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Rank: Moderator
 4 users liked this post.
#1 Posted : Thursday, March 17, 2016 2:08:52 AM(UTC)
Forza Motorsport 7 Features Wish Lists


Please use this thread for game feature elements you would like to see in Forza Motorsport 7. This single thread helps consolidate wishlists that would otherwise overwhelm the forum with individual threads for each user. For specific cars and tracks, use the other wishlist threads pinned at the top of the forum.



Format Tips
  • Don't debate another user's list; your own wish is the counterpoint. In other words: one user, one vote.
  • Don't +1 other posts; add all the features you like from other lists into your single post.
  • Typical features commonly listed include menu format, career format, game economy, weather, leaderboards, paint, file save limits, photo and video capabilities, etc. See the Forza Motorsport 6 Features Wish List thread for examples.
  • Leave specific car models and tracks out of this thread - use those other wish list threads.
  • Be concise and make your list easy to read. Think about what it would be like for a developer to read through hundreds of requests looking for commonly requested features. A single paragraph wall of text is not effective. Use bullet points to separate each feature item, identify it clearly, and where necessary provide an "as opposed to" reference to help indicate why the feature would be useful.



List of commonly requested features from the FM6 thread:
  • Weather - dynamic effects (with setting, adjustable transition speed), snow, ice, fog, lightnint, night+precipitation, optional rain without puddles on track
  • HUD - Always On - position, competitor distance, competitor time difference, current/best lap times, split times
  • HUD - All Off
  • HUD - mixed unit display for kmh, mph, kw, hp, etc not limited to localization
  • HUD - adjustable Field of View, adjustable Point of View, cockpit animation matches shifting/steering settings, wheel delete view in cockpit, rear view mirror option for all views
  • HUD proximity arrows
  • Audio mixer - separate engine/tire/impact/opponent/camera view/environmental sounds with volume sliders
  • Audio - improved volume for blow off valves, opponent car proximity, sound by camera angle
  • Assists - match ABS/TCS/STM/shifting to cars by real-life characteristics
  • Racing tutorials in game
  • Post race stats - lap times, total time, average speed
  • Loading times for the next track reduced
  • Track customization - start/stop points for P2P/drag/drifting, layout creator
  • Dirty lap consistency with track boundaries
  • Curb consistency when unsettling cars
  • Track Anti-cutting penalties - sticky grass vs slick grass vs obstacles to prevent corner cutting, time penalties for cutting
  • DLC track integration into regular career and multiplayer (auto-spectate for non-owners)
  • Crowds - better 3D rendering, more animation, more in stands
  • Animated flags - yellow, checkered
  • Leaderboards - available on website and companion app, local leaderboards for split screen, career event restriction leaderboards, by car model, stock only, Hardcore (no assists), wheel users, aspiration, drivetrain, tire type, overall leaderboards, for all modes including Drag, Drift, P2P
  • Career - racing team management
  • Career length - 2-lap races are too short, more endurance racing, less grinding/repetition for completion
  • Career hire driver (AI/Drivatar) to run your race for you as in FM4
  • Career option to race stock against stock Drivatars
  • Career event customization - adjustable lap count, optional qualifying, rolling starts
  • Level up perks - win cars/unicorns instead of just credits
  • Unicorn cars - pro or con
  • Drivatar selection - car model, division, tuning, paint, choose by gamertag (Friends and your own)
  • Test drive - use your drivatar to test tuning setups consistently
  • Free Play - all the same customization options and modes (Drifting etc) as in private multiplayer fields
  • Split Screen - guest access to host garage, include Drivatars
  • PI - balancing improvements (including upgrades) to prevent cars that dominate an entire class, keep race cars separate from fast production cars
  • Tournaments as in FM2
  • Pitstops - selectable repair strategies, animated repairs
  • Drag racing - leaderboards, pre-race tire staging, christmas tree
  • Searchable custom public lobbies with names
  • Multiplayer Qualifying - to determine grid ordering and to assist competitive racing series
  • Multiplayer anti-griefing - visible vote to kick, stewards, stop/go penalties, better reporting system, ghost lapped cars
  • Multiplayer lobby - allow upgrades and tuning after you have selected your car
  • Matchmaking - avoid/block players for matchmaking, favorite players for more frequent matchmaking
  • Multiplayer modes - cat & mouse on all tracks, multi-class hoppers, drag, drift,
  • Multiplayer Endurance - 24-hour racing to mimic real-world events, co-op to allow team driver stints
  • Multiplayer Chat - fixed to hear all players, quick Mute All
  • Multiplayer HUD - turn off Quit notifications
  • Private lobby settings - sticky grass on/off, saved lobby settings for future sessions
  • Ranked multiplayer - accessible time windows
  • Spectator HUD - positions, lap #, lap times, distances
  • Clubs - with leaderboards and car/tune/paint sharing
  • Auction House - monitoring available via website or companion app
  • Sell cars back to the game for credits
  • Gifting - cars and unlocked paints and tuning files
  • ForzaVista - ability to open hoods on all cars, visible changes to engine upgrades
  • Garage/Homespace - more locations, ability to walk through garage (like FH2 car meets)
  • Garage display - show car type, country, engine cylinders/pressure, aspiration, tire type, tune/paint creator
  • Garage sorting - by horsepower, country, etc as in FM3, group cars with labels
  • Car divisions - make all cars (including DLC) available/featured in career
  • Car damage - brake fade, bumpers/panels break off, paint peeling, visible alignment damage, realistic fuel usage, pay for damage out of race earnings
  • Car customization - more body kits, extreme ride height, extreme camber, wheel offset, more engine swaps, diffusers, intakes, full race conversion for every model, customizable license plates, custom tire lettering, multiple tire compounds, headlight color, brake disc type, more/updated rims list
  • Car tuning - engine boost pressure, individual wheel settings
  • Car Paintable surfaces - window stickers, brake calipers, engine, engine bay, multipart rims
  • Car Interior customization - trim color
  • Driver customization - helmet paint, suit colors, gender/ethnicity
  • Storefront/files - see all paints and tunes by creator in one place, 360-degree view of paints before you buy
  • Livery Editor - better lighting/shadow visibility, mixed surface types for vinyls
  • Tuning/Paint descriptions - more space to describe, visible character remaining limit, no forced keywords
  • Sort paints by download popularity, age, etc
  • Search paints without owning the required car
  • Search tuning files without owning the required car
  • File storage - unlimited spaces for cars (at least enough to hold one of every car in the roster including future DLC), liveries, paints, pics, replays
  • Photo Mode - higher/longer distance limits, driver delete, quick car placement, erase damage
  • Replays - view every car telemetry
  • Companion app - garage management, painting, upgrade/tuning, sharing/editing pics/replays, rear view mirror, track map, auction house, leaderboards
  • Graphical improvements - more smoke from tires, more backfire, prioritize reduction in jagged edges
  • Pad controllers - fully adjustable button mapping, saved button maps/sensitivity
  • Wheel controllers - force-feedback improvements, wheel delete view in cockpit, animation matching degree of rotation setting and shifting
  • Multi-screen support
  • More cars and tracks from different regions, emphasis on race cars, more rally cars, more trucks, motorcycles, etc

Edited by user Thursday, October 12, 2017 4:54:54 AM(UTC)  | Reason: Not specified

Rank: C-Class Racing License
 2 users liked this post.
#2 Posted : Wednesday, June 8, 2016 9:02:07 PM(UTC)
Title explains it all, what do you want in Forza 7? Here are some of my ideas

Better vote to kick option
Return of the auction house
Return of gifting cars
Make open space drag lobbies
Better damage, almost like GTA damage
Better simulation damage
More customizable stuff in the paint shop
Wide body kits so that you can have bigger tire/tyre mass which equals better handling
Tag on normal tracks
Another tag map
Off-road tracks (restrict what cars you can have)
Off-road tag

The reason I don't put these in the Forza Motorsport 6 Features Wishlist is because I know they won't add them to this game, if you have any ideas for the next Forza Motorsport please post down below :)
Rank: Driver's Permit
 4 users liked this post.
#3 Posted : Sunday, July 3, 2016 11:32:12 AM(UTC)
While some may say this wishlist is a little-well actually,very-early at least it means Turn 10 have more time to implement any ideas requested by us! What will you like to see in Fm7?

My list:
1: More cars. I don't think anyone disagrees that a richer, more diverse car list would be a bad thing, particularly in C or B class that don't have many cars. I would definitely like to see more gt3 touring and le mans cars.

2. More classes/subclasses
While the current classes do separate the cars fairly and well it would be awesome to see subclasses such as C/Retro, that means creating a 70's muscle race would be a lot easier. Also this means cars could be given a standard PI rating and also a PI rating compared to the cars of their time. Gt3, touring and le mans classes (e.g R945 GT3 or P987 LMP2) would help create more authentic championships.

3: Tuning
The current tuning system is incredible. It allows you to edit almost anything in he car and offers a high degree of realism, but being able to fine and tweak the engine such as adjusting power curves and limitg power output, and being able to program automatic gearing (e.g upshift 3-4 @6700rpm) and aero (e.g. when decelarting and above 150mph angle spoiler 75' up) and programming tcs/stm (e.g only activate tcs when all wheels slide of when angle of movement relative to wheels (angle of drift) is 10') or abs ( Activate and when turning wheels greater than 30').

4. Fuel and tire warnings.Please.

5. More tracks like Monaco, Singapore

6. Dynamic weather. Adjustable in game options to be dynamic or fixed, and morn, noon,evening times that shift (slowly)

7. Tyres. Being able to adjust tire compounds for either grip or durability would be amazing. Wet tires and semi slicks would be a cool addition (being able to change them with Y and D pad for next pit would be cool (and would tie in win dynamic weather).

8. Pits. Pit crews and recommendations on when to pit (a pit indicator on the side). Being able to select only tires/fuel or to change win arc.

9.Companion app. Ideally you should be able to paint, upgrade, tune and buy cars via it. (Android and Apple plz)

Well, that's my list! Any other ideas appreciated!

Edited by user Monday, July 4, 2016 1:18:59 AM(UTC)  | Reason: Not specified

Rank: A-Class Racing License
#4 Posted : Saturday, July 9, 2016 5:27:05 AM(UTC)
This is a waste of time doing this yet until we know for sure its coming out. If it did come out I can see it be made for that 4k xbox, not sure about the xb1 though only time will tell.
Rank: Racing Permit
 8 users liked this post.
#5 Posted : Thursday, July 21, 2016 4:48:57 AM(UTC)
* Auction House
* Fujumi Kaido
* Car Soccer
* AI adjusting their cars to your car
* Jeremy Clarkson, Richard Hammond and James May in game and replace Top Gear with The Grand Tour.

Rank: X-Class Racing License
 18 users liked this post.
#6 Posted : Thursday, July 21, 2016 7:37:27 AM(UTC)


Hello everyone.

Here are my thoughts on what I would like to see in the next Forza Motorsport title, based on my experience of playing other games and making note of various features that I would like to see in future titles.

Working in the games industry myself I am fully aware that it will not be possible to implement all of these for various reasons (budget, manpower, licensing, return on investment etc.) but I will suggest them nonetheless as there may be a few in here that the general playerbase would enjoy. Hopefully a few of these will make their way into the next title.



Thank you for taking the time to read this.
-PJ




Single Player Campaign

  • [_] Co-Op Campaign (Forza Horizon 3)

  • [_] Ability to "Blueprint" Single-Player events and take part in custom Single Player events created by others. (Forza Horizon 3)

  • [_] License Tests (Gran Turismo 4)

  • [_] Career progression unlocked via a "Star System". (Gran Turismo 6)

  • [_] Limit initial stages of Career to slower cars before unlocking access to faster cars later on. (Forza Horizon 3: Hot Wheels Expansion)

  • [_] Multi-race Championships with point standings. (Forza Horizon 3)

  • [_] Driving Missions (Gran Turismo 4)

  • [_] Drift Challenges (Driveclub)

  • [_] Hotlap Challenges (Driveclub)

  • [_] Drag Racing Challenges

  • [_] Add ability to let your Drivatar drive a Single Player race instead of you. (Forza Motorsport 4)

  • [_] Events tied to specific manufacturers, drivetrains and regions. (Gran Turismo 4)





Single Player Free Play

  • [_] Ability to select cars used by individual Drivatars.

  • [_] Ability to allow Drivatars to use cars from your Garage.

  • [_] Have all Drivatars in a race be pulled from your Friends/Club list if possible.

  • [_] Add ability to view the driving habits of your own Drivatar, with suggestions on how to improve various aspects of their driving ability.





Additional Single Player Features

  • [_] Racing Challenges, teaching the fundamentals of how to overtake, defend and race cleanly. (Gran Turismo Sport)

  • [_] Driving Tutorial videos (DiRT Rally)

  • [_] Painting Tutorial videos

  • [_] Tuning Tutorial videos





Tracks / Environment

  • [_] Point-to-Point stages (Forza Motorsport 4)

  • [_] Off-Road courses/stages (Gran Turismo 6)

  • [_] Courses specifically designed for Drifting.

  • [_] Dynamic Time of Day (F1 2016)

  • [_] Dynamic Weather (F1 2016)

  • [_] DLC tracks available to all players for free in Multiplayer Hoppers. (Gran Turismo 6)





Cars

  • [_] Ability to categorise owned cars into custom groups, and to re-arrange said groups. (Forza Motorsport 4)

  • [_] Ability to drive convertible cars "with the roof down".

  • [_] Ability to view detailed car specs without having to "get in to the car". (Gran Turismo 6)

  • [_] Key components (engine, chassis, oil etc.) deteriorate over time and can be maintained/restored. (Gran Turismo 6)

  • [_] Ability to buy "used cars" at a lower price than new versions. (Gran Turismo 4)

  • [_] Ability to sell cars "back to the game", and have them appear in the "used cars" buylists of other players.

  • [_] Individual affinity levels for cars with small bonuses (such as discounts on upgrade parts or small CR rewards) for higher levels. (Driveclub)

  • [_] Ability to add/remove license plates. (Forza Horizon 3)

  • [_] Ability to manually deploy KERS or any other electric boost system on cars that allow it. (Driveclub)

  • [_] Ability to manually deploy DRS or any other aerodymanic control system on cars that allow it. (Driveclub)

  • [_] Ability to set differing strengths of Traction Control on a scale of 1-5. (Gran Turismo Sport)

  • [_] Ability to set differing strengths of ABS on a scale of 1-5. (Gran Turismo Sport)

  • [_] Ability to manually adjust Brake Balance while driving. (Gran Turismo Sport)

  • [_] Ability to set Assists to "realistic", whereby Traction Control etc. is only available on a car that would have it "in real life". (Project CARS)

  • [_] Award exclusive cars for reaching maximum manufacturer affinity levels.

  • [_] Ability to use car horn in races. (Forza Horizon 3)

  • [_] Ability to flash lights in races or toggle high/low/no beam. (Gran Turismo 6)

  • [_] Have separate PI rating systems and Classes for race cars and non-race cars.

  • [_] Ability to set starting fuel level. (Gran Turismo 6)
    .





Photo Mode

  • [_] Increase height limit on Photo Mode camera to 4.0m/12ft.

  • [_] Ability to save photos to USB.

  • [_] Ability to save photos at 4K resolution.

  • [_] Ability to save preset filter settings.

  • [_] Ability to upload preset filter settings to the Storefront.

  • [_] Ability to view/download the photo settings used when viewing a photo in the Storefront.

  • [_] Ability to use preset "high camera locations" around a circuit in addition to the standard camera controls. (Gran Turismo 6)

  • [_] Ability to take photos of cars in pre-set, non-driveable locations. (Gran Turismo Sport)

  • [_] Ability to remove visible car damage when taking a photo. (Forza Horizon 3)

  • [_] Ability to remove the driver from a car when taking a photo.

  • [_] Ability to play a slideshow of saved photos. (Gran Turismo 4)





Livery Editor

  • [_] Ability to import Designs and Vinyl Groups from Forza Motorsport 6 and Forza Horizon 3.

  • [_] Ability to set usage rights when sharing a design or vinyl group.
    Examples include "allow others to edit and re-publish shared content", "allow others to share content on Auction House", "do not allow content to be edited or re-published".

  • [_] Ability to categorise saved Vinyl Groups into folders.

  • [_] Ability to view saved Vinyl Groups in a grid layout. (Gran Turismo Sport)

  • [_] Ability to paint cars in a plain studio with neutral lighting (Gran Turismo Sport)

  • [_] Ability to create and paint windshield banners.

  • [_] Ability to paint on side/rear windows.

  • [_] Ability to mirror specific layers or groups, both horizontally and vertically.

  • [_] Ability to paint on top of carbon fibre surfaces.

  • [_] Ability to save colours to a swatches pallette.

  • [_] Additional typefaces/fonts, such as DIN Pro, Futura Bold and Gotham.

  • [_] Ability to paint sidewalls of tyres.

  • [_] Ability to set individual layer groups to gloss/matte/metallic finishes. (Driveclub)





Auction House

  • [_] Add Auction House (Forza Horizon 3)

  • [_] Allow for cars to be set to "Buyout Only".

  • [_] Ability to list auctions with a minimum bid of 100 CR.

  • [_] Ability to list auctions without a buyout price.

  • [_] Ability to list auctions with a minimum buyout of 100 CR.

  • [_] Ability to place a custom bidding price on an Auction.

  • [_] Ability to "back out" of an Auction and redeem credits before the Auction is over.

  • [_] Ability to automatically re-list an Auction if it does not sell.

  • [_] Ability to automatically sell a car "back to the game" for a small CR amount if it does not sell at Auction.

  • [_] Limit a seller to a specific number active Auctions at a time, and show this number in the Auction House menu.





Storefront & User-Created Content

  • [_] Add Storefront (Forza Horizon 3)

  • [_] Add Storefront user search menu.

  • [_] Show number of downloads alongside each item in search results and Recommended Designs/Tunes. (Forza Motorsport 4)

  • [_] Show descriptions alongside each item. (Forza Motorsport 4)

  • [_] Add ability to filter for content created by "Legendary Painter", "Elite Tuner" etc.

  • [_] Add UI icon to show if a an item is an official contest winner.

  • [_] Add ability to sort search results and Recommended Tunes/Designs by Popularity, Downloads etc.

  • [_] Set default Recommended Designs sorting to the following, in order: Featured, Friends, Followed Players, Most Popular over Past 30 Days

  • [_] Add "Featured Content" area to show content from all users (across all cars) that has been selected as a Featured Item. (Forza Motorsport 4)

  • [_] Add UI icon to show if a selected item can be edited or re-published.

  • [_] Add UI icon to show if a selected Tune has been used to set a high leaderboard position, such as Top 100, Top 1% etc.

  • [_] Ability to change a shared item's description without having to unshare the file.

  • [_] Ability to set tunes to be shared "unlocked" so that users can modify them after they have been downloaded.

  • [_] Ability to add Blueprint events to Storefronts.

  • [_] Ability to view Storefronts on Forzamotorsport.net

  • [_] Ability to search for Liveries/Tunes across all cars, and not just the car you are currently driving. (Forza Motorsport 4)

  • [_] Limit maximum number of designs to 50 per user, or an unlimited amount per VIP user (Forza Motorsport 4)





Leaderboards

  • [_] Provide Leaderboard API so that community users can create websites/apps to look up leaderboards outside of the game. (Forza Motorsport 5)

  • [_] Compile all Leaderboard times for a class into an "Overall Position", showing a user's combined laptimes for all tracks. (Forza Motorsport 4)

  • [_] Allow for leaderboards to be viewed on Forzamotorsport.net and/or Forza Hub. (Forza Motorsport 5)

  • [_] Ability to download tunes directly from leaderboards. (Forza Motorsport 6)

  • [_] Add UI icon to show if a user set a laptime using a Controller, Steering Wheel or Keyboard.

  • [_] Add offline-based "local leaderboards" where a user can compare their personal best times at a circuit in multiple cars. (Forza Motorsport 2)

  • [_] Add ability to set a Leaderboard time as a Rival, and use the exact same car/setup to challenge them.

  • [_] Club leaderboards, where the fastest laptime from a club member is treated as that club's laptime, allowing for clubs to compete against one another. (Driveclub)

  • [_] Ability for players to create and distribute custom Rivals Mode events. (Driveclub)

  • [_] Ability to view and compete in any publicly listed Custom Rivals Mode event. (Driveclub)

  • [_] Ability to race against multiple Ghosts at the same time, such as Session Best, Personal Best and Specific Rival.





Multiplayer

  • [_] Give each driver a "Skill Rating" calculated based on their overall pace level, use this rating to influence matchmaking, and show this rating in Lobbies. (Gran Turismo Sport)

  • [_] Give each driver a "Sportsmanship Rating" calculated based on their ability to drive/race cleanly, use this rating to influence matchmaking, and show this rating in Lobbies. (Gran Turismo Sport)

  • [_] Add corner-cutting penalty system to punish users that repeatedly cut corners. (F1 2016)

  • [_] Add "illegal overtake" system to inform users that they must give back positions gained by contact or corner-cutting. (F1 2016)

  • [_] Automatically and immediately ghost any driver that makes contact with another car or object at a force above 2G.

  • [_] Automatically and immediately ghost any driver that enters within a 1m/3ft radius of another car while driving at a speed that is 50mph greater than said driver. (Gran Turismo Sport)

  • [_] Automatically and immediately ghost any driver that is facing the wrong way.

  • [_] Automatically and immediately ghost any driver that driving at a speed of under 20kph.

  • [_] In Public Hopper races, ghost all drivers that fall more than 2km behind the race leader.

  • [_] Add UI icon in lobbies to show if a user has received a "Vote to Kick". (DiRT Rally)

  • [_] Kick a user if they have received at least 5 "Kick Votes" in a room with 16 or fewer players, or 8 votes if in a room with 17-24 players.

  • [_] Add a "Lobby Browser" to show and filter all joinable user-created lobbies in a list. (Gran Turismo 6)

  • [_] Add "Expert Hopper Lobbies" which require a minimum Trueskill Rating and minimum Driver Level to compete in. Damage would be enabled along with any penalty systems in place, and most assists would be disabled.

  • [_] Add "Competitive Hopper Lobbies" where users can increase or decrease their ranking by finishing races. (Rocket League)

  • [_] Increase minimum race length in Hoppers to roughly 10 minutes of driving time, or 5 laps on an average length circuit.

  • [_] Allow users to search for Hoppers which have an average Driver Level of 100 or higher.

  • [_] Add post-race commemorations to show notable feats achieved by players. Examples could include "Fastest Lap", "Most Overtakes", "Cleanest Racer", "Most Clean Laps" etc. (Overwatch)

  • [_] Add text chat to Private Lobbies (Gran Turismo 6)

  • [_] Add ability to create Practice/Qualifying sessions Multiplayer Lobbies (Gran Turismo 6).

  • [_] Add ability to join a Practice/Qualifying session in progress and start in the Pit Lane (Gran Turismo 6)

  • [_] Add ability to tune a car while in a lobby. (Gran Turismo 6)

  • [_] Add ability to limit all players to the same car/tune that the host of a private Lobby is using.

  • [_] Award additional XP for Clean Racing. (Forza Horizon 3)

  • [_] Sort starting grids in Hoppers based on "Skill Rating", with higher-rated drivers at the front.

  • [_] Allow users to save and load Lobby Settings as preset files. (Forza Motorsport 4)

  • [_] Allow users to disable any "sticky grass" and remove any on-track barriers in Private Lobbies.

  • [_] Allow users to download the Livery or Tune of another racer directly from the Lobby screen. (Forza Motorsport 6)

  • [_] Add UI icon to show if a player is using a steering wheel, controller or keyboard.

  • [_] Add UI icon to show if a player is playing on Xbox One or PC.

  • [_] Add ability to save preset Lobby Settings.

  • [_] Add ability to upload preset Lobby Settings to Storefront.

  • [_] Allow users to create private Multiplayer Championships that run over multiple weeks. (Project CARS 2)




Clubs & Other Community Features

  • [_] Add Clubs (Forza Horizon 3)

  • [_] Allow users to share cars to a Club Garage which can be used by all club members. (Forza Motorsport 4)

  • [_] Allow users to modify any designs or tunes on a car which has been shared to a Club Garage.

  • [_] Allow users to create Private Lobbies limited to Club Members, which show up on the Club's Lobby page (Gran Turismo 6)

  • [_] Allow users to create and maintain Driver Profiles where they can show off their racing accomplishments, photos and favourite cars. (Gran Turismo 6)

  • [_] Implement a Timeline feature where users can keep updated on the activity of their Friends. (Gran Turismo 6)

  • [_] Allow users to privately give or sell cars to each other. (Forza Motorsport 4)

  • [_] Allow users to privately give editable liveries, tunes and layer groups to each other. (Forza Motorsport 4)





Spectating & Replays

  • [_] Show Race UI such as position, laptimes etc. when viewing a Replay or spectating a race. (Gran Turismo 6)

  • [_] Ability to view Live Timing on a Replay or when spectating a race. (Gran Turismo 6)

  • [_] Ability to view Replays using cameras placed in the same locations as real-life motorsport events.





Other Features

  • [_] Ability to analyse Telemetry Data outside of a race. (Gran Turismo 6)

  • [_] Ability to export Telemetry Data to USB in a format readable by MoTeC. (Gran Turismo 6)

  • [_] Show time gaps to drivers ahead/behind when crossing a sector. (Driveclub)

  • [_] Add a flag system resembling modern motorsport (F1 2016).

  • [_] Add a "Live Track" system that allows a track's surface to evolve over time. (Project CARS 2)

  • [_] Add an Overhead Radar and left/right car proximity warnings to the race HUD (Gran Turismo Sport).

  • [_] Weekly #Forzathon challenges. (Forza Horizon 3)





Business Model

  • [_] Provide a "Complete Edition" of the game at launch that covers the cost of all future DLC for the game's lifetime.

  • [_] Extend "early release access" to 14 days ahead of retail release for Complete Edition users.

  • [_] Allow Forza Racing Championship finalists to beta test the game and provide feedback on any corner-cutting exploits they may find.

  • [_] Allow all VIP users to play the game 7 days before release.

Edited by user Thursday, July 27, 2017 11:08:49 AM(UTC)  | Reason: List finalised.

Rank: A-Class Racing License
 3 users liked this post.
#7 Posted : Tuesday, July 26, 2016 11:56:35 AM(UTC)
Online Matchmaking:
-Instead of putting us in a lobby using whatever criteria are currently used (which don't work, at all, and we all end up randomly joining and backing out and rejoining until we find one we like), show us the current lobbies including who is in them, what track they are running, and what lap they are on, and let us decide. And if there's a full lobby that we want to join, then let us add ourselves to a waiting list so that we get the next space as it becomes available. If there are no lobbies or none with enough space for the number of people in the pre-lobby then players would be allowed to start a new one.

Player Ratings:
-Instead of just using TrueSkill to rate drivers, add an element of temperament to the system. This could be done simply by counting up and adding or subtracting points for contact and leaving the track boundaries, so for example a player would score 10 points for every lap that had no contact and no off-roading (clean laps, but ignoring drafting), and 5 points for overtaking or being overtaken with no contact occurring, and 2 points for drafting with no contact occurring, and so on, while at the other end they'd lose 5 points every time they were involved in contact or leaving the track. It wouldn't be fair all of the time, but on average a good racer would end up with a far higher score than a wrecker. Lobbies would then require a certain score both in terms of skill and temperament before you could enter them (see below)

In-game UI
-Move the "X Quit" message to the left hand side of the screen so that it sits properly with the "X is pitting" messages. Or just delete it - no one really cares who has quit anyway.
-Allow us to increase the brightness or opacity of the racing line to make it easier and more natural to turn it off.
-Show how many pitstops a player has taken in the Distance To/ From list. It's no good me knowing that X is only 400ft behind me if I don't know whether he's already taken his mandatory stops.

In-game camera.
-In cockpit mode allow us to move our head (or chair) around and tweak the FoV. Different players want to see different amounts of dashboard, and the optimal FoV depends on the size of your screen and your distance from it. A one-size-fits-all solution is not good, and some of the cockpit cameras in FM6 are absurd.
-Make a floating mirror an option so that those cars without mirrors aren't dangerous to drive. When you draw a tiny wing mirror in-game it's useless, but when you're really driving that car you don't perceive the mirror to be tiny because that's not how our eyes and brains work; you just see what's in it. There's no way to handle this elegantly on a flat screen so just add the option of a cheaty mirror instead.
-Make chase-cam an assist so that hardcore means hardcore.

Online Lobbies:
-Instead of 9 class lobbies plus however many (6?) specialist ones with all skill levels and all car types mixed in together, base lobbies on the players' skill and temperament score. So for example the first few could be "open" hoppers with no restrictions, set to DEF/ ABC/ SRP in the same format as the current ABCS so that players can still build, tune and race cars against each other, and then the rest would be division-based hoppers of various kinds, some permanent and some rotating weekly or monthly. As players progress and their rating increases they'd gain access to more of the lobbies. Lose the rag and smash a few people out and you get demoted again. A sort of mixture of hoppers and leagues, if you like.

Lobby Control:
-Vote To Kick needs to work better than it does.
-Assigning temporary "host" status to whomever has been the lobby longest might also help the player base to police itself. That person would get to kick players without a vote, and possibly have some say in track selection (maybe they could void an unpopular Random choice and force a re-vote?), but they'd only be host so long as they remained active in that lobby. And the other players could still kick them using the now-functional Vote To Kick option :)

Ghosting:
In addition to ghosting cars that are stationary and cars that are driving the wrong way, the game should
- ghost players who fall 90% of the track length behind. Even better would be if players a lap apart were ghosted relative to each other, while remaining fully corporeal to other traffic close by.
- ghost players (or simply make them invisible to everyone else) who have just entered a lobby for the first time, or just DNFed in a race. Only cars that finished the previous race get to have bodies. Think of it as a sort of qualifying-lite. You run one "qualification" race ghosted to prove that you are on-pace and then you get to race for realsies and your best lap counts as qualification for the next race, same as everyone else's.

Grid ordering:
-Fastest Lap from previous race works really well, but people who join a new lobby should start at the back, not be shuffled randomly throughout the pack. Having a new-joiner who isn't very fast dumped on pole is the number 1 cause of 1st-corner wrecks, more so even than people who "forget" to brake.
-Laps dirtied by drafting should not be discounted for the purposes of staring grids. Excluding them from the leaderboards is fine, but you shouldn't be punishing people for close racing.

Basic Motorsportyness:
-Design the Career mode around the promotion of driving skills, rather than the acquisition of lots of content.
Meaningful starts. It would be so much more interesting if there was a skill to starting well beyond just holding down the throttle until the counter gets to 0.
-Races should finish at the end of the lap the leader crosses the line. This is the case in all motorsport everywhere. Lapped cars should not have to carry on the full distance, especially the track is now full of AI-controlled cars that have already finished, aimlessly and erratically meandering around the track. Everyone should see the bloke waving the chequered flag!
-Get rid of all the tire walls littered around to prevent cutting and instigate a penalty system. I'd personally favour just making the player coast for long enough to negate any advantage gained but without actually slowing them down as such, but if the Rating system listed above was in use then cutting would automatically damage your score so you'd already have a disincentive.

Spectate Mode:
-Is rubbish. You can't even tell what position players are in, let alone any of the other useful bits of info that you'd expect to find in such a mode - lap number, distance to and from, split times, etc - and which would make eSports so much more entertaining. It needs to look as much like TV coverage as possible.
-Automatically stream it to the lobby so that anyone waiting can watch the race in action without having to load the game themselves. Again, this would be massively eSports-friendly.

Rivals:
-Allow us to set a time per division, rather than just one per class.
-Add a "Delete" option to the leaderboards that allows us to expunge our own time and set a new (possibly slower) one.

Teams:
-Add (or re-add?) support. Just allowing them to share open tunes and paints and some team-based element to events, leagues, and leaderboards would do it. You can see from the fact that so many players pay actual money to change their gamertags that's there's a demand for it. There's a whole load of community good-will sitting there waiting for you, all you have to do is embrace it. And it's basically free!

Loading screens:
-Players spend a huge amount of time staring at these (my record is 10 minutes in one go) but they are so DULL. I can think of about a million ways to make them more interesting, but just listing the relevant lap records and track info (names of corners and so on) would be a nice addition.
-While I'm at it, would it not be possible for the game to start loading the track into memory as soon the vote is complete? That way by the time the count-down hits 0 everyone's machine has already been loading for 55 seconds.

Track Voting
-Treat tracks and conditions separately. A track with 3 variants and day/ night/ wet versions of each should not show up 9 times as often as a track with just 1. We shouldn't have to race Le Mans 9 times just to race Bathurst once.
-No track should appear as a choice if any variant of that track has been raced within the previous 10 races in that hopper.
Two versions of the same track should never show up at the same time.
-The Random choice should never, ever throw up a track that is a different variant of one of those just rejected.

Edited by user Tuesday, July 26, 2016 12:04:11 PM(UTC)  | Reason: Not specified

Rank: B-Class Racing License
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#8 Posted : Wednesday, July 27, 2016 6:44:34 AM(UTC)
Pj pointed me here so I'm going to share my opinions for forza 7. Here goes.
Please bring back: overall leaderboards, clubs, storefront, gifting, auction house. Allow people to gift unicorn cars for instance the 312 p and the lambo from the leagues. Allow clubs to share cars, tunes and paints between them self's in there own store front.

Please reward painters and tuners for having, the most leaderboard times posted, the most likes/downloads of paints etc to encourage more painters and tuners to share there work.

Make the amount of credits you can obtain unlimited and make the credits mean something and worth collecting. Perhaps they could be used to purchase a limited number of dlc cars.

Please make all leaderboard times show the tune and replay so everyone can have a chance of being number 1 and eradicate the argument that it's the tune not the driver.

Improve matchmaking to fall in line with the current league system do not allow racers from diffrent divisions to race together ever again. Show racers there TrueSkill with good instructions of how to improve it.

Allow everyone to post mutiple leaderboard times in mutiple divisions. Split the divisions up so more cars can be competitive in there respective division.

Bring back tracks like suzuka, mugello, twin ring montegi, sunset, camino vajio just to name a few.

Bring back some dtms like the v8 opel astra and some more hyper cars like the joss and mosler. I'd love to see the furai back as well but I think I'm dreaming now.

Please bring back public custom lobbys and allow the host to send messages that show up in the lobby.

Get ride of all the puddles or at least make the puddles dissappear after a few laps.

Make some rules so that the track rotation isn't dominated by the locations that have several versions. Your 6 times more lickly to get alpes over laguna.

Bring back sticky grass and tarmac for the corners that are often cut.

That's it for now if I can think of anything else I will update my post

Edited by user Wednesday, July 27, 2016 7:54:36 AM(UTC)  | Reason: Not specified

Rank: Racing Permit
#9 Posted : Wednesday, July 27, 2016 8:58:51 AM(UTC)
Penalties for ramming and for using glitched cars/tunes would be nice.

I would also prefer that vehicles such as the VW Type 2 be given a proper center of gravity. Even the Westfalia version is less tippy in real life than the 21 window version in the game.

I would also like Porsche included from the beginning rather than being used as a cash grab as it is now (and a 928)

Full interiors and mirrors that are aimed properly would be great.

more ghost lobbies. I'm really bored with only class c races in the public lobbies.

some sort of hill climb races, Goodwood, Pikes Peak, Fujimi Kaido... something.

Japanese tracks, or maybe just Suzuka and Fuji
Rank: Driver's Permit
#10 Posted : Friday, July 29, 2016 7:43:02 PM(UTC)
I would love create a car 'mode
Like Sega GT
Example , use all in game accesories mix them
Ferraris engines on Lancia Stratos chassis, ferrari backlights ferrari steering wheel and transmision like the 2010 Stratos project never came to the streets, all we had to create from scratch will be the body.
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#11 Posted : Saturday, August 13, 2016 7:09:15 AM(UTC)
In a future patch or in Forza 7, I would love to see tracks with nighttime rain or snow with which tracks allow it. Like add Fujimi Kaido back and add street lights down the track while it snows light enough to look like it's barely sticking to the ground. That would make Forza 7 the next Forza 4 IMO! Let me know your thoughts. Maybe even heavy winds as will. Sorry for rambling on! Also, just to point out, PGR4 did it on the 360. And I loved ever second of driving in the snow in Tokyo!

Edited by user Saturday, August 13, 2016 12:59:28 PM(UTC)  | Reason: Not specified

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#12 Posted : Sunday, August 14, 2016 9:24:25 AM(UTC)
- force feedback for gear shifting
- add affinity and car division information to 'my cars' and 'buy cars'
- unlimited affinity for a manufacturer

I drove a real Lamborghini Gallardo spyder yesterday at Abbotsford airshow (precisionexotics.com), and I noticed that you really feel the gear shifts, the car even backfires sometimes. When I got back home and drove the gallardo in FM6, it felt like it was missing something and I think it was the feeling of the gear shifts. It would be cool if some rumble were added to the controller on gear shifting, and perhaps a bit more when the car backfires.

Thanks for the awesome game!
Rank: A-Class Racing License
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#13 Posted : Sunday, August 14, 2016 4:06:07 PM(UTC)
Searchable Custom Public Lobbies. Go have a meeting with your Microsoft overlords and convince them it is needed in this type of game if that is what is preventing Forza from having them. It would solve more issues than anything you do. Just show them the carnage of a public hopper lobby, I'm sure you have plenty of footage.

Edited by user Sunday, August 14, 2016 4:09:50 PM(UTC)  | Reason: Not specified

Rank: Racing Permit
#14 Posted : Thursday, August 18, 2016 1:33:52 AM(UTC)
What features do I wish to see in Forza 7?

Create a driver - Players can create a driver, either male or female, and customize their racing suit to make it unique.

Redesigned Career mode - Instead of having the stories of motorsport like in Forza 6, The career in Forza 7 would be a traditional racing career where players start out as a amateur driver of a race team and start with a basic car like a Ford Ka, or Volkswagon Fox, then go to their first race. However, before starting the race players choose which event to race in based on what car they picked. After that, the rest of the career opens up. Some races can't be entered until you reach a certain driver level. Some cars can't be bought until you also reach that driver level as well. Plus, after winning a number of races players enter a championship race which is a series of races based on car class.

Varied event types - One thing that Forza 1-4 did well was how they vary events based on region, car class, body type, engine, layouts, car rivalries, car family, and spec-series based on a particular car. This should be the formula applied in Forza 7.

different race types - having races where it is only racing can get repetitive. So to alleviate this, have different race types to vary the game aside from standard races.
  • Liveroute races - This was a system used in Grid 2 and this only applies to city tracks. Here, the route of the course dynamically changes so no racer is expect be on the same path twice.
  • Head-to-Head - This is mainly one-on-one races. Drivers are lined up in a tournament style bracket and the two drivers race until one wins and advances. The driver who wins the tournament wins.
  • Time Attack - This race type is all about getting the fastest time. The driver with the fastest lap time wins.
  • Elimination - A clock counts down until the driver in last place is elimination. This keeps going until one driver remains.
  • Touge - Players race one opponent on a point-to-point race. Drivers win by either crossing the finish line first, or by getting a 5 second lead.


Special Events - At any point during the career, players can enter special races and events such as Indycar, NASCAR, Japan Super GT, and the Goodwood Festival of Speed.

Give car classes purpose - Another thing that 1-4 did well was how it handled car class. Ranging from F-class to R-classes for race cars, and races were restricted to a certain class. So, instead of having all cars upgraded by default, have players start out with a stock car, and if races have cars of a different class, or have opponents with cars of a higher PI index than theirs, then they have a reason to upgrade. And please, have hypercars separate from the GT3 racecars. This was an issue that bugged me in Forza 4 and onward. Have cars like the Bugatti Veyron in a seperate class like a U-class.

Driver and affinity level rewards - When players reach a new driver level, they can pick one of a handful of reward cars for free like in Forza 4. Plus, if players reach a new affinity level with a manufacturer, they are rewarded credits, and discounts on cars, and upgrades with that particular manufacturer.

Lower rear bumper cam height - Another thing that bugged from Forza 4 on was how the rear bumper cam was high off the ground almost making it look like your playing from an aerial view. At least lower it so it is ground level on certain cars.

Customize race cars - Players are part of a racing team. So when they are given a racing machine such as a F1 car, a NASCAR stock car, or a Le Man prototype, that vehicle is a blank slate and players decorate it with decals, sponsors, and a number to make it their own.

Edited by user Thursday, March 16, 2017 10:27:20 PM(UTC)  | Reason: fixed a mistake

Rank: A-Class Racing License
#15 Posted : Thursday, August 18, 2016 6:43:05 AM(UTC)
Originally Posted by: MMMappy Charleo Go to Quoted Post
What features do I wish to see in Forza 7?

Create a driver - Players can create a driver, either male or female, and customize their racing suit to make it unique.

Redesigned Career mode - Instead of having the stories of motorsport like in Forza 6, The career in Forza 7 would be a traditional racing career where players start out as a amateur driver of a race team and start with a basic car like a Ford Ka, then go to their first race. However, before starting the race players choose which event to race in based they have. After that the rest career opens up. Some races can't be entered until you reach a certain driver level. Plus, after winning a number of races players enter a championship race which is a series of races based on car class.

Varied event types - One thing that Forza 1-4 did well was how they vary events based on region, car class, body type, engine, layouts, car rivalries, car family, and spec-series based on a particular car. This should be the formula applied in Forza 7.

different race types - having races where it is only racing can get repetitive. So to alleviate this, have different race types to vary the game aside from standard races.
  • Liveroute races - This was a system used in Grid 2 and this only applies to city tracks. Here, the route of the course dynamically changes so no racer is expect be on the same path twice.
  • Head-to-Head - This is mainly one-on-one races. Drivers are lined up in a tournament style bracket and the two drivers race until one wins and advances. The driver who wins the tournament wins.
  • Time Attack - This race type is all about getting the fastest time. The driver with the fastest time wins.
  • Elimination - A clock counts down until the driver in last place is elimination. This keeps going until one driver remains.
  • Touge - Players race one opponent on a point-to-point race. Drivers win by either crossing the finish line first, or getting a 5 second lead.


Special Events - At any point during the career, players can enter special races and events such as Indycar, NASCAR, Japan Super GT, and the Goodwood Festival of Speed.

Give car classes purpose - Another thing that 1-4 did well was how it handled car class. Ranging from F-class to R-classes for race cars, and races were restricted to a certain class. So, instead of having all cars upgraded by default, have players start out with a stock car, and if races have cars of a different class, or have opponents with cars of a higher PI index than theirs, then they have a reason to upgrade. And please, have hypercars separate from the GT3 racecars. This was an issue that bugged me in Forza 4 and onward. Have cars like the Bugatti Veyron in a seperate class like a U-class.

Driver and affinity level rewards - When players reach a new driver level they are not only rewarded with credits, but also pick one of a handful of reward cars for free. Plus, if players reach a new affinity level with a manufacturer, they are rewarded credits, and discounts on cars, and upgrades with that particular manufacturer.

Lower rear bumper cam height - Another thing that bugged from Forza 4 on was how the rear bumper cam was high off the ground almost making it look like your playing from an aerial view. At least lower it so it is ground level on certain cars.

Customize race cars - Players are part of a racing team. So when they are a racing machine such as a F1 car, a NASCAR stock car, or a Le Man prototype, that vehicle is a blank slate and players decorate it with decals, sponsors, and a number to make it their own.


Another race type you could add is Lap Knockout, where the last place driver is eliminated after each lap, with the last surviving driver winning. Also allow more than 50 laps in Free Play, or better yet, allow timed Free Play races.
Life, liberty, and the pursuit of absolute speed
Rank: Racing Permit
#16 Posted : Friday, August 19, 2016 3:09:57 PM(UTC)
Originally Posted by: Hurricane221798 Go to Quoted Post
Originally Posted by: MMMappy Charleo Go to Quoted Post
What features do I wish to see in Forza 7?

Create a driver - Players can create a driver, either male or female, and customize their racing suit to make it unique.

Redesigned Career mode - Instead of having the stories of motorsport like in Forza 6, The career in Forza 7 would be a traditional racing career where players start out as a amateur driver of a race team and start with a basic car like a Ford Ka, then go to their first race. However, before starting the race players choose which event to race in based they have. After that the rest career opens up. Some races can't be entered until you reach a certain driver level. Plus, after winning a number of races players enter a championship race which is a series of races based on car class.

Varied event types - One thing that Forza 1-4 did well was how they vary events based on region, car class, body type, engine, layouts, car rivalries, car family, and spec-series based on a particular car. This should be the formula applied in Forza 7.

different race types - having races where it is only racing can get repetitive. So to alleviate this, have different race types to vary the game aside from standard races.
  • Liveroute races - This was a system used in Grid 2 and this only applies to city tracks. Here, the route of the course dynamically changes so no racer is expect be on the same path twice.
  • Head-to-Head - This is mainly one-on-one races. Drivers are lined up in a tournament style bracket and the two drivers race until one wins and advances. The driver who wins the tournament wins.
  • Time Attack - This race type is all about getting the fastest time. The driver with the fastest time wins.
  • Elimination - A clock counts down until the driver in last place is elimination. This keeps going until one driver remains.
  • Touge - Players race one opponent on a point-to-point race. Drivers win by either crossing the finish line first, or getting a 5 second lead.


Special Events - At any point during the career, players can enter special races and events such as Indycar, NASCAR, Japan Super GT, and the Goodwood Festival of Speed.

Give car classes purpose - Another thing that 1-4 did well was how it handled car class. Ranging from F-class to R-classes for race cars, and races were restricted to a certain class. So, instead of having all cars upgraded by default, have players start out with a stock car, and if races have cars of a different class, or have opponents with cars of a higher PI index than theirs, then they have a reason to upgrade. And please, have hypercars separate from the GT3 racecars. This was an issue that bugged me in Forza 4 and onward. Have cars like the Bugatti Veyron in a seperate class like a U-class.

Driver and affinity level rewards - When players reach a new driver level they are not only rewarded with credits, but also pick one of a handful of reward cars for free. Plus, if players reach a new affinity level with a manufacturer, they are rewarded credits, and discounts on cars, and upgrades with that particular manufacturer.

Lower rear bumper cam height - Another thing that bugged from Forza 4 on was how the rear bumper cam was high off the ground almost making it look like your playing from an aerial view. At least lower it so it is ground level on certain cars.

Customize race cars - Players are part of a racing team. So when they are a racing machine such as a F1 car, a NASCAR stock car, or a Le Man prototype, that vehicle is a blank slate and players decorate it with decals, sponsors, and a number to make it their own.


Another race type you could add is Lap Knockout, where the last place driver is eliminated after each lap, with the last surviving driver winning. Also allow more than 50 laps in Free Play, or better yet, allow timed Free Play races.


Ditto! I hadn't thought about that.
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#17 Posted : Saturday, August 20, 2016 6:49:34 PM(UTC)
Originally Posted by: MMMappy Charleo Go to Quoted Post
What features do I wish to see in Forza 7?

Create a driver - Players can create a driver, either male or female, and customize their racing suit to make it unique.

Redesigned Career mode - Instead of having the stories of motorsport like in Forza 6, The career in Forza 7 would be a traditional racing career where players start out as a amateur driver of a race team and start with a basic car like a Ford Ka, then go to their first race. However, before starting the race players choose which event to race in based they have. After that the rest career opens up. Some races can't be entered until you reach a certain driver level. Plus, after winning a number of races players enter a championship race which is a series of races based on car class.

Varied event types - One thing that Forza 1-4 did well was how they vary events based on region, car class, body type, engine, layouts, car rivalries, car family, and spec-series based on a particular car. This should be the formula applied in Forza 7.

different race types - having races where it is only racing can get repetitive. So to alleviate this, have different race types to vary the game aside from standard races.
  • Liveroute races - This was a system used in Grid 2 and this only applies to city tracks. Here, the route of the course dynamically changes so no racer is expect be on the same path twice.
  • Head-to-Head - This is mainly one-on-one races. Drivers are lined up in a tournament style bracket and the two drivers race until one wins and advances. The driver who wins the tournament wins.
  • Time Attack - This race type is all about getting the fastest time. The driver with the fastest time wins.
  • Elimination - A clock counts down until the driver in last place is elimination. This keeps going until one driver remains.
  • Touge - Players race one opponent on a point-to-point race. Drivers win by either crossing the finish line first, or getting a 5 second lead.


Special Events - At any point during the career, players can enter special races and events such as Indycar, NASCAR, Japan Super GT, and the Goodwood Festival of Speed.

Give car classes purpose - Another thing that 1-4 did well was how it handled car class. Ranging from F-class to R-classes for race cars, and races were restricted to a certain class. So, instead of having all cars upgraded by default, have players start out with a stock car, and if races have cars of a different class, or have opponents with cars of a higher PI index than theirs, then they have a reason to upgrade. And please, have hypercars separate from the GT3 racecars. This was an issue that bugged me in Forza 4 and onward. Have cars like the Bugatti Veyron in a seperate class like a U-class.

Driver and affinity level rewards - When players reach a new driver level they are not only rewarded with credits, but also pick one of a handful of reward cars for free. Plus, if players reach a new affinity level with a manufacturer, they are rewarded credits, and discounts on cars, and upgrades with that particular manufacturer.

Lower rear bumper cam height - Another thing that bugged from Forza 4 on was how the rear bumper cam was high off the ground almost making it look like your playing from an aerial view. At least lower it so it is ground level on certain cars.

Customize race cars - Players are part of a racing team. So when they are a racing machine such as a F1 car, a NASCAR stock car, or a Le Man prototype, that vehicle is a blank slate and players decorate it with decals, sponsors, and a number to make it their own.


Another thing I forgot to add. When looking at the car's stats, another set of statistics shows the cars top speed - mph/kph, acceleration - seconds, braking - ft/km, and grip - Gs.
Rank: Driver's Permit
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#18 Posted : Saturday, August 20, 2016 8:35:29 PM(UTC)
Car tuning, paint, vinyl ,upgrade shop via an app from your smartphone, anytime we re going to sleep or something we didnt wish to turn on the gaming room.
Rank: Driver's Permit
#19 Posted : Saturday, August 20, 2016 8:36:34 PM(UTC)
Create a car mode like Sega GT
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#20 Posted : Sunday, August 21, 2016 8:10:14 PM(UTC)
Better division and PI classifications. This is the biggest one for me. It should be possible to set up spec races, or have period correct races, you get the idea.

The division classifications leads to too many on-track conflicts and feels inauthentic. A Veyron should never be on the track with a proper race car and vice versa. Indy and F1 cars don't mix, either, and shouldn't be classified the same.

Leaderboards need to be split out in similar fashion. It would be really nice if they kept track of your time in every car as well.

I understand there has to be a limit on length of races, but 50 laps on the ovals and shorter road courses is ridiculous. Please bump the lap count on most tracks to allow some longer races.

And please add a timed plus one lap race length feature, as opposed to the FM4 system which chopped the race when the timer ran out.

Please get rid of the barriers and sticky grass. Instead, bring in a system which DQ's a player cutting too often. Everyone makes mistakes, so you should maybe start a race with 3 chances, plus one for every two or three laps of race length or so.

As for wreckers, this is a mainstream game, there are going to be wreckers, both of the malicious type and the incompetent type. Use the Truskill system to put clean racers with clean racers, idiots with idiots, etc, it's already done in single player. And show people their Truskill . Maybe put less emphasis on outright pace and more on the ability to turn clean laps without cutting or hitting other cars. Who you beat should matter, but not as much as how you did it.

Improve the vote to kick system, and make it so you get an automatic time out if you're kicked too many times.

Please bring in some different career and showcase-type events for drag racing, land speed, and drifting. These are huge car culture communities with cool machinery in them, they should be represented in the ultimate car game. And bring in some specialty cars for each, please. One thing I don't want in FM7 is off road. Not because I don't want off road, but because with all of the different types and disciplines of dirt racing, it deserves its own game. Forza Off Road has a ring to it!

Please make career championships. Rather than having to podium a race to move on, make it an entire series. A 12 race Indycar championship in career that loosely followed the real one would be awesome, for example. Give us the option of longer races and qualifying as well, please. And let us make custom championships, both in free play and online.
Rank: Driver's Permit
#21 Posted : Monday, August 22, 2016 5:34:03 AM(UTC)
Hello,
It would be good to be able to delete my time from track leaderboard. We have every week private time attack challenge, and if I have a faster lap time with an other car, I have to take a poto for the private contest.

BR
cactus
Rank: A-Class Racing License
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#22 Posted : Monday, August 22, 2016 6:52:20 AM(UTC)
Things I would like to see in forza 7

More realistic and accurate FFB
More realistic tyre temperature behaviour
Gifting
Custom public lobbies
Dynamic lighting
Practice lobbies with mid session joining
Bring back drag racing but with a working tree
VR support on PC
Bring back all the leaderboards
Bring back all of the fictional tracks
Penalties system


Rank: A-Class Racing License
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#23 Posted : Tuesday, August 23, 2016 2:37:09 AM(UTC)
I would like to see Turn 10 expand on the different types of Motorsport. Just like the Nascar segment, have the same type of thing for Drag racing, Drifting, Rally. Each with some iconic tracks and cars from the origins of the sport to present day. Have discipline specific cars, parts and upgrades. Maybe even specific tuning parameters for each one.

I love Forza, but its been 6 games of circuit racing only, while other games have been expanding and offering more. No one does it better than Turn 10, I would just like to see something new. Forza Rally, Forza Drag, Forza Drift.
Maxwell's Speed Shop
xDeaDxZeppLiNx
mechanic, paint
Rank: A-Class Racing License
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#24 Posted : Tuesday, August 23, 2016 3:34:40 PM(UTC)
A few things I'd request:
  • Raise the number of free play laps to at least 200. 50 laps isn't enough for proper endurance races, especially ovals.
  • Timed races in Free Play. And make them so that you still have to complete your current lap after time runs out before you are finished.
  • Dynamic time of day and weather.
  • Move the cockpit camera closer to the front, more like FM3, FH1 and FH2.
  • Stingier credits system than FM6.
  • Unlimited affinity levels.
  • Option to multiply length of Career races for those who want to do longer races.

Edited by user Sunday, January 8, 2017 7:46:15 PM(UTC)  | Reason: Improved formatting

Life, liberty, and the pursuit of absolute speed
Rank: Racing Permit
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#25 Posted : Wednesday, August 24, 2016 11:24:22 PM(UTC)
Another thing I would like to see is when selecting car manufacturers, there should be an option to sort alphabetically, by region, or country, and there should be text on the side detailing that manufacturer's history.
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