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Rank: Driver's Permit
#176 Posted : Saturday, April 15, 2017 11:14:04 AM(UTC)
Where to start there are only a few thing I would love to see in FM7 but most importantly I dont want an "oversteering simulator" anymore and I can't be the first one with that issue.

Things to add to the game:

Rallycross
Hillclimb
Classic Track Versions (Hockenheim as example)

Thing to take out:

Spoken unskippable tutorials!!!
The stock Tunesetup for every car 50/50 brake balance just isn't a thing

Edited by user Saturday, April 15, 2017 11:51:01 PM(UTC)  | Reason: Not specified

Rank: D-Class Racing License
#177 Posted : Sunday, April 16, 2017 2:36:30 AM(UTC)
for me its quite simple, remove the water puddles in the circuits and put licence plates in cars kinda like in horizon 3 :)

everything else i leave up to you T10 :p
Rank: Driver's License
#178 Posted : Sunday, April 16, 2017 12:55:27 PM(UTC)
Stock (unmodified) leaderboards
Current and passed toys- 1975 Datsun 280Z, 1993 Nissan 300ZX Twin Turbo, 2004 MINI Cooper S JCW and 2008 BMW E90 M3
Rank: Driver's Permit
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#179 Posted : Monday, April 17, 2017 5:54:46 AM(UTC)
Turn signals would be useful, especially for multi-class races. They would help facilitate safe overtaking. Accidents happen when lower class cars try to move out of the way but a faster car happens to choose the same side to overtake. (Some cars don't have indicator lights, but the turn signal feature does not have to use the lights; there could be green flashing arrows above each car, next to the player tag.)

Edited by user Tuesday, April 18, 2017 6:43:56 AM(UTC)  | Reason: Not specified

Rank: B-Class Racing License
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#180 Posted : Monday, April 17, 2017 10:19:40 AM(UTC)
Few things I'm hoping will be added to Forza 7

1. Race Commentary and/or Pit Engineer feedback. (puts more soul into the game)
2. AI- more intelligent AI (stop the brake checking exiting a corner/chicane)
3. Better Career Progression (tired of the long grinding career and repetitive races)
4. Allow car selection post race. (why the need to exit back to main menu and back in again to change the car)
5. Dynamic weather
6. Less cars, more tracks
Rank: Racing Permit
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#181 Posted : Wednesday, April 19, 2017 1:33:47 AM(UTC)
Crew feedback would indeed be absolutely amazing, transfix. Think of most recent Formula 1 games, and there you go...


...or someone at Turn10 could track down an older console and a copy of "R: Racing Evolution"...play that, see if they get any inspiration from it.


If nothing else, that game was special because of the crew chief and co-driver (for the rally-style events) feedback.
Miss your braking point, or don't have the setup right, so you push deep in the corners?
"Are you trying to sample dirt?!" "You've got to transfer weight forward!"
Brake well, nail the apex, sweep across to the exit point well, and carry the appropriate speed?
"Everything's perfect! Braking, accelerating, and handling!"
Get into an opposing driver's draft? "That's it, get in close and make him feel the heat!"
Just can't hack it, car's not good enough to beat the event? "I guess you just didn't have it in you..."


What's more, you could even get some insight into what the other drivers were thinking/doing, because (unrealistically) everyone was on the same radio. And, like your crew chief, they had personality, too.
Someone's closing in on you?" "I'll take number 76 in the next turn..."
Staying just out of reach? "Great! All I can do now is defend second place...!"
Creating an excellent gap/closing in on them fast? "That number 76 has freaking light speed!"


Now, I'm not saying crew/co-driver commentary should necessarily have character or personality to quite the extent that R:RE had, or that opposing driver comms should be heard, but something other than just your car making noise wouldn't hurt. We don't need an announcer (Cortana?) telling us what car we just bought; we could benefit from some proper coaching if we aren't taking the right line through the corner, though, or if an opposing driver is pitting in ahead of us, or closing in quickly behind us...so, maybe the example of the recent Formula 1 game's crew commentary would be better.


Another thing they might get out of checking out R:RE would be the "pressure" system that game had. In that game, if you got on somebody's tail and kept close, challenge his position and made your presence known, it was as if their attention wavered, they would faulter and fail at a key moment; you apply the pressure down the straight, close in on him, and as you near the braking point into the turn---...he makes a critical error, sends himself into a spin, and you cruise on by and take the position. The pressure system was a bit goofy, though, but not consistently so; sometimes, you could apply pressure and they would lose control and go into a spin for no reason, without being at a turn or anything...and, other times, you could apply the pressure, keep it on, and lap after lap, they would continue to drive perfectly. The drivers in that game did seem to have different skill levels, different personalities, somewhat like Forza had/has attempted before ("Rossi drives angry... So-and-so is nervous in traffic... This guy has a history of making quick, clean passes..."), so that may have influenced the pressure system... In any case, I'd expect a pressure system in Forza to work better, or I'd hope it would anyway...


If the sound of these things catches your interest, fellow Forza players, I would highly suggest you track down a copy of R: Racing Evolution and give it a shot. It was on the PS2 and original XBox, and it may be possible that it could be emulated on PC; I won't swear to it, I've never gotten into emulation. It's fairly similar to Forza Motorsport or any Gran Turismo title, only with fewer "street-legal" rides---it looks very much like Gran Turismo, actually, but not "bad" I would say... The selection of vehicles is rather small, but that isn't to say that the selection is bad; on the contrary, the major players in Japanese Grand Tour are there (Skyline, Supra, NSX), some of the most famous types from GT (McLaren F1GTR, Saleen S7R, Dodge Viper Comp. Coupe, Chevrolet Corvette C5R I think, BMW M3GTR), the Bentley and Audi R8 of LMP, Subaru and Focus and other models of track and dirt-spec, plus others... Track selection is also small, but not un-inclusive; Suzuka is present, which is a big plus over FM6. Motegi's roughly egg-shaged oval is also present, another leg up on FM6... Other tracks include Phillip Island, as well as some point-to-point mixed-surface gravel/tarmac routes for rally-style events, among others. Game modes include the "racing life" career mode, a rivals section where you are pitted against the numerous different personalities present at different stages of the game, in which you get their car in your garage if you win, and an otherwise extensive event list type assortment of events, each to be completed with different vehicles, with certain special challenges presented (running Motegi's oval against a field of LMP cars while driving a drag car, for instance)... Most of the vehicles have several liveries, some of which must be unlocked by multiple playthroughs of the career/story segments, while others must be purchased in another part of the game; there is some upgrading that can be done (in three stages, rather than many pieces), but the rival vehicles come somewhat upgraded but cannot be upgraded further, so getting them early by challenging and beating them can make the game easier in the early stages... I wouldn't expect it to steal you away from FM6 or any other Forza title, at least not for very long, but R: Racing Evolution is an interesting game nonetheless, and one I would argue is worth checking out.

Edited by user Wednesday, April 19, 2017 1:38:43 AM(UTC)  | Reason: Not specified

Rank: Driver's Permit
#182 Posted : Wednesday, April 19, 2017 5:39:18 AM(UTC)
Track
Autódromo José Carlos Pace Interlagos Brazil
Monte Carlo. Circuit de Monaco
Fujimi Kaido
Rally di Positano
Rank: Driver's Permit
#183 Posted : Wednesday, April 19, 2017 2:26:54 PM(UTC)
make all the cars available in Forza horizon 3 available in Forza 7
Rank: C-Class Racing License
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#184 Posted : Thursday, April 20, 2017 5:10:17 AM(UTC)
I made a quick tally of whats been requested so far. I've given the top 5 requests in each category as well as the overall top 25 requests.

Full list here: https://drive.google.com...mR1UGM/view?usp=sharing

COMMUNITY
9 Public custom lobbies
8 Auction House
7 Storefront
6 Car Clubs
5 Gifting cars

CONTENT
18 More tracks
17 More tuning options
16 More cars
13 More car categories and/or PI classes
13 More upgrades/customization

MULTIPLAYER
14 Add penalty system for track cutting and contact
11 Qualifying and/or Practice sessions
8 "Expert lobbies" that require certain skill rating
8 Special skill rating based on clean lap times and contact
7 Tune car in the lobby

RACES
23 Dynamic time of day / weather
13 Rally/rallycross stages
8 Blueprint feature
8 More detailed pit options and strategies
6 Point-to-point races

SINGLE PLAYER
24 Career unlocked in a progression system rather than a simple "finish top 3"
18 Qualifying and practice sessions for career races
14 Better AI that drive like professional drivers rather than Drivatars
6 Longer races or adjustable race length in career
6 Make credits harder to earn

USABILITY
10 Better force feedback on wheels
10 Seat position adjustment in cockpit view
10 Field of View adjustment in all views
8 Improved driving physics
6 Additional sort and search options for tunes, designs, and cars


OVERALL
24 Career unlocked in a progression system rather than a simple "finish top 3"
23 Dynamic time of day / weather
18 Qualifying and practice sessions for career races
18 More tracks
17 More tuning options
16 More cars
14 Add penalty system for track cutting and contact
13 More car categories and/or PI classes
13 More upgrades/customization
13 Rally/rallycross stages
11 Qualifying and/or Practice sessions in Multiplayer
10 Wide body kits
10 Better force feedback on wheels
10 Seat position adjustment in cockpit view
10 Field of View adjustment in all views
9 Public custom lobbies
8 Auction House
8 Improved, realistic sounds
8 "Expert lobbies" that require certain skill rating
8 Special skill rating based on clean lap times and contact
8 Blueprint feature
8 More detailed pit options and strategies
8 Improved driving physics
7 Storefront
7 Vinyls on windows and lights
7 Tune car in the multiplayer lobby

Edited by user Thursday, April 20, 2017 7:33:39 AM(UTC)  | Reason: Not specified

Rank: Driver's Permit
#185 Posted : Thursday, April 20, 2017 12:43:33 PM(UTC)
I was wondering about multiplayer online game. On FM6 has most of it online games. Maybe in the future I would like to see just "Muscles cars" race than sports car. Like which one is the better muscle car. Haha.

Also I like to add those new track. They're all prettier sure popular tracks. I was wondering to add new track called Utah Motorsports Campus (UMC). That track has for different tracks. West track, East track, Oustide track, and Full track. I wanna to drive that track on new game!

Also I've seen new muscle car which is the dodge challenger demon. Add that to it in the future! :D
Rank: Racing Permit
#186 Posted : Thursday, April 20, 2017 9:11:01 PM(UTC)
Another thing to add is when selecting a car, it should show the artistic name stylings of cars like in Gran Turismo and Need for Speed.
Rank: Driver's Permit
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#187 Posted : Friday, April 21, 2017 2:01:31 AM(UTC)
Just thought of something the steering angle should be self regulating depending on the car you are driving.

Its just annoying having to change the angle for one car and changing it again for another.

Shouldn't it be possible that the game knows what car you drive and has the steering angle changed accordingly.

Edited by user Friday, April 21, 2017 2:02:10 AM(UTC)  | Reason: Not specified

Rank: A-Class Racing License
 1 user liked this post.
#188 Posted : Friday, April 21, 2017 2:27:37 AM(UTC)
I guess it's been a while since I posted on this thread. I know that I have, all good with a few others, quite a while ago have talked about fixing and/or making drag racing more accessible and accurate.

Specific upgrades tree for drag with chassis, trans, wheel packages. Working staging lanes and trees. No Prep track along with more actual tracks. A test drive for drag tuning that actually helps, not what FM6 has!

I understand that there are alot of people that don't want to see a drag section that has to a career, just like alot of folks don't want a drifting section to have to do. It's a matter of having the oppurtunity to try it and get into it.

Having the choice to have a drag racing chapter added to the game, giving some actual attention to how it works, along with said upgrades, would add quite a bit of life. Do the same for drifting. Add significant drifting content as an option in the career, then watch the community explode with life. True drag and drift clubs. Could be pretty sweet.

As I wrote before, I haven't been on this thread in a while so I only blame myself for all the drag racing talk going away, but anybody else that feels the same, speak up!! I've been trying since FM5!
Maxwell's Speed Shop
xDeaDxZeppLiNx
mechanic, paint
Rank: Driver's License
#189 Posted : Friday, April 21, 2017 3:41:15 PM(UTC)
Please please let us upgrade the brakes on cars with carbon ceramic brakes. I've talked to Porsche and BMW instructors (people who actually track the cars, not PR guys and they were "off the record") and they both said they are not what its all cracked up to be. I rather spend that kind of dough on PFC brake kits than optioning for CCB's. Also I know this is just my opinion, but keep those rocket bunny kits just for the Horizon games. I get it, they are all the rage for car shows. But the track guys I converse with are more interested with an APR wing with a front splitter to balance the aero than installing rb kits. Maybe replace the Forza Wing with a couple of APR ones though. I will put "ZG" flares on a S30 Z, but that is for a different reason because you can't stuff wide tires on classics like you can on modern cars.
Current and passed toys- 1975 Datsun 280Z, 1993 Nissan 300ZX Twin Turbo, 2004 MINI Cooper S JCW and 2008 BMW E90 M3
Rank: Racing Permit
 1 user liked this post.
#190 Posted : Monday, April 24, 2017 5:46:08 AM(UTC)
A while back some others and myself mentioned something about full race interior, either as part or combination of the full race reinforcement(roll cage) or full race weight reduction or extra upgrade option, basically amounting to stripping the car of any rear seats, upholstery, passenger's seat (could be optional, this part; rally and some other disciplines and series actually necessitate a second seat, part of the rules), etc... Previous Forza titles did feature some visible interior stripping; earlier titles, at least the passenger-side front seat would be removed, though there were the odd mix-ups where the driver's seat would be removed instead, leaving the driver visibly hovering as if his seat were still present... Anyway, I'd like to add a few things to that suggestion.


In addition to being able to do full race stripped interior, it would also be nice to be able to install a new/aftermarket gauge package---possibly in two forms. One would be an older style analog cluster, reminiscent of gauges in WWI/WWII-era fighter plane, especially appropriate for hotrodded classics and race-prepped muscle cars, '60s-'70s style. The other would be a much more modern digital pack, much like what we already see in most of the modern racing machines that have been present in the FM series all along, '90s-'00s+ style. Could actually make a third pack, somewhere in the middle; digital, but somewhat oldschool, more '80s style, as opposed to the more modern option described above. These options would help alleviate the woes of driving a car from the cockpit cam with no HUD, when said car hasn't got a tachometer, or has very poor cockpit visibility/small or illegible gauges.


As a further addition, it would also be nice if we could convert right-hand-drive cars to left-hand-drive, and vice-versa. This would mostly involve mirroring the interior of the vehicle, with some components not mirrored but simply moved left or right as needed... The impact on the player would vary from person to person; some players who drive from the cockpit view aren't bothered by the change in position and can adjust their driving on the fly to compensate with no issues when changing from a LHD car to a RHD car, but others just cannot get their head around the change in position... Of course, those who drive from the chase cams wouldn't be impacted by this change at all, but might still use it for other personal reasons. In reality, there are a number of shops who do these sorts of conversions, mostly for import/export purposes, but also for the sake of making foreign vehicles more user/street friendly.


While not as high a priority as some other features, these three items---race-stripped interior, aftermarket gauge cluster, and LHD/RHD conversion---would further add to the customization and further enjoyment, however minor, of a great many of the cars that might ever grace a Forza title. They would take some effort, considerable visual work and modeling, but I do believe these efforts would not be wasted.
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