Gran Turismo 7 “Power Pack” Paid DLC Now Available: New Races Including Endurance Events, Qualifying, and “Sophy 3.0”

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What do you expect the Power Pack DLC will cost?


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Here's where I've been grinding money today:
PP Daytona Bump Draft. Chevy Camaro 69 Race Mod. Comes in well under the 720 PP limit. Can be tuned with gearing to reach 199 through the tri-oval.

The last 4 I've done the only cars I didn't lap were 2nd, 3rd, and 4th. This car makes this race a joke. Skip practice, fast forward through qualifying, Win.
 
Something I think would've been nice for this update is to give 3 separate PP options that are tied to chili pepper difficulties so we can get the same bonuses while using our cars.

Or just incentivize using a lower PP like adding a 1% bonus for every PP under the max you are or something like that, kinda similar to how GT Sport did it when you used an N300 car in a N500 race for example.
 
Something I think would've been nice for this update is to give 3 separate PP options that are tied to chili pepper difficulties so we can get the same bonuses while using our cars.

Or just incentivize using a lower PP like adding a 1% bonus for every PP under the max you are or something like that, kinda similar to how GT Sport did it when you used an N300 car in a N500 race for example.
I’m pleased the chili options have remained unchanged but I agree bonuses for being under PP is a good idea in standard race. However, the PP system is not consistent across the board and it doesn’t look like they’re going to address it in GT7. There’s just too much random variance to iron out for this to be feasible 😥
 
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Incredibly over-nerfed.

Started the 1000hp challenges (Deep Forest and Tokyo) from the back, no practice, no qualifying and still ridiculously-easy wins. Won Tokyo on lap 2 with 8 laps to go.

If ever there were a situation where PD has over compensated, I'm afraid this is it folks.

I predict (and hope) that a patch will be released within a few days. This isn't the "hardcore racing" Kaz had in-mind, guaranteed.
 
At the first American race at Laguna Seca I see that the local flying club got the gig for the flyover...
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Incredibly over-nerfed.

Started the 1000hp challenges (Deep Forest and Tokyo) from the back, no practice, no qualifying and still ridiculously-easy wins. Won Tokyo on lap 2 with 8 laps to go.

If ever there were a situation where PD has over compensated, I'm afraid this is it folks.

I predict (and hope) that a patch will be released within a few days. This isn't the "hardcore racing" Kaz had in-mind, guaranteed.
Since we got the 'very' important additional feature of using our own cars albeit within a certain PP cap, PDI should not nerf the AI cars this much. While I did a PP event with a F1 car & won with a minute on Red Bull ring, it makes perfect logical sense that PDI should not nerf the AI cars while we were using our own much faster cars against AI Sophy 3.0, both in the early easy races [some of us accomplished already] & some other late stage events in the PP.
It wasn't too difficult with the best cars even I had to retry a few times to win because some tracks are difficult to me because I have little experience on some tracks & cars that is totally different than in the earlier GT games.

Edit: I have done/won 30-35 of the races in the PP so the most difficult are yet to be challenged, perhaps too many players failed too many times on the last races in the PP according to the data sent to PDI? But this latest nerf is too much it seems when we can use own cars with much more PP values.
 
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I have done/won 30-35 of the races in the PP so the most difficult are yet to be challenged, perhaps too many players failed too many times on the last races in the PP according to the data sent to PDI?
I suspect that this is exactly what's happened.

I have a theory:
PD sees all the data 'cause it's an always-online game.
PD notices the general thrust of complaints.
PD reacted by boosting the PP of the stock car choices.
Either because the month's update was rushed-out (a week early) and / or because it trusted the PP system "blindly", judgements were made without necessarily testing the results when upping the specs of at least some of the cars.

Case in point re that last comment:
For the 1000hp challenge events, when it comes to the 2-chilli car (that's all I've tried), if PP alone were used in making the tweak judgement, it wasn't a fair basis for it 'cause the straight-line speed of the vehicle way more than compensates for its understeery, sub-par cornering ability on tracks that feature decently-long straight-line sections.

On the Tokyo track, that ratio is higher than at Deep Forest, hence my guess that any average Joe could win it from-the-back in, conservatively-speaking, 3 laps (I did it in 2). That's in a 10-lap race for Heaven's sake.

Deep forest, whilst the ratio is lower, still features two decently-long straights, making it an easy win from the back as well.

Bottom line is, speaking based on my limited poke around last night, a de-nerfing patch must surely be on-the-cards, and as soon as possible IMHO.

The argument that we can now customise things to our liking thanks to the new ability to use our own cars entirely misses the point. Let's get that "stock" baseline Power Pack magic happening as it was originally intended please PD.
 
There isn't really any magic in the Power Pack other than the double chili car being completely neutered compared to the competition.

The second Hachiroku race at Fuji is frustrating because, in a track with a very long straight, the double chili Levin is way too slow compared to Carrazza's D-Tuned Levin.

Another frustrating example of the Power Pack's "magic" is in the second Bump Drafting race at the Glen. Pick the Corvette, and the main opponent in the AMG GT3 will be on your tail for the entire race.

In the Gran Turismo 500 race, prior to the update, the NSX had 40 bhp less than stock and about 150-200 kg of ballast compared to the other cars. This isn't fair, it's fake difficulty. The "nerf" in the current patch fixes this to an extent.

Obviously there's also the standing starts where you're at a handicap in an RWD/FWD car compared to the AWD competition. In the Corvette event at Grand Valley the main opponent drives the only MR Corvette and of course he'll launch better than you, especially if you pick one of the front-engined chili cars. PD changed some events to rolling starts (DTM-style Euro Oldtimer for example) in an attempt to balance this, but not all.

Personally, anything that reduces the amount of ********/"magic" I have to deal with in a game is welcome.
 
OK...

Well obviously the "magic" I was referring to was that balance, nothing more.

I never suggested PD had it right from the get-go either; some events absolutely needed to be made more-difficult and some arguably nerfed. I say arguably 'cause they were still-winnable, albeit with great difficulty. I like that 'cause a few particular events can therefore become long-term projects that one returns to when one feels up-to-it, and of course the satisfaction one feels when one finally wins an event like that is tough-to-beat.

The issue I was banging on about is that we now have races so-easy any old fool can enter, skip practice and qualifying, start from the back and win easily on his first attempt in the 2-chilli car, with many laps to spare. That is the antithesis of hardcore racing, which we all understood to be the raison d'être of the Power Pack according to Kaz himself.
 
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Just started Celebration of Sarthe at Daytona.

I'm pretty sure at least 50% skill issue on my end here but oh my god the GT40 kinda sucked here, who set this car up??

It's underpowered but also has bad brakes
 
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The balance of the PP was already all over the place.

I think each event, perhaps each race, needs its own difficulty rating.

It's especially jarring when Garage cars at as many as 150pp lower than the recommended can win, especially as the excuse of tyre mismatch is no longer valid.

Either that, or we're stuck with it until they decide to revise the system.
 
OK...

Well obviously the "magic" I was referring to was that balance, nothing more.

I never suggested PD had it right from the get-go either; some events absolutely needed to be made more-difficult and some arguably nerfed. I say arguably 'cause they were still-winnable, albeit with great difficulty. I like that 'cause a few particular events can therefore become long-term projects that one returns to when one feels up-to-it, and of course the satisfaction one feels when one finally wins an event like that is tough-to-beat.

The issue I was banging on about is that we now have races so-easy any old fool can enter, skip practice and qualifying, start from the back and win easily on his first attempt in the 2-chilli car, with many laps to spare. That is the antithesis of hardcore racing, which we all understood to be the raison d'être of the Power Pack according to Kaz himself.
You need to view it differently. The Power Pack has races for mediocre players as well as for great aliens. It's never been about being 1 level throughout the DLC
 
You need to view it differently. The Power Pack has races for mediocre players as well as for great aliens. It's never been about being 1 level throughout the DLC
Feels like a lame excuse... 0 chili difficulty should be for less skilled players, 1 chili for intermediate, and 2 chilis for most skilled players, not all over the place.
 
Created a "what if" lore-friendly design for the Corvette Z06 to prepare it for the Suzuka Gran Turismo 500 Endurance. With its current specifications I'm about .200 quicker than Miyazono's F1 GTR.

I absolutely adore being able to use my own cars now. As someone who likes balancing their cars against the AI myself, I wasn't a big fan of using pre-tuned cars. This change has gotten me back into wanting to complete all of the events.
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Feels like a lame excuse... 0 chili difficulty should be for less skilled players, 1 chili for intermediate, and 2 chilis for most skilled players, not all over the place.
It's not really a difficulty setting. It's a handicap. I don't remember the AI lapping any faster if you pick the double chili car. It may look that way because the car is usually much worse than the others, though. :D

Due to it being a handicap, it creates unfair situations, like in the FF Tuning race where the AI Elantras are faster in a straight line than your double chili Elantra.

IMO, with Sophy implementation, it's about time Gran Turismo abandoned the gamey options of Easy/Normal/Hard difficulty setting and implemented a slider.
 
I'm pretty sure at least 50% skill issue on my end here but oh my god the GT40 kinda sucked here, who set this car up??
The same can be asked for pretty much everything in the pack. Either the handling was intentionally nerfed in the suspension and LSD setup to make them hard to drive in order to handicap the player and give the AI a better chance, or there's something extremely weird going on. I don't think I'm lying a lot if I say that most of them could be made at least a second faster per lap without touching anything that affects the PP figures.
 
I don't think 14 seconds is bad, it's only 2 seconds every minute, & the AI won't do mistakes so if we're in the grass/sand pit just once during a race then it may be difficult to win but not impossible. There are other issues that is either directly or indirectly related to this questions though, all in all there's good improvement but hopefully more to arrive in a few months time.
I've seen Sophy make mistakes plenty of times. Completely spinning out is rare but happens, oversteer on corner exit is quite common so they lose time
 
The same can be asked for pretty much everything in the pack. Either the handling was intentionally nerfed in the suspension and LSD setup to make them hard to drive in order to handicap the player and give the AI a better chance, or there's something extremely weird going on. I don't think I'm lying a lot if I say that most of them could be made at least a second faster per lap without touching anything that affects the PP figures.
Which is weird because my first race was in the Hakosuka 70 at Suzuka and the Giulia felt great. I absolutely hate the GT40 on Daytona, managed to win it though but I didn't enjoy that one at all.

Brake a bit too late and the damn thing just understeers to the wall or grass, brake a bit early and those damn AI divebomb or hit me.
 
I think that one reason why PDI did what they did with the PP segment in GT7 is because they are considering making all [single player] races with AI Sophy, and so the AI cars setup in the PP with Sophy 3.1. must have reduced speed because GT7 single player experience is supposed to be from 7 to 77 years old..!! It also means there be trial & error for some time going forward. I also like to say that PDI didn't break or ruin the PP segment but I understand some fast players might think so. Again it's mostly about choices & options & now we have somewhat more of that.
 
Just started Celebration of Sarthe at Daytona.

I'm pretty sure at least 50% skill issue on my end here but oh my god the GT40 kinda sucked here, who set this car up??

It's underpowered but also has bad brakes
Yes, the stock version of the GT40 '66 is poorly set up and the brakes do need upgrading.
 
With the weekly bonus now I have some more motivation to complete these. I have 14 races done now and still surprised that none of them have had consumable fuel and tire rates. Am I missing something?
 
Created a "what if" lore-friendly design for the Corvette Z06 to prepare it for the Suzuka Gran Turismo 500 Endurance. With its current specifications I'm about .200 quicker than Miyazono's F1 GTR.

I absolutely adore being able to use my own cars now. As someone who likes balancing their cars against the AI myself, I wasn't a big fan of using pre-tuned cars. This change has gotten me back into wanting to complete all of the events.
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Love the design, great wheel choice also, IMO!
 
Which of these power pack races has mandatory pit stops for tyres and fuel? Ive not really got too far into the dlc yet.
As for quitting qualifying,starting and winning from the back of the pack on the zero level,sorry,but personally I`m nowhere near good enough for that,adding garage cars makes it more interesting and adds some replayability.
I didnt realise they had nerfed the difficulty level in this update,if they alter the ai they should do so in the 1 and 2 chilli races to give more of a challenge to the better drivers,and leave the zero ones for the not so skilled like me. :laughing:
 
Which of these power pack races has mandatory pit stops for tyres and fuel? Ive not really got too far into the dlc yet.
As for quitting qualifying,starting and winning from the back of the pack on the zero level,sorry,but personally I`m nowhere near good enough for that,adding garage cars makes it more interesting and adds some replayability.
I didnt realise they had nerfed the difficulty level in this update,if they alter the ai they should do so in the 1 and 2 chilli races to give more of a challenge to the better drivers,and leave the zero ones for the not so skilled like me. :laughing:
Just the endurances need you to pit, you see 99% of what the pack offers you after the first 2-3 races. It's just 10-20 minute races aside from those.
 
Just the endurances need you to pit, you see 99% of what the pack offers you after the first 2-3 races. It's just 10-20 minute races aside from those.
Thanks for the info.I assumed there were races where you needed to fuel save,as the power/lean hud appeared on the first Trial Mountain race after the 2 FF races.I think it was a 500hp event or similar.
 
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