit alltogether.
Im new to Forza Motorsport 7 and pretty much new to forza series alltogether, but why should it even be possible to turn off car damage in competitive online race? Emphasis on competition, actions should have consequence.
More realism in other words, maybe if you crash your favorite car, you should have some trouble or downtime before you can race in it again? Just as in real racing, there is certain tolerance in how many cars you are allowed to wreck, right? Before youd have to find a different kind of occupation.

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