The GT7 Credit Farming/Fast Money Thread

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The first thing to do if you want credits is to preorder 25 th edition. Free credits and free cars.
 
I’ve enjoyed playing GT from GT 3 on but have always hated having to do races over and over just to build up credits to get a 20.000.000 car which then gets reset to zero when purchased.I got a lot of pleasure winning a new race or getting gold for the licenses and challenges ect , so I for one hope there’s a glitch that will help facilitate the gathering of credits to buy the 20.00.00 cars so that I can play the game for enjoyment and not find it monotonous.
 
I bet we're going to need a Porsche 911 GT3 RS again and race it non-stop on Blue Moon Bay's oval layout.
 
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The Mazda RX500 gives you more money on that one. If you have the right tune of course.
 
How about if the game economy wasn't broken so that you could play the game a reasonable amount and still have enough money to buy the things you wanted in game? Revolutionary thought, I know.
This does actually make me wonder how all the GT's, pre and post online gaming stack up in terms of the grind. I imagine GT4 for example was heavily helped by the selling of prize cars, but otherwise would have been a hassle trying to do things without relying on the RSC Rally Raid Car. Many of the top of the line cars in GT3 if I recall correctly were prize car only.

GT5, 6 and Sport have their in game economy heavily skwewd by vintage cars costing obscene amounts of money (kind of realistic lowkey but not really a good defense), but I feel like the majority of cars aren't too hard to buy and upgrade in comparison.
 
I’ve enjoyed playing GT from GT 3 on but have always hated having to do races over and over just to build up credits to get a 20.000.000 car which then gets reset to zero when purchased.I got a lot of pleasure winning a new race or getting gold for the licenses and challenges ect , so I for one hope there’s a glitch that will help facilitate the gathering of credits to buy the 20.00.00 cars so that I can play the game for enjoyment and not find it monotonous.
If we can have seasonal events like in GT6 with worthwile payouts
 
How about if the game economy wasn't broken so that you could play the game a reasonable amount and still have enough money to buy the things you wanted in game? Revolutionary thought, I know.
While I understand where you’re coming from, what really is a reasonable amount of time in this matter? I’m not sure there’s something that could be universally agreed upon as being optimal for everyone (or well, a big majority).
 
While I understand where you’re coming from, what really is a reasonable amount of time in this matter? I’m not sure there’s something that could be universally agreed upon as being optimal for everyone (or well, a big majority).
Of course there isn't, but it doesn't have to be optimal. It has to be acceptable.

Let's take the big ticket cars, and let's assume that they're priced at 20 million credits again. How long should it take to earn 20 million credits at endgame? As the developer, they can choose any number they like. And they can test this against real players if they choose. Let's make up some numbers to demonstrate how that might look.

Earnings rate = 100 million credits per hour (12 minutes to earn 1 car) - 10% of players think this feels great, 90% of players feel like this trivialises ownership and that all cars should just be made free.
Earnings rate = 100 thousand credits per hour (200 hours to earn 1 car) - 2% of players think that this makes the cars feel special, 98% of players think that this feels like they're locked out of ever owning the cars.
Earnings rate = 1 million credits per hour (20 hours to earn 1 car) - 5% of players think that this is too quick and devalues ownership, 20% think it feels about right, 50% think it's a bit much but they'll probably earn enough to own a few cars, 25% still feel like it's locking them out of ownership.
Earnings rate = 5 million credits per hour (4 hours to earn 1 car) - 10% of players think that this is too quick, 60% think that it feels about right, 25% think that it's a bit grindy but doable, 5% think that it's locking them out of ownership.

Whatever it would look like in real life, you can find a balance where most people are either satisfied or at least don't feel like the game is actively preventing them from enjoying the cars. Some people are always going to be unhappy, but that's not a reason not to try and make an economy that appeals to the most amount of people.

The point of the game is to have fun driving cars, and one should be very careful when making cars unaffordable that you're introducing an element that makes the game more fun. Pride in ownership is a thing and can definitely make the game more fun, but it's a fine line. One that Polyphony has arguably missed pretty hard for at least the last few games.
 
Ok, This is the strat boys....

With free credits from An Addition,buy the S13 Silvia K's. Mod to win.
Should be eligable for many events.

Hopefully PD let a RB26DETT in the front of this thing.
 
Earnings rate = 5 million credits per hour (4 hours to earn 1 car) - 10% of players think that this is too quick, 60% think that it feels about right, 25% think that it's a bit grindy but doable, 5% think that it's locking them out of ownership.
👍 This looks to me to be about right, but with the proviso that it can also be earnt online as well as offline.

GT6 at least had Quick Match with huge pay outs for short events online if you had the 200% login bonus and I think GT7 should be similar in the online Sport Mode. Meanwhile, GT Sport was woeful in every aspect of credit earning.
 
If GT7 is designed the same way as GT Sport, I don't see any problem with money ectr. get. I didn't have to "grind" any races to get money.

I simply completed the driving school (license exams) and made all the route experiences. 100% campaign and done. Plenty of cars and some money dusted off, that was easily enough.
 
In my opinion, by the time you finished all the license test/driving mission/circuit experience/GT league events you should have enough money to buy all the cars in the game once. Some of the more expensive cars can be prize cars for the more difficult events (but they're fixed, no random daily roulette to make sure everyone gets it).

That way, once you "completed" the game you've experienced everything the game has to offer. From then on it's up to you what you want to do. Of course if you want to buy more than one of each car you need to grind. If you want to customize and tune you need to grind. But at least everyone will be able to drive all the cars in a reasonable time frame without repeating a mind numbing oval race ad infinitum.

Honestly, looking at the current car list I'm expecting the grind to be absolutely brutal if the in-game economy is anything like GTS :ouch:

[Skip if you find math boring]

Returning cars from GTS that cost 5 million and above:
330 P4, XJ13, 250 GTO, Ford MkIV - 20 million
Miura, Cobra, D-Type - 15 million
250 GT Berlinetta - 12.5 million
Alfa TZ2, DB3S - 10 million
Stingray Concept - 5 million

Possibly unicorns looking at the GT7 car list (old/historically significant/Pebble Beach winners/confirmed in Brighton Antique screenshot):
Alfa Romeo 8C 2900B Lungo Berlinetta 1937 - ???
Alpine A220 1968 - ???
BMW McLaren F1 GTR Race Car 1997 - 8.5 million (probably similar to CLK LM)
Chaparral 2J 1970 - 15 million (GT5 price)
Ferrari 500 Mondial Pinin Farina Coupe 1954 - 20 million (probably similar to other Pebble Beach winner)
Mercedes 300SL W194 1952 - ???
Mercedes CLK LM 1998 - 8.5 million (BA)
Mercedes S Barker Tourer 1929 - 20 million (BA)
Porsche 917K 1970 - 18 million (BA)
Porsche Spyder Type 550/1500 RS 1955 - ???

For assumption sake, let's take the ??? cars as 5 million.
Total = 272.5 million :eek:

In GT Sport, the best paying race is Premium Lounge Blue Moon with XBOW (375,000 credits with clean race bonus in around 12 minutes). I know the LH Challenges pay more in a shorter time, but it's a one off reward and most importantly, not everyone has the skill to get gold/platinum (which is where most of the money is).

If nothing has changed in GT7, it would take you 8720 minutes / 145.3 hours / 6 days of straight grinding just to buy the above 21 cars :nervous:

Add another 400 or so cars, cost of engine/chassis rebuild for the used cars, JDM price inflation, tuning, paints and bodykits and it'll be at least double that easily.

I hope to god seasonal events, login bonuses and prize car selling returns. Bonus if we can have Sophy as B-Spec as well.

I'll update this list when the game drops with the actual prices.
 
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Of course there isn't, but it doesn't have to be optimal. It has to be acceptable.

Let's take the big ticket cars, and let's assume that they're priced at 20 million credits again. How long should it take to earn 20 million credits at endgame? As the developer, they can choose any number they like. And they can test this against real players if they choose. Let's make up some numbers to demonstrate how that might look.

Earnings rate = 100 million credits per hour (12 minutes to earn 1 car) - 10% of players think this feels great, 90% of players feel like this trivialises ownership and that all cars should just be made free.
Earnings rate = 100 thousand credits per hour (200 hours to earn 1 car) - 2% of players think that this makes the cars feel special, 98% of players think that this feels like they're locked out of ever owning the cars.
Earnings rate = 1 million credits per hour (20 hours to earn 1 car) - 5% of players think that this is too quick and devalues ownership, 20% think it feels about right, 50% think it's a bit much but they'll probably earn enough to own a few cars, 25% still feel like it's locking them out of ownership.
Earnings rate = 5 million credits per hour (4 hours to earn 1 car) - 10% of players think that this is too quick, 60% think that it feels about right, 25% think that it's a bit grindy but doable, 5% think that it's locking them out of ownership.

Whatever it would look like in real life, you can find a balance where most people are either satisfied or at least don't feel like the game is actively preventing them from enjoying the cars. Some people are always going to be unhappy, but that's not a reason not to try and make an economy that appeals to the most amount of people.

The point of the game is to have fun driving cars, and one should be very careful when making cars unaffordable that you're introducing an element that makes the game more fun. Pride in ownership is a thing and can definitely make the game more fun, but it's a fine line. One that Polyphony has arguably missed pretty hard for at least the last few games.
The example I’ve bolded is the one that makes the most sense in my view, not far from GT Sport where one million in one hour is relatively easily achievable. Example 1 and 2 are just ridiculous as you well know yourself with your example percentages for them.

The fourth one honestly seems too easy and quick (assuming not too much has changed from the economic system in GTS). I do understand that it’s a fine line with trying to maintain some kind of rarity for a couple of cars and at the same time keeping the game welcoming and not making the challenges of collecting all cars insurmountable. However, if you go the too easy road then what’s the point of a credits and buy car system at all?

That said — they should definitely raise the XP and credits rewards for online racing. That it was the complete other way around in the online focused GT Sport title makes no sense. A little more balance between the two modes, perhaps? And the old login bonus percentage system could potentially be useful.
 
How about if the game economy wasn't broken so that you could play the game a reasonable amount and still have enough money to buy the things you wanted in game? Revolutionary thought, I know.

Good luck buying one or two 20m credit cars for playing reasonably...
 
YThe fourth one honestly seems too easy and quick (assuming not too much has changed from the economic system in GTS). I do understand that it’s a fine line with trying to maintain some kind of rarity for a couple of cars and at the same time keeping the game welcoming and not making the challenges of collecting all cars insurmountable. However, if you go the too easy road then what’s the point of a credits and buy car system at all?
Bear in mind, @Imari is referring to earnings at the late/end game level, you have already (theoretically) raked in hours upon hours of game time, just to get to the position to earn this many credits. Is it still reasonable to have to put another 20hrs in for each of the 20m Cr cars?

Of course it's subjective, but it's a definite no for me. I know m view is just that, my view, but it's only from GT5 (excluding the seasonal events which were one-off payments) that earning Cr to buy the most expensive cars has become such a chore. There was little wrong with the economy and car prices in GT4.

Again, that's my view. And as someone who has a full time job, a house to keep and a wife, I simply don't ever get to use those 20m Cr cars because I simply cannot put that amount of time in.
 
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Got too admit i'm hoping I don't have to grind the hell out of the game , i've set my sights on the 917K . Probably the car i've forever wanted in GT . At 18 million it may take a while to get , but one day it will be mine .
 
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Just look at it this way, No need to grind/rush/hurry the game along. You will have until 2028 before you're going to hear about GT8 being delayed until 2029!
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Got too admit i'm hoping I don't have to grind the hell out of the game , i've set my sights on the 917K . Probably the car i've forever wanted in GT . At 18 million it may take a while to get , but one day it will be mine .
Don't worry, I will possess all cars in GT7. It's not a grind, it's having fun :)
 
Don't worry, I will possess all cars in GT7. It's not a grind, it's having fun :)
There are definitely some people for whom the balance of the economy is functionally irrelevant, as they'll play enough to afford everything anyway. The game could still be made more fun for other people without affecting their experience at all.
 
If GT7 is designed the same way as GT Sport, I don't see any problem with money ectr. get. I didn't have to "grind" any races to get money.

I simply completed the driving school (license exams) and made all the route experiences. 100% campaign and done. Plenty of cars and some money dusted off, that was easily enough.
Yeah, looking back on all the ways I played, even for some players with a half hour a day, for six months, can amass enough cars to suit their game play.

Initial first car, birthday car, circuit experience, daily reward. That’s a start. Driving School and Missions, Credits from Professional League races and finding another half hour, for one hour a day to complete an Endurance race, can help clear cars 100,000 Cr and under. All without buying the LHTT.

Even with data showing GTS has one of the worse economies of the franchise, it mainly depends how people want to play the game.
 
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