Fears of microtransactions in GT6 addressed

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¨^ This, i read an interesting comparison on a games site; the excuse that it's just for people who do not have the time to grind, is like handing out diplomas at school for rich kids that do not have the time or wanna make the effort to study :D

Also if this is the start, more and more they will leave out large portions of in game material, and giving you the "option" to buy it as DLC...

With the people (even on the hard core niche sites like this one) willing to defend the practice ... it doesn't matter. It's here to stay.
 
With the people (even on the hard core niche sites like this one) willing to defend the practice ... it doesn't matter. It's here to stay.
That's a bit the problem with the big corporations in our daily lives today, as long as we keep on accepting that they squeeze every last cent out of our pockets whilst giving us the bare minimum in return, nobody is stopping them.

Just my honest opinion here, let's not start discussing back and forth on capitalism now ;)
 
This is actually confirming my fears about microtransactions. PD knew the GT5 economy was broken by virtue of the high paying seasonals.

Instead of addressing this through higher paying events in GT6, they have continued with the same broken model so that they can cash in on people unwilling to endure the tedium of grinding endlessly. It's a quantum leap...backwards.

If you're an avid GT player, you'd rather go the long way and earn the credits yourselves just like the older games, and when you buy that expensive car with your hard earn credits, it'll definitely feel more rewarding and fulfilling than getting the car the easier way.

Speak for yourself, I feel reward through challenge and immersion. GT6 AI is still mediocre, PD know this because the player still starts A-Spec events five seconds behind the lead driver courtesy of an unrealistic rolling start method. The same applies for seasonals and starting 30 seconds behind.

Now let's look at some examples from the "older games";

In GT1 you could buy the most expensive car in the game with 500,000 credits. This could be done in roughly two, maybe three hours. There were championships that awarded 100,000 credits, excluding pole position and race win bonuses, as well as endurance events that awarded 300,000 credits.

In GT2 you could buy the most expensive car in the game in about half an hour, if you grinded the GT All-Stars Event at Red Rock Valley, and sold the prize car.

I didn't care much for GT3 but in GT4 the most expensive car (ignoring special carbon editions) was around 5 Million. If you grind the DTM Event and sell the prize car, you would net over 800,000 credits each time. You could earn it in two to three hours.

In GT5 you could buy the most expensive car in half an hour if you picked the right seasonal.

So really it isn't just like the older games. The grind gets longer than ever unless this gets corrected, and changes they made in GT5 to correct the broken economy have been removed purely to increase their chances to make a buck.
 
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Now let's look at some examples from the "older games";

In GT1 This could be done in roughly two, maybe three hours.

In GT2 you could buy the most expensive car in the game in about half an hour...

I didn't care much for GT3 but in GT4... two to three hours.

In GT5 you could buy the most expensive car in half an hour

So really it isn't just like the older games. The grind gets longer than ever unless this gets corrected...

Uh... what?
 
Tbh only classics are very expensive. If you look at "normal" cars, manya re now alot cheaper as in GT5. LMP1 cars cost roughly 40% less. I guess farming those car won't be that difficult. Farming a 15 million credit Miura on the other hand...
 
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I understood him just fine. Do you speak English and have relatively good comprehension skills?
I don't think that was his problem...


@ShiftingGears
Explain: How again did you get 20M credits in GT5 in just about half an hour? Doesn't sound right...


EDIT: Meant GT5
 
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The microtransaction aren't forced in any way. Nor is there the constant pointing you toward where they can be bought like in other games, so it doesn't bother me - we don't need to buy, just earn and get what you want as we've always done.
 
If you're an avid GT player, you'd rather go the long way and earn the credits yourselves just like the older games
I consider myself an avid GT player, having played every single one somewhat extensively.

I put a decent amount of time into GT1, but I can't really comment on the grind aspect; largely because I felt GT2 made it irrelevant so I ultimately abandoned it about halfway through.

For GT2, I've done the GT All Stars race at Red Rock so many times that I couldn't even begin to count it. Before I got a Gameshark, making even that unnecessary unless I built up a new car that I wanted to try in it. Then I started playing it on my PSP, which has similar capabilities. Almost all of my enjoyment with GT2, and why I continue to play it to this day long after I abandoned GT4 and GT5, comes from what I consider the best car list the series ever had as well as the huge amount of access the game gives you to almost all of it.

For GT3, I bought it mostly to experiment (continuing the play style I used in GT2, where money is merely a means to build new cars to play with) and make hybrids to my exact specifications, so money was irrelevant. Buy a garbage car, turn it into the car I need, continue from there.

For GT4, my B-Spec to A-Spec ratio was probably 20:1; so money was never a problem. Put it on B-Spec, turn on PiP and change the channel.

GTPSP was pretty crap (especially in the "go the long way" fashion since it was so blatantly padded) and I didn't play it too much before just going back to GT2, but I played that with cheats too so I didn't have to put up with any of its badly designed nonsense.

For GT5, my B-Spec to A-Spec ratio was probably 20:1 as well; but it just took a lot longer because I couldn't fast forward races. I ultimately played it as I did GT2 and GT3, building cars that I can play around with for a bit, usually ultimately abandoning them when I grew bored; but it still lost its luster because of the problems with how it was made (that have mostly carried over unchanged in GT6, no less).




So why would I rather go the long way and earn credits in a way that is not at all like the older games even when I did play them as intended?
 
Not in GT2, I'm talking about GT5:

Seasonals.

Uh... what?

My numbers are from the basis of having reached a higher levels of racing within the game, not as soon as you start the game. Because the problem people had with the GT5 economy was that once they reached the higher level events it still was a total grind to make a substantial amount of money.
 
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There are some with enormous payouts. Give it an hour or 90 minutes if you want, it really makes no difference when you're comparing it to the GT5 Economy pre-seasonals, or GT6.
You still haven't shown anything specific. I'd like to know the seasonal that gets you 20 million in 30 90 minutes.
 
The microtransaction aren't forced in any way. Nor is there the constant pointing you toward where they can be bought like in other games, so it doesn't bother me - we don't need to buy, just earn and get what you want as we've always done.

If only......

https://www.gtplanet.net/first-seasonal-events-for-gran-turismo-6-now-live/

This week’s introductory challenges are as follows:

  • Honda Fit RS Super Lap: Gran Turismo Arena / 1 Lap
    Period of Availability: 12/4/2013 20:00 – 1/1/2014 22:00
    Gold: Cr.5,000 Silver: Cr.3,500 Bronze: Cr.1,500
  • 15th Anniversary Cars Super Lap Round 1 / 1 Lap
    Period of Availability: 12/4/2013 20:00 – 1/1/2014 22:00
    Gold: Cr.9,000 Silver: Cr.4,000 Bronze: Cr.2,000
  • Mercedes-Benz AMG VGT Super Lap / 1 Lap
    Period of Availability: 12/4/2013 20:00 – 1/1/2014 22:00
    Gold: Cr.12,500 Silver: Cr.7,500 Bronze: Cr.5,000

I'm trying to do "as I've always done", though I'm finding it difficult when the payouts aren't as they've always been.
 
Well, in fairness that news came a while after my post...

It is unfair, you're right, to include the 15th anniversary cars in such an event. If they are available though for more than two weeks (I don't have the game in at the moment to check and I've not done the National A anyway...) then it's less of a problem for those without those cars, as the seasonal will be there when they do (assuming the non-liveried version will also be able to compete) if not, then it I agree that it is a shame.

As for the payouts, yes, they do seem to be rounded down but not to the point where you have to buy in-game currency - I'm actually enjoying redoing the events with the wild variety of cars recommended. Actually a far more insidious approach could be the one million free credits that came with some pre-orders - you get used to having that cushion, and I can see some players needing to buy another million before too long. That's not to say this was by design, just that many things can have the finger pointed at them under these circumstances.

So, I'm off to get my National A and to learn more.
 
Well, in fairness that news came a while after my post...

It is unfair, you're right, to include the 15th anniversary cars in such an event. If they are available though for more than two weeks (I don't have the game in at the moment to check and I've not done the National A anyway...) then it's less of a problem for those without those cars, as the seasonal will be there when they do (assuming the non-liveried version will also be able to compete) if not, then it I agree that it is a shame.

As for the payouts, yes, they do seem to be rounded down but not to the point where you have to buy in-game currency - I'm actually enjoying redoing the events with the wild variety of cars recommended. Actually a far more insidious approach could be the one million free credits that came with some pre-orders - you get used to having that cushion, and I can see some players needing to buy another million before too long. That's not to say this was by design, just that many things can have the finger pointed at them under these circumstances.

So, I'm off to get my National A and to learn more.
The game hasn't been out a full day and already we're redoing events.
 
If only......

https://www.gtplanet.net/first-seasonal-events-for-gran-turismo-6-now-live/

This week’s introductory challenges are as follows:

  • Honda Fit RS Super Lap: Gran Turismo Arena / 1 Lap
    Period of Availability: 12/4/2013 20:00 – 1/1/2014 22:00
    Gold: Cr.5,000 Silver: Cr.3,500 Bronze: Cr.1,500
  • 15th Anniversary Cars Super Lap Round 1 / 1 Lap
    Period of Availability: 12/4/2013 20:00 – 1/1/2014 22:00
    Gold: Cr.9,000 Silver: Cr.4,000 Bronze: Cr.2,000
  • Mercedes-Benz AMG VGT Super Lap / 1 Lap
    Period of Availability: 12/4/2013 20:00 – 1/1/2014 22:00
    Gold: Cr.12,500 Silver: Cr.7,500 Bronze: Cr.5,000

I'm trying to do "as I've always done", though I'm finding it difficult when the payouts aren't as they've always been.

To be fair, GT6 just launched. You can't expect PD to give us 1 million credit rewards as in GT5 when most of the player base is still driving hatchbacks in national B.
 
The game hasn't been out a full day and already we're redoing events.
And why not, if that's what I or anyone else wants to do? A number of the tracks are new, the physics is fun and just squashing the opposition isn't what I like to do. I got an unexpected trophy for taking an old BMW convertible at 362PP into the Silverstone event - it was fun.
 
Not everybody wants to do that. Grinding and repetition is a poor design choice of extending playtime. And now used to extract extra revenue from players.
An old Ferrari F1 seasonal event could net max money easily in an hour or so, payout of around 4.2-4.3 million CR per race (assuming login bonus of 200%) which only took about 14-15 minutes.

Edit - think this was the one:

https://www.gtplanet.net/ferrari-f1-cars-featured-in-new-expert-gt5-seasonal-events/
I'm not following your math, 452000 + 200% = 900,000. Even if you lower your PP and double that, it's still only 1.8m.
 
Not everybody wants to do that. Grinding and repetition is a poor design choice of extending playtime. And now used to extract extra revenue from players. I'm not following your math, 452000 + 200% = 900,000. Even if you lower your PP and double that, it's still only 1.8m.

Then I guess you have not heard of the impact performance difference adjustment can have in GT5 seasonal events, rather than making it easy for you look it up and then you will know why it would get up to over 4 million a race.

If you want more proof, this is how much one race could earn with just a 150% login bonus:

IMG_2010.jpg
 
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The way I see it, microtransactions are inevitably going to worm their way in to every game with a monetary system in the near future, so adding them in isn't an issue. The price for in-game credits is an issue however, especially since events don't pay too much. Then again, as others have said, the game has only just come out and the Seasonals are probably catering to the fact that players have much slower cars at the moment, hence a low payout.

Having played through for a while, I am pleased to say that unlike another game with a 5 on the end, the idea of buying microtransactions isn't rigorously thrown in your face at every race menu or dealership screen. So whilst the idea of buying credits is indeed there, you at least have to credit PD for not trying to coerce you into buying them at every second; they are actually optional.
 
Not everybody wants to do that. Grinding and repetition is a poor design choice of extending playtime...
I'm not saying everybody should like it or even do so - I just said I'm doing that because I want to. Nor am I talking about this as a solution, I'm just saying that GT6 has made this easier than in the previous titles (with the exception of GT5's Seasonals...maybe.)

EDIT: By the way, further to the point about the current seasonals, I have unlocked those now and the event is open until January the 2nd which should give anyone the time to buy a Stratos (assuming a regular one can be used.)
 
Then I guess you have not heard of the impact performance difference adjustment can have in GT5 seasonal events, rather than making it easy for you look it up and then you will know why it would get up to over 4 million a race.

If you want more proof, this is how much one race could earn with just a 150% login bonus:

IMG_2010.jpg
Ah ok, that is better. Still not "20 million in half hour" but would be acceptable if GT6 had those with far more frequency than GT5 did.
 
Ah ok, that is better. Still not "20 million in half hour" but would be acceptable if GT6 had those with far more frequency than GT5 did.

Actually, 20 million in 'half hour' was possible (just about), I think it might have been around Christmas time 2012 or something PD did double the credits earned from races for a short time so 4.5 million would have been 9 million in one race, so it was possible.
 
Actually, 20 million in 'half hour' was possible (just about), I think it might have been around Christmas time 2012 or something PD did double the credits earned from races for a short time so 4.5 million would have been 9 million in one race, so it was possible.
Hopefully we won't have to wait 2.5years for GT6 to have something like this.
 
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