- 181
- Pennsyltucky
- ruggermole
I'd like to thank this thread for inspiring me to do some quick math about the credits in this game so far.
Basically I went with the micro transactions cost of US$19.99 for 2,000,000 in game credits and used the ultra efficient credit farming method which gets you 1,750,000 an hour if done perfectly.
The previously cited thread calculated that all the cars in the game known so far would cost 254,430,845 for a player to own. For you to by all the cars in the game (which means ignoring the fact that you win a non significant percentage of cars just for completing the cafe) it would take an individual 145 Hours of farming. To go the micro transaction route that would cost $2543.04 before tax. For the median US worker, that would be 155 hours of work before they could afford to buy all the cars in the game.
The average car comes in around 725,000 credits. This means it costs a little less than $10 or about a 30 minutes of work of for the average employee.
In GT Sport, I found that there were 322 cars available for 318,456,030 credits (I think I'm short on cars but those were the numbers I got). Using the Blue Moon Speedway Farming technique it would take 170 hours to earn all the cars(1,875.000 credits per hour). Of course this ignores the fact that you were practically handed a free car every day.
There are lots of other discrepancies between the games. GT7 you have to use credits for tunings while in GTSport you used mileage points for example. I don't know how this compares to games prior to GTSport.
Steering into more editorial stuff now:
As a kid playing Gran Turismo there wasn't as much pressure to collect cars cause you were playing at your own pace. But I could definitely see how if I was a kid right now I'd feel pressure as you are playing against other people online and you want to be able to compete. You can also read what other people have and your not just talking about the game with your friends at school.
The numbers honestly don't mean that much to me cause I don't really know what direction the game is going in. If the daily races are going to essentially force us into new cars every week it's gonna be a real PITA. At least with iracing I know that I'm only going to use like 30% of the game so I won't need to spend money on most of it. I wouldn't have a problem if I could compete in the daily races with only four cars in my garage that are suped up and rotate them through the tracks.
Anyway, I just thought it was interesting to see how the credits translate to real value.
Basically I went with the micro transactions cost of US$19.99 for 2,000,000 in game credits and used the ultra efficient credit farming method which gets you 1,750,000 an hour if done perfectly.
The previously cited thread calculated that all the cars in the game known so far would cost 254,430,845 for a player to own. For you to by all the cars in the game (which means ignoring the fact that you win a non significant percentage of cars just for completing the cafe) it would take an individual 145 Hours of farming. To go the micro transaction route that would cost $2543.04 before tax. For the median US worker, that would be 155 hours of work before they could afford to buy all the cars in the game.
The average car comes in around 725,000 credits. This means it costs a little less than $10 or about a 30 minutes of work of for the average employee.
In GT Sport, I found that there were 322 cars available for 318,456,030 credits (I think I'm short on cars but those were the numbers I got). Using the Blue Moon Speedway Farming technique it would take 170 hours to earn all the cars(1,875.000 credits per hour). Of course this ignores the fact that you were practically handed a free car every day.
There are lots of other discrepancies between the games. GT7 you have to use credits for tunings while in GTSport you used mileage points for example. I don't know how this compares to games prior to GTSport.
Steering into more editorial stuff now:
As a kid playing Gran Turismo there wasn't as much pressure to collect cars cause you were playing at your own pace. But I could definitely see how if I was a kid right now I'd feel pressure as you are playing against other people online and you want to be able to compete. You can also read what other people have and your not just talking about the game with your friends at school.
The numbers honestly don't mean that much to me cause I don't really know what direction the game is going in. If the daily races are going to essentially force us into new cars every week it's gonna be a real PITA. At least with iracing I know that I'm only going to use like 30% of the game so I won't need to spend money on most of it. I wouldn't have a problem if I could compete in the daily races with only four cars in my garage that are suped up and rotate them through the tracks.
Anyway, I just thought it was interesting to see how the credits translate to real value.