*snip*
What has this game become, pick the meta car, pick the meta tune, check where you can cut the corners, go race... How's that for promising a level playing field. It's not about race craft anymore.
Umm....you just defined motor racing, period.
Nothing about racing has ever been about purposely picking a slow car and driving it with a sub-optimal tune.
In a category with more than one car, there will always be a meta car for any given circuit, in a given set of conditions. Unless the only difference between the cars is the skin, then their different characteristics will allow them to perform at different levels on different circuits.
If race teams could build a new car specific for each circuit they go to, they would. Since that’s not realistic, they build a car that perform as the best on average across all types of circuits in a season.
Because sport mode lets drivers pick a new car for each race, people will always gravitate towards the optimal car (just like they would in real life, if it was an option). Not everyone will, but a significant portion of drivers will (the higher the stakes, the more drivers will gravitate towards the meta).
Do you think the game would be better if PD started forcing certain drivers to use certain cars, to compensate for their driving ability?
As far as tuning in Sport Mode, I agree that was a dumb idea on PD’s part, as you then have to include people’s understanding and ability tune a fast car into your match-making metric, which makes it exponentially more complicated, and thus less likely to wind up with good matches being made.
As basic as the tuning in GTS is, gaining a full understanding of all the settings, and more importantly, how all of those settings fit together and compliment each other in making a “fast tune” (as opposed to just a “comfortable tune”), can take years for players to learn.
Sport mode should have some very limit tuning options so that players can adjust the way the car responds to their imputs, but these settings should be limited to ones that have minimal impact on car speed. Things like toe, caster, steering ratio, etc. When you get into things like Downforce, ride height, springs/dampers, and transmission settings, tuning knowledge can reduce lap times by several seconds per lap.
As far as cutting corners, I don’t really know what to say to this other than, “that’s racing in the 21st century”. Watch any real race, and find me one where they don’t discuss track limits at some point in the broadcast.
Other than a completely new approach to circuit design in a virtual realm, I don’t really know how PD goes about fixing the track limits issue, other than continuing what they’re doing in following be real life example of the officials constantly playing catch up to what the drivers are doing.
Due to the safety aspect of runnoff in real life racing, track limits is one area where I think real racing and virtual racing could and should diverge, and follow their own paths. There’s no need to have acres of paved runoff in a video game - it just causes problems.