Poll: are the money / XP exploits detrimental to the GT5 community?

  • Thread starter Thread starter Blank_Redge
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Are the credit / XP exploit rooms detrimental?

  • Yes; the credit / XP exploit rooms are detrimental to the GT5 community.

    Votes: 36 36.7%
  • No; the credit / XP exploits aren't any different than grinding on Indy.

    Votes: 62 63.3%

  • Total voters
    98
It just draws resentment as Zenith says, however, with that said, if they made races worth more money and XP(making it class dependent would also work) online then we'd have a better time.

Or just increase the Money payout(not XP, we can grind a bit for that seeing as we'd be getting more cars) so there is no need for a B-Spec DCC grind or an A-Spec Like the Wind grind.

Mind you I've only grinded the DCC in A-Spec and B-Spec for money, but that's about it. Outside of that everything I have is 100% legit. Regardless though, it really detracts from the experience to not have nearly enough cash to even get close. You would have to do a DCC event almost 5000 times to even get close to the amount of money for all the cars. Now this doesn't seem to bad, until you count the fact that you'd have to do about 15x5000min worth of racing.

Of course this is halved to 15x2500min with if the championship is done, but still 15x2500min is 26~ days worth of playing...24hours straight. If one were to try to get one of each car not counting duplicates, it would take about 26 days worth of DCC championships.

Now let's do it for the American Championship(which would be much more boring, but it would make a bit more sense no? To get the ~490 Million for one of every car, it would take about 5067 reps. Now 5067x3.75(amount of mintues) = 19001 minutes, which is a considerably shorter 13.2 days. However, with that in mind, that is 13.2 days for 24 hours, which is 2 weeks straight of playing. For an average person racking up 316.8 hours of game time isn't easy, and this is for all the cars.

And if we were to factor in the fact that only a person who is a zombie or uses rubberbands could ever achieve that many reps on indy then we start to realize that perhaps the credit payout is a bit short...quite a bit short.

Of course I'm not trying to insult those who have all the cars in GT already, but it's a matter of logic, 316.8 hours of the same track to get the ~490million for every single car in the game is frankly insane. If it was 317 hours worth of different events and tracks I wouldn't mind but that's insane. Once again it would take a bit shorter seeing as to even get to the American Championship already yields some cash, but I don't know if that amount even hits 100,000,000.
 
Not really.

You have to think.. how does someone else cheating it actually affect your game? It doesn't.
It's not detrimental to anything except your pride since you may be one of those guys that wants to be ahead of everyone else.
 
I think they've done a pretty good job thus far, too. They went about fixing/preventing the glitches and problems the wrong way, though. I'm a developer myself so I get paid to make design decisions such as these. Instead of the whole "find a geometry hole/plug it up" loop, they should have simply figured out the threshold of impossible times on each course (i.e. best gold X2010 times), then taken another 20 seconds or so off of that time just in case someone is incredibly god-like with the car somehow, and programmed the game to simply invalidated any lap finished under that impossible time. The code is already there to invalidate laps (time turns red). Then it wouldn't matter if they missed another hole or two down the road. There'd be no reason to use them other than fun exploration rather than xp or credit gain.

LOL You made my day. I'm really happy that a developer would approve of the idea I posted a few days ago. I've always enjoyed problem solving.
https://www.gtplanet.net/forum/showthread.php?t=193360
Great minds, as they say...
:cheers:
 
"Fun exploration".
I admit, I tried the glitch.

Spent almost all of my time driving in the sky, though.. :V
Just think about it. It's an endless expanse of invisible road! Think of the possibilities!
 
It's harmless... it's only like the prestige glitches on Call Of Duty.
Doesn't affect anyone, but the person doing the glitch.

Unless ACTUALLY doing 200laps of the Nurburgring 24/hr becomes really popular then it's not cheating at all.

It's unlikely this will be patched soon considering the situation in japan... but you never know, the Japanese have already rebuilt many roads since the earthquake already.
 
LOL You made my day. I'm really happy that a developer would approve of the idea I posted a few days ago. I've always enjoyed problem solving.
https://www.gtplanet.net/forum/showthread.php?t=193360
Great minds, as they say...
:cheers:

Nice. I wouldn't penalize the whole room. You'll have people joining rooms just to disrupt them by killing everyone's credits. Even if those people eventually got weeded out, it'd be annoying for some time. The better way would be to invalidate the first lap that it happens for a racer (just in case of a legit accidental glitch-out in a long/endurance race, however unlikely it may be), the second lap it happens it simply boots them from the race.
 
I just don't like it when i'm looking for a room that changes pp/tracks and it takes me 20 minutes just to find one. SSR7 was way worse than this Nurburgring one for that though.

That´s the main point for me, too. Though, I visit public rooms lesser the last time.
 
The money system sucks donkey, that's for sure. After about level 26, the only things you can do is drive the longer enduros (which, as someone with two jobs and a kid, I don't have time to do... and living in a tropical country and paying an incredible amount of money for AC, I don't feel like paying even more for AC just to leave my PS3 on for the 8-10 hours I'm away...) or grind.

-

The best way to plug the loopholes is to simply enforce a checkpoint system. It boggles the mind that GT5 actually has sector checkpoints and still allows a lap that skips all the intermediate sectors.
 
I think they've done a pretty good job thus far, too. They went about fixing/preventing the glitches and problems the wrong way, though. I'm a developer myself so I get paid to make design decisions such as these. Instead of the whole "find a geometry hole/plug it up" loop, they should have simply figured out the threshold of impossible times on each course (i.e. best gold X2010 times), then taken another 20 seconds or so off of that time just in case someone is incredibly god-like with the car somehow, and programmed the game to simply invalidated any lap finished under that impossible time. The code is already there to invalidate laps (time turns red). Then it wouldn't matter if they missed another hole or two down the road. There'd be no reason to use them other than fun exploration rather than xp or credit gain.

As far as the duping or huge credit car trades goes, they could simply assign each car a VIN. Actually, each car already does have a unique identifier already because of another glitch I know about regarding duping with a single account that still exists. Instead of blocking cars over $1M and only allowing 1 trade per day per console, what should be done is that the server keeps track of the VIN/receiver combination of each trade. Then if the same VIN is seen again being traded, if it comes from a person other than the already known receiver, the trade is disallowed. This won't prevent a single duplicate of being made by the original owner if they decide to restore from backup, but it will prevent mass duping of cars on Ebay and the such, as the car will need to be bought again for another trade to take place. Also, since all the cars have a credit value, even if hidden, they could have the trade system require a vehicle in return that is within a certain percentage difference of the value of the car being received, say at least 70%. This will prevent $20M cars simply being handed out, as you'd need a ~$14M car to trade for it. There could also be the stipulation that you must be of level to buy the car in order to be able to receive it in a trade. Will this extra stored data take more space than is currently being used with the trade system? Sure, but it bandwidth overhead will reduce exponentially versus a completely unmoderated trade system with so many duped cars passing through.

That's how I would have designed things from the beginning. I laughed when I started seeing all these glitches and problems, and how easily they could have been prevented.
I've done my share of software development, and that's exactly how I'd have gone about it, too.

When we're racing slotcars in our club, we use timing software that does exactly that. It invalidates a lap that is simply too short. This software has been around forever, and runs on a Win95 machine.

Back to the question -- are exploits detrimental? The obvious answer is 'yes'. I don't care if people use them, and I think it's interesting to see where the software glitches. BUT glitching is 100% guaranteed to divide a community. Some like it, some hate it, and it polarizes the way we think about and interact with each other.
 
i'm done trying to convince people that glitching,duping,cheating etc. ruins the game . But this glitch in Nur should be fixed asap coz i simply don't want to see them x2010s doing donuts under the track .
 
I wouldn't say it's detrimental to the community as a whole, it only becomes like that if some kind of real world value is attached to it and that's not going to happen.

It's a game and it doesn't bother me how people want to play theirs, as long as it doesn't impact on how I want to play my game.
It doesn't matter to me what level you're at or what cars you have in your garage, what matters is whether you race properly and don't act like an idiot - that affects my enjoyment of the game.
 
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