Project CARS General Discussion Thread

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Not quite ;)

If the session in question is an online multiplayer one (it was not specified) and every driver is setting his restrictor, you can indeed do it, just not as part of creating the session. In the offline Quick Race you can't (but as mentioned the idea has ben bandied around on WMD).
So you can't limit a rabbit car in a field? Or you can? (Not the same as limiting every car, which would defeat the purpose)
 
After watching this entire video from start to finish something hit me towards the end. Throughout I was thinking to myself that this is the type of racing I enjoy the most. Wheel to wheel battles, trying to outfox my opponent, waiting for a mistake or trying to force one. Not caring about my finishing position, just enjoying the challenge of competing fairly with a competitor of equal skill. And then this happened 💡💡💡💡

This is how racing games get ruined by having a game economy. What incentive is there to engage in terrific battles with gaggles of cars in the middle of the field, with a truly challenging and competent level of AI, when you are penalized for doing so by winning less money and thus having less access to content in the future, by doing the very thing that's the most enjoyable?? The GT series actually discourages this type of racing for that very reason, and now it makes sense why they don't work on the AI and they aren't challenging at all in the career mode for even players of average skill. Why would someone want AI that's so good, it's literally taking money out of their virtual pocket?

Anyone wanting to know what kind of racing against the AI is possible in PCars should watch that video by the way. :eek::eek:
Could be sorted out by a career mode that actually gave you money based on how tough your competition was. Harder AI, more cash. Getting 5th on ultra could earn you as much as getting 1st on normal, assuming everything else was the same.
 
So you can't limit a rabbit car in a field? Or you can? (Not the same as limiting every car, which would defeat the purpose)
Yes, you can (or rather the driver of the car in question can) if the rabbit car has restrictor plates available in the setup.

Also, is there a storefront type system? Or anyway to send replays or send Tuning setups in the driver network?
I'm afraid not. This is a much requested feature though. I'm lobbying for expanding the tuning system with stuff like that..
 
@Johnnypenso -- There are always multiple ways of doing things, though. In any game where you can adjust the AI difficulty, there's nothing stopping you from playing on "Medium" to complete events and/or unlock things, then switching it to "Very Hard" to battle the AI, after you've bought and built up your dream car with the money you earned. It's no different from adjusting the AI % in PCARS in accordance to your skill level -- anyone can play to win, or play for the fun of battling the AI, or both.

I suppose Gran Turismo doesn't allow you to change the AI difficulty, so there's your problem. It's no reason to discredit the idea of a game economy entirely, across all games. Some people want more than just simulated racing. We also like to play videogames. Currency and winnings are elements of game design.

Before anyone gets the wrong idea, I'm not asking for an economy in PCARS. A career mode that tracks your progress and provides structure and permanence to your race results and achievements is another approach to game design, and one I look forward to trying myself.
Perhaps I wasn't clear. The problem with GT and other games with an economy is that unless you win all the time, your path to gaining credits is longer and longer. When the only incentive is to win and win all the time just to gain credits, the incentive to race just for the joy of racing goes missing. So as a dev, what incentive is there to make the AI competitive and challenging when the vast majority of players just want to play lip service to racing and are really only grinding for credits. Sure a handful actually want to race but why put all the effort and resources into AI development when the vast majority of players will never take advantage of it?
 
I asked Alan from Team VVV if the reason of him not releasing the new PCARS content at the time was because SMS told him not to? He said he'll discuss that in his blog this week.
I asked Alan from Team VVV if the reason of him not releasing the new PCARS content at the time was because SMS told him not to? He said he'll discuss that in his blog this week.

Mmmmmmmmm..... Let's see what he has to say.... I hope he word 'delay' isn't included!
 
@Johnnypenso -- I get where you're coming from in terms of incentive for the player -- popular racing games do leave room for improvement in terms of rewarding hard racing rather than just 1st place finishes -- but I don't think eliminating currency/winnings is the only solution. Those players who go out of their way to grind to earn things...assuming they aren't terribly interested in racing, like you're saying, what incentive do they have if there's nothing for them to earn?

I don't agree with the theory that game economies disincentivise improving AI on the development side. To be honest that just sounds like an attempt to rationalize Gran Turismo's shortcomings in that area. ;)
 
Not 100% sure if the "Real" Weather option could be possible on consoles, but other than that I don't see why all the other things mentioned couldn't be on consoles with the exception of the amount of cars on track.

I don't see why it wouldn't be possible on the consoles but I really hope it is. On the pre order info on the PSN it states 1-16 players.
 
@Johnnypenso Those players who go out of their way to grind to earn things...assuming they aren't terribly interested in racing, like you're saying, what incentive do they have if there's nothing for them to earn?
Why on earth would they be playing a racing game if they weren't interested in racing?
 
I asked Alan from Team VVV if the reason of him not releasing the new PCARS content at the time was because SMS told him not to? He said he'll discuss that in his blog this week.
Interesting. Will be looking forward to his blog post then. Might be something important, I guess?

Mmmmmmmmm..... Let's see what he has to say.... I hope he word 'delay' isn't included!
No, please. No more delays.

:crazy:
 
Interesting. Will be looking forward to his blog post then. Might be something important, I guess?


No, please. No more delays.

:crazy:
I don't think that a delay would be the reason that he is not putting up any PCars footage.
Someone else suggested that the game could be about ready to release so SMS may have requested that he promo the game closer to release day. That's just as plausible an explanation but we don't really know anything.
Guess we'll find out from Alan at VVV soon.
 
Mmmmmmmmm..... Let's see what he has to say.... I hope he word 'delay' isn't included!
I don't think that a delay would be the reason that he is not putting up any PCars footage.
Someone else suggested that the game could be about ready to release so SMS may have requested that he promo the game closer to release day. That's just as plausible an explanation but we don't really know anything.
Guess we'll find out from Alan at VVV soon.


Good point!! Alan is a champion of the game, therefore SMS would do well to use him to promote it!!
 
Someone else suggested that the game could be about ready to release so SMS may have requested that he promo the game closer to release day. That's just as plausible an explanation but we don't really know anything. Guess we'll find out from Alan at VVV soon.
That was the first thought that popped into my head. But at this point, it might as well be the opposite of that.

*crossing fingers for good news*
 
About the economy/ credits question, that's essential for car collecting games like GT or FM. Having all those hundreds of cars available from the start would take away the need to collect them which is an integral part of the gameplay. Also many punters would just hop straight in the Ferrari's and Lambo's, do custom races and 70% of the cars wouldn't get used.

Racing simulators are different as there are way less cars, so the focus isn't on collecting them but on racing. We need to start seeing these 2 as different types of games really.

And in the case of GT, the lame AI isn't a well thought through decision from PD so wins would be easier and people can collect cash faster. IMO they never bothered to update it, so instead they just made you start from last and gave the AI a head start so it would be less noticeable.
 
About the economy/ credits question, that's essential for car collecting games like GT or FM. Having all those hundreds of cars available from the start would take away the need to collect them which is an integral part of the gameplay.
I don't see it this way. The biggest part of the gameplay in any car game is the driving, to have to pay for the cars obstructs this.
 
Why on earth would they be playing a racing game if they weren't interested in racing?
It was Johnnypenso's premise, not mine, but the answer is simple: because they're interested in cars. Probably the majority of people who play popular racing games do so because they like cars, not because they're motorsports enthusiasts. Accessible racing games with pretty graphics are car porn for the sort of people who don't know what "threshold braking" means. Naturally, not everyone who plays those games is "casual", in spite of what shameless elitists choose to believe, but many of them are.

That's what's working against Project CARS as a racing sim intended more for "hardcore" racing fans. Even in a place like GTPlanet, we're talking about a niche within a larger niche. For all the bellyaching across the internet about the "casual" features and GT/Forza-esque elements PCARS already has, the truth is that hardcore racing simulators don't sell.

And a lot of people just like collecting gold trophies, new cars, and virtual cash. It's gaming psychology 101. Regardless of how you feel about it, PCARS will have to convince people it's still worth playing without that gratification.
 
True, but on that note you could give all the best guns in the first level of a shooter. See where i'm getting at?
Yes but this is supposed to be like (take this lightly)...like a sim. Based on settings changes it can go from Arcade to Sim in terms of difficulty. So everything is there (thankfully). I've had Gran Turismo for years...and I'm so sick and tired of needing to buy cars in the game.
 
I wouldn't mind that either, provided everyone's got access to them.
Would numb down your incentive to progress though. Like @Wolfe says it's gaming psychology 101 ;)

Yes but this is supposed to be like (take this lightly)...like a sim. Based on settings changes it can go from Arcade to Sim in terms of difficulty. So everything is there (thankfully). I've had Gran Turismo for years...and I'm so sick and tired of needing to buy cars in the game.
I'm sure PCARS will do just fine with motorsport fans like us here at GTP and we will enjoy the realism of the racing as it's main attraction, but many average gamers will complain about the car count as they will compare it to collecting type racers like GT or FM, and if your game is focused on huge car counts then you need to create that incentive to buy them for the sake of longevity. PCARS doesn't need that as it's a different game, but in return it will never be as popular as GT or FM.
 
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Would numb down your incentive to progress though. Like @Wolfe says it's gaming psychology 101 ;)
Look I'm glad we don't need to buy the cars...it's a racing game. I want to hold endurance races and try and be like AJ Foyt or Dan Gurney, driving different disciplines and such...not to collect a bunch of cars. I'm a driver looking for darn contracts from people who can afford to buy and run the cars. :p
 
Which brings me back to my previous point about the incentive of driving being the main factor in the game.
Yup and shooting is the main incentive in a shooter, but if your game doesn't offer a story of some sorts it's always better to create other incentives to progress gradually. I'm not saying PCARS needs a credit system though, it's not that type of game unlike GT or FM, take out credits and car buying from those games and it will feel a lot duller as the thrills of racing and the depth of their career modes aren't great enough to keep people interested.
 
Yup and shooting is the main incentive in a shooter, but if your game doesn't offer a story of some sorts it's always better to create other incentives to progress gradually. I'm not saying PCARS needs a credit system though, it's not that type of game unlike GT or FM, take out credits and car buying from those games and it will feel a lot duller as the thrills of racing and the depth of their career modes aren't great enough to keep people interested.
Oh...well then I agree. :P 👍
 
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