SHOULD GT7 BE MADE MORE DIFFICULT

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latics33
I would hazard a guess and say that most of the contributors to this forum are very good drivers, hence the calls in many guises for GT6 to be made more difficult. If my results are anything to go by GT has over the years been made more difficult. GT1 100%, GT2 100%, GT3 95%, GT4 92%, GT5 81% GT6 probably around the 75% mark. I would have no objection if GT6 was made more difficult.

However lets look at it from another perspective, that of the less capable driver. I am a member of an an hoc forum of about 100 friends who are GT enthusiasts, but who are of very mixed driving abilities. So far about 50% of them are very happy with GT6, about 10% are unhappy because the game is too easy, and about 40% are VERY unhappy because the game is too difficult. The 40% are unhappy because they cannot get a podium position in the World Championship, or they cannot pass the S Licence. They feel shortchanged because they cannot participate in ALL of the game they have paid for.

Over the next year or so PD and Sony have some very difficult decisions to make. They have to produce a game ,GT7, which will have to convince 10 million people not only to buy the game, but to buy a new console , PS4. Just where should they pitch the game in degree of difficulty in order to keep their fans happy.

I would offer a simple yet radical solution. GET RID OF THE PADLOCKS. Let everyone who buys the game play ALL of the game. This would make no difference at all to the the good drivers , yet would get rid of the STRONG resentment felt by the less capable drivers. They don't mind the fact that there are races the cannot win. but they do very much mind that there are races that can never enter.

WHAT DO YOU THINK IS THE ANSWER?
 
...about 40% are VERY unhappy because the game is too difficult. The 40% are unhappy because they cannot get a podium position in the World Championship, or they cannot pass the S Licence. They feel shortchanged because they cannot participate in ALL of the game they have paid for.

They paid for a game that was a challenge. Did they feel short-changed when they couldn't get past level 3 on Mario Brothers?

Over the next year or so PD and Sony have some very difficult decisions to make. They have to produce a game ,GT7, which will have to convince 10 million people not only to buy the game, but to buy a new console , PS4. Just where should they pitch the game in degree of difficulty in order to keep their fans happy.

You're backing up. PD made these decisions and crossed these bridges well before GT6 came out. Who do you really think you're talking about here? I assure you, only the fine details are left.

I would offer a simple yet radical solution. GET RID OF THE PADLOCKS. Let everyone who buys the game play ALL of the game. This would make no difference at all to the the good drivers , yet would get rid of the STRONG resentment felt by the less capable drivers. They don't mind the fact that there are races the cannot win. but they do very much mind that there are races that can never enter.

You're missing the power of the goal, there is much merit in unlocking these things. I like it the way it is, and would prefer it to be harder for sure, but not more frustrating. Sadly, PD has no time to make us happy with GT6 when they are full-on with GT7, so the difficulty they have added has really only been added frustration.

Think of GT6 as a Civic your little brother is trying to make fast, while you own a GT7 Supra. He's begging and begging, but the fact is that he started with a slow car that's wrong-wheel-drive (FWD). How do you tell him that if speed was his goal, he should have started with an already fast RWD car? Moreover, how do you make him happy with his Civic, since he can't have a Supra yet? That's how PD feels about GT6 IMO.
 
Selectable difficulty would be the way to go. Sadly, the developers seem to have dumbed-down the AI this time around... Not from a difficulty standpoint so much, but more from a standpoint of general ability. It's one thing for the AI to be aggressive, but the AI drivers now seem just a little less aware of the player. I get hit quite often in situations where the AI in previous installments would have avoided me. The main advantage GT always had over a franchise like Forza was in the quality of the AI. GT lost quite a bit of that advantage with GT6. Forza's AI is still much worse, but it's not as clear-cut as it used to be. Unfortunately for GT, Forza excels in many other areas, like customization, performance upgrades, number of events and damage (which brings me to my next point)...

Another thing GT seriously needs to do, is get rid of the arcade-like bumper car racing, and employ a real damage model. When GT first came out, bouncing off of each other & around corners was forgivable. Not any more. Polyphony has no business calling GT a driving simulator, let alone The Real Driving Simulator when the on-track action is this arcadish. This arcade type action seriously restrains the difficulty. How hard can winning be when all the player has to do is bounce his/her way around the course without fear of consequence? In all fairness, GT6 is not yet complete, so I'm hanging with it for now. But with the recent lack of updates, promised features, extra content (including the monthly Vision cars), I have extremely little faith that GT6 will ever deliver anything close to what the back of the box promised, let alone get better in key areas.

In my personal opinion, GT5 was a letdown from GT4, and GT6 was an ever bigger downgrade from GT5. At this rate, I have little faith for GT7. My hope right now is resting on Drive Club or some other new franchise to come along on PS4 ... And that hope isn't all that great.
 
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Difficulty setting to be chosen when you first boot up the game.

Yeahhh...

It should be selectable at any point. That way, if the player chooses medium and finds it too easy (or difficult), it can be altered. The difficulty should also increase as the game progresses.
 
A difficulty level option.
To a degree, it's already here in GT6 with the AI being very cautious at the lower leagues but an idea similar to what Forza does could work, example: harder difficulty = more money and easy difficulty = less money and less stress.
 
I would hazard a guess and say that most of the contributors to this forum are very good drivers, hence the calls in many guises for GT6 to be made more difficult. If my results are anything to go by GT has over the years been made more difficult. GT1 100%, GT2 100%, GT3 95%, GT4 92%, GT5 81% GT6 probably around the 75% mark. I would have no objection if GT6 was made more difficult.

However lets look at it from another perspective, that of the less capable driver. I am a member of an an hoc forum of about 100 friends who are GT enthusiasts, but who are of very mixed driving abilities. So far about 50% of them are very happy with GT6, about 10% are unhappy because the game is too easy, and about 40% are VERY unhappy because the game is too difficult. The 40% are unhappy because they cannot get a podium position in the World Championship, or they cannot pass the S Licence. They feel shortchanged because they cannot participate in ALL of the game they have paid for.

Over the next year or so PD and Sony have some very difficult decisions to make. They have to produce a game ,GT7, which will have to convince 10 million people not only to buy the game, but to buy a new console , PS4. Just where should they pitch the game in degree of difficulty in order to keep their fans happy.

I would offer a simple yet radical solution. GET RID OF THE PADLOCKS. Let everyone who buys the game play ALL of the game. This would make no difference at all to the the good drivers , yet would get rid of the STRONG resentment felt by the less capable drivers. They don't mind the fact that there are races the cannot win. but they do very much mind that there are races that can never enter.

WHAT DO YOU THINK IS THE ANSWER?
Excuse me for saying so, but 40% of your friends may need to find another game. Not everyone can sit in front of a television, manipulate a controller, and make a lump of ones and zeroes obey their every wish. Not everyone looks at the array of sliders and switches at their command and knows which ones to manipulate to fix what they're seeing on-track. If they're not reaching the goals set by PD to move on, either they go back and take the lessons more seriously, stop trying to win everything with a RedBull, or they've wasted their money on a game that's not for them.

As to GT6 being updated to be "harder", why? PD has always, from what I remember, made it ever so frustrating to get "to the good stuff" and as I've learned since finding this site, players have always found ways around whatever difficulty PD puts in our way. Money/car/win glitches, for example. Part of the frustrating factor in the game is the length of time it takes to afford or win various "top-end" cars. Enter the glitches. It's a grand possibility that some portion of this game we haven't seen yet is late because PD is frantic to discover new ways to protect their intellectual property once it's released into the wild. The one actually competitive thing we now have, Seasonal TTs, are partially cheated every two weeks of their difficulty and meaning as many of those asking for harder or more challenging content immediately run to the Seasonal threads here to see which tuning hero has released the "hot car's" chassis setup proven to be a top-100 time champ.

GT7? Good luck with that!:cheers:
 
I agree with with those who suggest selectable difficulty. Honestly, much as I can do the required fights (race events) to gain my special weapons (cars to drive and money to buy more) I'd rather buy the game simply for the driving and could easily forgo 90% of the "racing" content were it not required. Not that I can't, just that for many others, can't *may be an issue, and if they're like me, they bought it for the driving more than the competitive racing aspect, regardless of what pundits may feel the game is or isn't

Although... (imo) Simple prudence implies that a non-negotiable "pilot's license" of some sort should still be required for online.
 
Excuse me for saying so, but 40% of your friends may need to find another game. Not everyone can sit in front of a television, manipulate a controller, and make a lump of ones and zeroes obey their every wish. Not everyone looks at the array of sliders and switches at their command and knows which ones to manipulate to fix what they're seeing on-track. If they're not reaching the goals set by PD to move on, either they go back and take the lessons more seriously, stop trying to win everything with a RedBull, or they've wasted their money on a game that's not for them.
Unfortunately, "find another game" is a trite answer that makes for awesome bulletin board content, but it doesn't help Sony or PD fill the coffers and they are the ones paying for the development of this game. 2/3 of the people that bought GT5 haven't bothered to pick up GT6 and odds are sheer panic has set in at PD and Sony because of it. This is probably why the cone of silence has descended and we're getting nothing from the home office in terms of communication and not much in the way of updates or content. They simply don't know what to do at this point.

Bigger point is, some people find the game hard, some find it ridiculously easy and some are ok with it. To be successful you have to appeal to all three groups, not just the middle one, or you risk losing your customer base to someone that will cater to you. No need to re-hash all the same old suggestions about how to fix the game, but suffice to say it needs to be much more flexible in it's approach to online, offline and Seasonal events, allowing the end user to choose his own path through the game, at the difficulty level that is most appealing to them.
 
Unfortunately, "find another game" is a trite answer that makes for awesome bulletin board content, but it doesn't help Sony or PD fill the coffers and they are the ones paying for the development of this game. 2/3 of the people that bought GT5 haven't bothered to pick up GT6 and odds are sheer panic has set in at PD and Sony because of it. This is probably why the cone of silence has descended and we're getting nothing from the home office in terms of communication and not much in the way of updates or content. They simply don't know what to do at this point.

Bigger point is, some people find the game hard, some find it ridiculously easy and some are ok with it. To be successful you have to appeal to all three groups, not just the middle one, or you risk losing your customer base to someone that will cater to you. No need to re-hash all the same old suggestions about how to fix the game, but suffice to say it needs to be much more flexible in it's approach to online, offline and Seasonal events, allowing the end user to choose his own path through the game, at the difficulty level that is most appealing to them.
Given all that you say, how does PD justify the shortest career mode ever? It was so long ago it must have been GT2 or 3, didn't one (or both) have difficulty settings? I know many here have said bad bad things about GT5, but to me the genius was having rather long career modes plus Bob helping out to give the player a) more experience within a level of driving, b) more prize cars (yeah, not much of an issue now), and c) more earning opportunities to buy what's not won. In two glaring omissions, PD has simply killed the game if your dream isn't to play online. Make that three: Event Creator (and not just for community play) with Career Mode earnings ratios.

I in no way meant to dismiss those players in the OP's 40%, but GT has never been just a turn-key game. You don't buy this game if you know anything about it and not expect to in some way earn the "right" to drive the cars provided. And to be fair, I did point out two alternatives to getting better at the game before deciding they'd wasted their money:).:cheers:
 
Given all that you say, how does PD justify the shortest career mode ever? It was so long ago it must have been GT2 or 3, didn't one (or both) have difficulty settings? I know many here have said bad bad things about GT5, but to me the genius was having rather long career modes plus Bob helping out to give the player a) more experience within a level of driving, b) more prize cars (yeah, not much of an issue now), and c) more earning opportunities to buy what's not won. In two glaring omissions, PD has simply killed the game if your dream isn't to play online. Make that three: Event Creator (and not just for community play) with Career Mode earnings ratios.

I in no way meant to dismiss those players in the OP's 40%, but GT has never been just a turn-key game. You don't buy this game if you know anything about it and not expect to in some way earn the "right" to drive the cars provided. And to be fair, I did point out two alternatives to getting better at the game before deciding they'd wasted their money:).:cheers:
Trust me, I only play online and it's no dream:lol:. Relative to what is possible online, GT5's online is just as bad as the offline career mode. And there's no justification for the offline career either, it's just one epic fail IMO. Worst career mode ever in the series.

The whole franchise needs an overhaul and making it harder or easier isn't the answer. One-size-fits-all doesn't work anymore. If Seasonal TT's have taught them anything it should be that. The disparity in talent and lap times is huge, and that's just in people that actually try the TT's. 95%+ don't even try most of them and what is their talent level? They need to find a way to retain the traditional GT flavour we all know and love, while appealing to a wide audience with multiple paths through the game and varied levels of difficulty. The last 5-10 years has seen a revolution in the ability of consumers to customize almost everything they buy in some way. This game is no different. I don't know at this point if they are even aware of that and if they are, if they are capable of responding.
 
Trust me, I only play online and it's no dream:lol:. Relative to what is possible online, GT5's online is just as bad as the offline career mode. And there's no justification for the offline career either, it's just one epic fail IMO. Worst career mode ever in the series.

The whole franchise needs an overhaul and making it harder or easier isn't the answer. One-size-fits-all doesn't work anymore. If Seasonal TT's have taught them anything it should be that. The disparity in talent and lap times is huge, and that's just in people that actually try the TT's. 95%+ don't even try most of them and what is their talent level? They need to find a way to retain the traditional GT flavour we all know and love, while appealing to a wide audience with multiple paths through the game and varied levels of difficulty. The last 5-10 years has seen a revolution in the ability of consumers to customize almost everything they buy in some way. This game is no different. I don't know at this point if they are even aware of that and if they are, if they are capable of responding.
I've seen most of the complaints, so I gotchya about online play, which makes me question even more PD's release of this drink-coaster-in-a-nifty-storage-case-that-can-also-double-as-a-cheese-board/snack-tray. If all signs point to the future of GT being PD developing the online at the cost of the offline....well....I don't want to get all cultural and stuff, but in this country we'd say "someone needs to be shot!".
My personal "perfect game" with GT as it's base would be GT5 (stop booing y'all) plus something along the lines of the decal customization from NFS: Pro Street and being able to change the base colours of all racing cars, like with the Corvette RMs. Given that I give a rat's 🤬 about online rooms, it's a bit strange that I'd want something that I daresay most online would applaud, and have exactly NO reason for wanting in private, as no one's showing up with the same car at MY house, but there ya go. The new cars and physics (that work) ARE nice, but really, what I listed is all I ever wanted from this game. How about this:
GTClassic: basically GT5 with offline event creator and NFS decals (it WAS fun for about two weeks in NFS, but just imagine the potential with about oh 1200 more cars to customize!), photo mode, no online play:$29.00(US)
GTDrift: Drift school leading to drift career, still gotta earn the cars, online and offline event creators, online play, max customization possible:$$39.00
GTDrag: Tuning and building courses throughout the game, earn the cars and all new drag parts, international locales, classic and historic hot rods and dragsters, online play and support (tourneys, etc.):$29.00
GTInternational: All cars available, all online racing and cruising, online support, max customization: $59.00
Feel free to run with that and sell it to PD:tup:. They already know how to do it all, just stop trying to do it on one disc!:cheers:
 
Excuse me for saying so, but 40% of your friends may need to find another game. Not everyone can sit in front of a television, manipulate a controller, and make a lump of ones and zeroes obey their every wish. Not everyone looks at the array of sliders and switches at their command and knows which ones to manipulate to fix what they're seeing on-track. If they're not reaching the goals set by PD to move on, either they go back and take the lessons more seriously, stop trying to win everything with a RedBull, or they've wasted their money on a game that's not for them.

As to GT6 being updated to be "harder", why? PD has always, from what I remember, made it ever so frustrating to get "to the good stuff" and as I've learned since finding this site, players have always found ways around whatever difficulty PD puts in our way. Money/car/win glitches, for example. Part of the frustrating factor in the game is the length of time it takes to afford or win various "top-end" cars. Enter the glitches. It's a grand possibility that some portion of this game we haven't seen yet is late because PD is frantic to discover new ways to protect their intellectual property once it's released into the wild. The one actually competitive thing we now have, Seasonal TTs, are partially cheated every two weeks of their difficulty and meaning as many of those asking for harder or more challenging content immediately run to the Seasonal threads here to see which tuning hero has released the "hot car's" chassis setup proven to be a top-100 time champ.

GT7? Good luck with that!:cheers:
40% of my friends need to find another game. ok no problem. Will GT7 then be economically viable, I think not!!. The best suggestion so far IMO is for each player to be able to set his/her difficulty level.
 
The difficulty level option is a good proposal, but I would also like to add a function where you can select your steering media. I was really unhappy when PD changed their physics model after V 1.03 due to some DS3 controller players facing more and more difficulties in the progress of the game. This should not be rocket science to introduce a pre-game select option for FF racing wheels (with a proper physics/difficulty model) or for DS3 controllers (with an adapted physics/difficulty model). If the Grand Turismo brand around PD is still serious on calling themselves the real racing simulator then they should IMO focus more on the simulation aspects and not the arcade gaming.
 
The only difficult thing about GT6 is trying to force myself to play the "career mode", which I haven't touched in months. Going through those races and licenses is more a chore than a challenge. Thank god the AMG VGT glitch saved me from having to do those chores. :lol:
 
Don't confuse difficulty with pleasure - they are not related and don't normally go together. If they did this planet would be very sparsely populated.

I would have been happy with some improvements to GT5 - some more cars, a few more tracks, improved online features, improved shuffle racing, improved B spec with option to use B spec drivers in endurance events, better sounds, better course maker, better AI, simplified car list, choice of liveries, better career mode, inproved course creator.

For GT6 I wasn't expecting a lot, but I thought there would be progress on the above.

I got improved feedback from my steering wheel, which I didn't know I needed - but it is definitely better than GT5. I got some more cars and a few more tracks - some are brilliant such as Mount Panorama, Brands Hatch and Willow Springs.

However instead of an improvement I lost shuffle racing - why?

I lost B spec.

I lost endurance events.

I lost the course creator.

I lost the ability to send gifts (prizes) to friends, lost the ability to share custom tracks etc, etc.

Sounds are still disappointing as is career mode, AI and online features.

Yesterday I stumbled onto a Forza 4 thread highlighting custom liveries that people had made and I was blown away. I probably wouldn't have the skill or time to do that myself, but I wish that was available and could be shared in GT - that plus custom tracks would make a huge difference.

A lot to work on and the very long delays in releasing extra content coupled with the lack of communication from PD don't inspire confidence.
 
40% of my friends need to find another game. ok no problem. Will GT7 then be economically viable, I think not!!. The best suggestion so far IMO is for each player to be able to set his/her difficulty level.
WHY is this all anyone sees? Is it not within your friends' abilities to go back and learn whatever's holding them up? ARE they the type that do the least amount possible to get to the RedBulls or LMPs and then want to drive nothing else? And by the way, I said "may need to find another game". If that insults them, oh well. If you understand basic physics and angles and driving principles, this game is not hard. Yes there are challenges, but the game teaches you to deal with them, if you pay attention and not just think you're job is to simply show up with a pretty shiny and win. It's never been that game.
Does PD now have a problem with that? Could be. That the AI is the most dirt stupid they've ever been and the career mode is the slackest it's ever been may contribute to the worst training mode new-to-GT players have ever seen. With GT6 being PD's sendoff for the PS3, my personal opinion is that GT is done. I have no idea the overall economics of video games, but if GT6 has sold around 2.5mil copies (how many of those are exchanges or sales to triple-screen players?), with all the PS3s out there and a rather die-hard GT fanbase, how does this massive disappointment of a game translate to anything but fewer players going on to buy PS4s and pay the monthly fee for online content and support on the strength of GT6? Blind hope is the only thing I see.
 
If my results are anything to go by GT has over the years been made more difficult.
Well yes, for a while, and then suddenly GT6 was released and was far, far easier than previous entries. I can't speak for GT1 as I haven't played enough of it but:
GT2 is a fairly tough game, with hard licenses and challenging races.
GT3 had a very hard S-License and many of the races in the Professional level where very tight.
GT4 had extremely difficult driving missions, incredibly long race series, difficult licenses, the whole shebang
GT5 had a career with a couple of hard spots, and some really tough special events, "8C" and "Eiger" when used in the same sentence strike fear in the hearts of racers. And the Red Bull X-Challenge requires lightning-quick reflexes... and a wheel, usually.
GT6, for me, was a breeze. After never reaching 100% in any previous GT game I had conquered GT6 within a fortnight.
Something is wrong here, were the events too easy? For me, most of them, yes, though the 24 minute races gave me a run for money until I realised that the proper pit strategy was just to never use rain tyres :odd:. But the biggest problem by far was that there isn't enough to do. There are several dozen very short races that feel like a chore, and on the other end of the spectrum are seasonal events where I need to push myself to the limit to get gold. But there isn't something in between to keep me occupied. GT7 (and 6, really) need MANY MORE EVENTS with CUSTOMISABLE DIFFICULTY LEVELS TO CATER TO ALL AUDIENCES. EVEN THE WHINY ONES THAT CAN'T DRIVE.

Also, smitty, to the 40% of your friends that are upset because they can't have the entire game at their fingertips due to it being too hard:
Suck it up, keep trying, get better. Use the 'Force if you have to. Watch a youtube video for the last license test or borrow a friend's ghost. Do not give up.
 
Do it like Sniper Elite V2 does, a set of different physics tied to difficulty level.

Casual : SRF and brake assist forced ON, with simpler driving physics like in GT6.

Rookie/Beginner : Optional SRF and brake assist along with other assist, advanced driving physics for GT7 similar to current PC Sim like Assetto Corsa tied to simplified/standard tire model. Only visual damage and no tire wear.

Intermediate : Advanced driving physics with SRF and active steering removed, all other assist available. Standard tire model. Simple damage optional with normal tire wear ( similar to light damage in GT6 )

EXpert/Veteran : Advanced driving physics with all assist removed except brake assist and 'realistic' tire model comparable to the best PC SIM. Advanced damage model with normal tire wear ( individual damage components can be turned on/off - for example, engine failure, brake damage, suspension damage etc )

Legend : Advanced driving physics with 'realistic' tire model and fully simulated damage and wear on cars and tire forced on. Brake assist available, but will reduce prize credits and special tag reward will not applicable when used

CUSTOM : All aspects of driving physics adjustable for career play, once set, it's locked until completion of career mode. Using custom will reduce all prizes to 50%.


AI will have separate difficulty level settings, along with race length, penalty, and rule set. These can be changed during the career play at any time.

There will be several AI level :

Casual, Rookie, Intermediate, Expert and Legend.

Casual is like current GT6 AI, while the rest are harder and more realistic AI with personality and variety of skill level, the higher the AI settings, the less varied AI skill level and pace set at least 100% of player pace - can rise to 110-120% on Legend mode with added AI driver tactics employed ( cooperative or hostile )

Lower AI level will yield lower prize credits. If AI lower than Legend is selected while playing on Legend driving physics, the special tag reward will not applicable.



Each time a new career started, the player have to choose the difficulty level for physics, this is LOCKED until the end of career. The selected level will be shown on your driver profile. If you complete the career on casual, you have the option to start a new career on higher difficulty level.

A driver who have completed the career on Legend and AI on Legend until the end, will have a special tag on the profile as "Legendary GT Champion"

Outside career mode, both AI and physics difficulty settings are not locked and can be changed any time.

There will be leaderboards for TT with different table for each difficulty level chosen when driving.

Those are just a few minutes giving my brain cells some workout :lol:

So basically, how much you want it to be a challenge is up to you, the reward is the experience itself. Of course, this is only a dream :lol: I doubt PD would make GT7 like this :lol:
 
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Do it like Sniper Elite V2 does, a set of different physics tied to difficulty level.

Casual : SRF and brake assist forced ON, with simpler driving physics like in GT6.

Rookie/Beginner : Optional SRF and brake assist along with other assist, advanced driving physics for GT7 similar to current PC Sim like Assetto Corsa tied to simplified/standard tire model. Only visual damage and no tire wear.

Intermediate : Advanced driving physics with SRF and active steering removed, all other assist available. Standard tire model. Simple damage optional with normal tire wear ( similar to light damage in GT6 )

EXpert/Veteran : Advanced driving physics with all assist removed except brake assist and 'realistic' tire model comparable to the best PC SIM. Advanced damage model with normal tire wear ( individual damage components can be turned on/off - for example, engine failure, brake damage, suspension damage etc )

Legend : Advanced driving physics with 'realistic' tire model and fully simulated damage and wear on cars and tire forced on. Brake assist available, but will reduce prize credits and special tag reward will not applicable when used
This sounds overly complex. Just do what sims do (which is what GT does already).

The physics are physics. You have assists to turn on/off whenever you want, and you have SRF if you really need a boost. Damage on/off too. Basically everything in independent and a simple on/off option. Gives the most flexibility, is the least confusing, and is the easiest to code.

Nothing should be locked. Just let people enjoy the game. Difficulty/physics can be changed at any time. There isn't really any reason to force a choice.

Having to unlock difficulty levels would be a terrible mistake. It forces people who want to drive at higher difficulties to go through the lower difficulty first, potentially spoiling the game and taking away some of the challenge.
 
You can pick Legend straightaway if you like :) and if you complete it, all lower levels are also completed. If you pick casual, then the higher levels are still available after you are done with casual, this is common for most adventure games, some even unlocked secret difficulty level harder than what's available :lol:

I don't think it's complex, simply give a detailed description with tick boxes on each level, you see what you get. For me, the design is similar to PC sim.

GT is too simple IMO in giving options ( difficulty, physics, damage model, race penalty, race length etc ).
 
Outside career mode, both AI and physics difficulty settings are not locked and can be changed any time.

Taken from my post about the difficulty settings, you can make it easy as a pea or hard as nails :lol:

So on casual or any other level when no in career, you can toggle what's available ( assists ) and what physics level used, damage level etc and saved it as a custom
 
I don't agree on locking the AI to the assists. Not at all. Physics should be as accurate as possible in the whole game, with one tyre model. Having different models for different difficulties is far too complex.

The only difficulty adjustment should be in the AI performance, and if you want to use aids you get less prize money/more if you don't. Don't force people in what they can use on each difficulty level. If people want to take on the best AI with SRF that's their choice, just make sure the payout is less than those who do it without.
 
Misunderstanding on the AI, AI level is separate from physics level, and can be changed even during career, it just have the same naming convention :)
So you can play on casual physics with legend AI, or play Legend physics with casual AI :)
 
Ok, but why the different physics and tyre levels in the first place? There is no need for several levels, that's just more work for PD. One level, as realistic as possible with aids available is all they need IMO.
 
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