The Crew Motorfest - General Discussion

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I don't see why they have put some NASCAR's in the Y3P seem a bit stupid to me especially when the rest are all in the shop. Like why put cars that are basically the same but with a different livery behind a paywall put something more interesting in the Y3P instead make people feel like it's actually worth spending the money on.
 
I don't see why they have put some NASCAR's in the Y3P seem a bit stupid to me especially when the rest are all in the shop. Like why put cars that are basically the same but with a different livery behind a paywall put something more interesting in the Y3P instead make people feel like it's actually worth spending the money on.
I'm guessing those in the Y3P are like base models and the only ones you can actually paint a livery onto which might make them a bit more desirable but yeah there is a good enough selection with the rest of the list to not be worth paying.
 
I don't see why they have put some NASCAR's in the Y3P seem a bit stupid to me especially when the rest are all in the shop. Like why put cars that are basically the same but with a different livery behind a paywall put something more interesting in the Y3P instead make people feel like it's actually worth spending the money on.
It's like Horizon 5 with Extreme E.
 
Here's some early footage of season 9 from MGTV...
(Don't watch if you want to avoid content spoilers!)
Main stage including a MAD car returning:


Nascar playlist:


Make sure to read the fantastic article by @Terronium-12 for info.

Here's some thoughts of mine about the paid NASCAR packs.

If you want the full NASCAR pack, it's 188,000 CC which equates to £15.99 (being the price of the 220,000 CC pack).
That seems like a lot for just official liveries but:
1. It's a lot of liveries
2. My guess is they are trying to recover the cost of the NASCAR licence by doing this?
3. We are getting the NASCAR playlist and Trackforge for free.

If you look at season 9 as a whole, it's about £25 including the cost of the RC standalone pack. Or if you look at year 3 as a whole, it's a similar price (when Y3 pass is on offer) for EVERYTHING added in year 3.

There are games costing £60-£100 which have less content than year 3 alone.

Last weekend, the base game was available for £6 on Steam which equates to about 6 pence per hour of gameplay.

I am not at all saying that the NASCAR packs are cheap, but it feels a bit like the Power Pack in GT7 in that they need to get revenue from somewhere.
 
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BOO HISS
 
I am not at all saying that the NASCAR packs are cheap, but it feels a bit like the Power Pack in GT7 in that they need to get revenue from somewhere.
Well yes, it's £6 for the base game, and that contains almost the entirety of the value. There are very few cars that you can't buy with in-game credits, and not one of them is meta. You can play every playlist except one, which will increase to two when the RC cars playlist arrives, and you can access the entire map with the base game, unlike FH4/5. Everything other than the base game is basically just there for people to give a donation to the devs if they want to. You basically get almost as much value from the base game for £6 as you get from the £120 Premium Edition + Ultimate Car Pack Collection in FH5, in terms of % of the game, it's like 100% for £120 for FH5, and 98% for £6 for Motorfest. So yes, they need to make money from other elements such as selling crew credits, season passes etc, and I'm sure part of the reason for selling the base game for £6 is the hope that maybe 1% of the people who buy it will go on to spend significantly more.
 
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BOO HISS
Hmmm, well I guess tomorrow morning I'll be spending doing the summit on TC2 (PS4), TC2 (Xbox) and TC2 (PC).

Then pick up some scoobie snacks and lock myself away from 1pm :D

Oh, some bad news re Trackforge - the money rewards are crap in comparison to the rest of the game (based on Militia Gaming's latest vid), so don't expect to use it for grinding bucks if you need cash to buy cars etc. Reminds me of the poor bucks ratio on the community races in TC2.

But there IS a new "best money maker" in the NASCAR playlist rivals events (the AGP event) - no doubt that'll get nerfed in the first post launch patch for season 9...

@breeminator yes I agree with your post entirely. I was trying to explain that it is sensible to look at the content vs price overall, hence the Power Pack reference, as that is a similar situation. Something that looks "overpriced" by itself, arguably isn't when you combine it with all the other stuff thrown at you for "free".
 
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Here's some early footage of season 9 from MGTV...
(Don't watch if you want to avoid content spoilers!)
Main stage including a MAD car returning:


Nascar playlist:


Make sure to read the fantastic article by @Terronium-12 for info.

Here's some thoughts of mine about the paid NASCAR packs.

If you want the full NASCAR pack, it's 188,000 CC which equates to £15.99 (being the price of the 220,000 CC pack).
That seems like a lot for just official liveries but:
1. It's a lot of liveries
2. My guess is they are trying to recover the cost of the NASCAR licence by doing this?
3. We are getting the NASCAR playlist and Trackforge for free.

If you look at season 9 as a whole, it's about £25 including the cost of the RC standalone pack. Or if you look at year 3 as a whole, it's a similar price (when Y3 pass is on offer) for EVERYTHING added in year 3.

There are games costing £60-£100 which have less content than year 3 alone.

Last weekend, the base game was available for £6 on Steam which equates to about 6 pence per hour of gameplay.

I am not at all saying that the NASCAR packs are cheap, but it feels a bit like the Power Pack in GT7 in that they need to get revenue from somewhere.

Good point. And if I may add my personal opinion to this, there may be more to this controversial monetization than just the NASCAR license.

Yes, I'm talking about UBI's dire financial state.

They need as much money as possible to get out of this crisis, and that will no doubt mean they will demand that all developers of UBI games that currently use a live service model make changes to make their games more profitable.

At first, I also got the impression that their latest move was a bit of a greedy deal, but what's more important to me is that they can protect the environment in which they can continue to develop and operate the game. (For me, who never wants to go back to Forza, which is full of FOMO, TCM is the only open-world AAA racing game!)
To be honest, I'm not passionate for current gen NASCAR enough to pay for the liveries included in this content, but I'll buy some to support them. Even if I alone buy this pack, it will only result in a small profit for IVT and UBI, but it's better than nothing.
 
  • [New] New Vehicle Category - Cup Car - (Not suitable for tea or coffee). 😆
They nurferd the T16 & T50 awwwww the T16 is great to drive

  • HDR calibration is now automatic for all platforms supporting HDR.
  • HDR can now be activated in Windowed Mode.
  • [Fix] (PC) Fixed an issue where HDR couldn't be used on a secondary monitor/screen.
I hope it helps HDR is always giving me trouble on pc no matter the game the 2nd screen even more so :banghead:
 
Well first impressions of the trackforge are a bit mixed, not a fan of the coaster sections they dont make for good gameplay. On the other hand the standard race track design pieces with the real track sections are delightful (I hope new real life track sections arrive in future updates). Im not a fan of Nascar and that hasn't changed... the cars are truly horrible to drive and look at so wont be bothering with summit / DLC. I was quite open minded about the Nascar stuff initially, but it was quickly dampened by some of the worst gameplay in the game yawn...
 
The NASCAR playlist get a lot easier when you realize that the cars are basically demo derby cars using Chase Squad physics, so whoever gets bumped essentially loses gravity for a couple seconds and becomes a pinball. That aside, it's basically just the motorsports playlist with QTE's in the pit section rather than just a drive-through, if you can avoid hitting things to not have to do the time consuming repair one then it's a breeze. Especially the last two races that are on the roval layout instead of the tri-oval, the AI really doesn't like that last corner before the pit entrance.

Also, the presentation is a lot funnier if you take it with the mindset of "what if Days of Thunder were a badly dubbed anime OVA", because aside from the cars it doesn't really have anything to do with NASCAR at all. The modified dirt track car is pretty darn fun though, and the track is actually a pretty good tri-oval with a decent road course so that's a plus too.

Trackforge giving out rewards at the same rate as official races seems like it's practically inviting tracks made specifically for parts farming, but at the same time it's good that they aren't just "do it for fun" things as interest would fall off pretty quickly then. Seems a lot more intuitive to use than Forza's take on it as well, which is a plus.
 
My personal NASCAR playlist opinion:

[Good]
  • Although it is overly produced, it attempts to counter the common prejudice that "oval racing is boring and easy".
  • Better pit strategy than the Motorsports Playlist.
  • There are plenty of road racing events too.
  • The modified tour machines and Impalas are very cool.

[Bad]
  • "Big One." Why did they use a short oval instead of the main big oval? I understand that they wanted to create a more dramatic story, but I didn't like the way the final stages unfolded, as if a deus ex machina had ruined the previous races for the sake of this plot.
  • The Impala's handling. Road racing this extremely understeered car was a painful experience.
  • There is only one event that uses a big oval and allows racing from start to finish.

Although there are some complaints, I think this playlist is an example of an attempt to solve a problem that many racing games have tried to solve but failed to do so successfully, and to a certain extent has been successful.
The problem, of course, is the prejudice that oval racing is boring and uninteresting and requires no technique.
In this playlist, we've tried to create constant dogfights by using AI rubber-banding and drafting effects, eliminating the boring moments of "just racing alone" that can occur in oval events in other games.
And by setting fuel consumption to an extreme level, we think this also contributes to teaching players how to make effective use of drafting and race management, such as "deliberately staying behind your opponent to reduce fuel consumption in order to win."

Of course, this won't be enough to completely change people's prejudices and impressions about NASCAR and oval racing. But I think they've managed to do something that not many racing games have been able to do before: somewhat. Well done.

I hope this system is further refined and incorporated into future motorsport-style playlists.
 
Of course, this won't be enough to completely change people's prejudices and impressions about NASCAR and oval racing.
It re-inforces discernement, a quality that is individual. I like the effort that's gone into the Nascar playlist the stadium is nicely done, but the starting point is Nascar there's only so much they could do with it. Shunting and understeer are not for everyone.
 
I was looking forward to NASCAR, as it seemed like it might be more sim than the rest of the game, with all of damage, tyre wear, fuel consumption and pit stops, but after 1 summit event and 1 playlist event it feels like garbage so far. The pit stop mechanics are like the donk vs lowrider music stuff, and not at all sim. The slipstream is just plain stupid in how big an effect it has, meaning the races are all about sitting in the slipstream to save fuel, but you have to be so close to the car in front to get a big fuel saving that you then risk hitting them because of how much faster it makes you than the car in front. And then you have the comedy collision physics, and the lack of clear checkpoint flags. And then we have the fact that the cars have no grip, which might be reasonably true of NASCAR, it's not like I've ever driven a NASCAR car, but they're in the cup car discipline and many other cup cars in real life are not like this, at least not in sims like AC EVO, so if they add non-NASCAR cup cars into this discipline are they also going to have no grip?
 
I don't recommend jumping straight into the summit before even looking at the new playlist 🤪it was funny 1st time going in the pits 🤔 i ran out of fuel 50m from the finishing line :banghead: and all the button presses on the wheel will be a major handicap. The T16 did suck the rear kept snapping out in the grand race i tried 😠 and did anyone try getting into a no coll race ?both times i did coll was on the whole time or turned on after a few check points ?
 
Loved the endurance aspect but the AI's behavior when they slipstream you/other AI cars need some chill pill on oval tracks. Felt like they were wanton ramming me. I mean, I don't know if AI cars are better at higher difficulty but since I usually play at 1/5 that could've not helped.

Edit: Tried again and the AI really is lunatic.
 
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did anyone try getting into a no coll race ?both times i did coll was on the whole time or turned on after a few check points ?
There has always been a problem where if you join a grand race shortly after it has changed, it can put you into an existing lobby for the previous spec. This seems to have got a lot worse after the update, it took me up to 90 seconds to finally get into a race of the correct spec, after leaving the incorrect spec each time, which can take something like 30 seconds to be allowed to do. But once I've been in a race of the correct spec it has worked okay for me. This also makes the new 10 minute slots a big problem. It used to be possible to do 3 grand races in a single 20 minute slot, but now you generally can't do 2 races in a 10 minute slot because of it taking 90 seconds to actually get into the right lobby. So the slots are effectively now 8:30 whereas they used to be 19:30, so if a race takes 9 minutes overall, both race time and waiting in the lobby, that allows 3 races in 19:30 (you only have to join the 3rd race lobby before the slot changes), but doesn't allow 2 races in 8:30.
 
My issue with the pit stops is not only do the AI always have perfect stops while you're at the mercy of being fast and accurate, but they sometimes ROCKET out of the pit lane while you exit at highway speeds. That last Impala race was making me lose brain cells.
 
Yeah, I might have to dumb the AI down in this Playlist. They are aggressive on 3.
 
Finally finished the Playlist. I enjoyed the "Ricky Bobby" bit in the last race.
 
Finally finished the Playlist. I enjoyed the "Ricky Bobby" bit in the last race.
I did chuckle when the guy lost his car in the bet :)

What perks do you think will be best guys ? will the tyre wear perk work redoing the events ? so far I'm just using loot on purple and have a few golds but no where near a set yet and i will also make a skilled set for the summit
 
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Okay, so I said the NASCAR seemed bad from the 1st playlist event and the one summit event I did, but I just did the 2nd playlist event and that was much better, quite enjoyed it. The car has some grip, handles fine, and there's a bit of strategy in how much you avoid damage, but I got top 50 by pretty much not worrying about damage, but changing tyres and re-fuelling after 4 laps. And because it's a time attack, the ridiculous slipstream doesn't matter.
 
I don't recommend jumping straight into the summit before even looking at the new playlist 🤪it was funny 1st time going in the pits 🤔 i ran out of fuel 50m from the finishing line :banghead: and all the button presses on the wheel will be a major handicap. The T16 did suck the rear kept snapping out in the grand race i tried 😠 and did anyone try getting into a no coll race ?both times i did coll was on the whole time or turned on after a few check points ?
EDIT - deleted all my rubbish now I've been corrected!!!

I do NOT come from Iowa, just in case anyone is wondering.
 
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It's not just on the wheel.
For the fuel, you're supposed to somehow mash the L2 trigger about a million times a second. So far, I've yet to manage to get more than 0.6 laps at a refuel stop!!!!!

I don't mind having to mash the AXY or B buttons, but the triggers are the WORST possible choice they could have made for any controller as they are specifically designed for constant pressing and not mashing!

The d pad pressing was OK, I'm a bit slow at it but thats a skill issue.

I DON'T UNDERSTAND WHY THERE IS A TIME LIMIT FOR REFUELLING BUT NOT FOR ANYTHING ELSE! Whoever had that idea should be fired.

PS I only see myself doing the first Playlist event if there is more refuelling.

PPS I do NOT come from Iowa, just in case anyone is wondering.
Not sure what you are doing wrong m8 but you only have to hold the refuel button down it takes a few secs max to top up the tank

🤪
 
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