When you hit a gravel trap its as if you hit a brick wall?

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Some of the gravel traps, grass patches and run-off zones have these anti cheat measures. It's not all of them, obviously, only those that are typically used to cut corners and shave a lot of time off of your lap. This is basically T10's rather simple replacement for a flag system.

I'd prefer it if players would be forced to drive through the pits afterwards or face a disqualification, but I guess that this is better than having no way to punish corner cutters at all.
 
Some of the gravel traps, grass patches and run-off zones have these anti cheat measures. It's not all of them, obviously, only those that are typically used to cut corners and shave a lot of time off of your lap. This is basically T10's rather simple replacement for a flag system.

I'd prefer it if players would be forced to drive through the pits afterwards or face a disqualification, but I guess that this is better than having no way to punish corner cutters at all.

Its just annoying when you genuinely go off into a gravel trap and then you get stuck in it then it doesn't allow you to rewind the game. :mad:
 

I'd prefer it if players would be forced to drive through the pits afterwards or face a disqualification, but I guess that this is better than having no way to punish corner cutters at all.

In some ways I prefer this method to flags, it's extremely annoying to have someone shortcut a corner on the last lap to beat you, nothing a flag system can do about that.

The best solution would be to have both systems to switch between for public or private races, but that would take a lot of time to develop, tweak and maintain.
 
Its just annoying when you genuinely go off into a gravel trap and then you get stuck in it then it doesn't allow you to rewind the game. :mad:
Yeah, I know. It's even more annoying if someone slams you into those gravel traps. However, I prefer it over nothing, still.
In some ways I prefer this method to flags, it's extremely annoying to have someone shortcut a corner on the last lap to beat you, nothing a flag system can do about that.

The best solution would be to have both systems to switch between for public or private races, but that would take a lot of time to develop, tweak and maintain.
Well, yeahl, neither system is the ultimate solution. However, flags are, at least, the real deal :lol:
 
Some of these "sticky areas" are on the outside of corners (instead of the usual "ice pavement" to discourage running wide), or hug right up to the very edge of the track (eg. inside of Indy oval). Other times there's no sticky area in a spot where you can get a real advantage. It's inconsistent and broken.
 
I'm really not a fan of the 'quick sand' gravel traps in this game. I understand why they are there, but personally I'd like to see an option to switch off the exaggerated deceleration effect. For example, if you're racing in a private lobby with a bunch of trusted friends who are clean racers, there's no real need for these anti-cheating gravel traps.
 
Some of these "sticky areas" are on the outside of corners (instead of the usual "ice pavement" to discourage running wide), or hug right up to the very edge of the track (eg. inside of Indy oval). Other times there's no sticky area in a spot where you can get a real advantage. It's inconsistent and broken.

Its inconsistent yes, but i'd say its some of the players who are broken. Sadly folks will cheat and in Forza 3 it drove me to anger the amount of idiots who cut the corkscrew at laguna seca....... there would be no need for any of it were it not for people who feel they have to cheat in a game....

Theres still areas in 4 that they can do the same.

Senario me in non LB car, trying my best to drive properly, some idiot in an LB car read glitched superbee, who cuts corners and wins.......hate it. Simple fix in MotoGP 2007(?) if you went off it added onto your time, so at end of race you may have won but time penalty for excursions would demote you down the grid.....
 
Cheating is cheating, but the sticky areas are kinda like intrusive and annoying DRM for "preventing" piracy -- all they really do is annoy everyone trying to legitimately enjoy the game.

Consider this: the leaderboards already split "valid" and "invalid" laptimes, and your laptime can be invalidated by celestial events, looking at the Xbox funny, or because a pastor in Botswana farted. In the Event List, you can force the AI to drive stock cars AND remove the restriction on your own PI, yet still complete the events. So why do the sticky areas persist through all offline modes?? What purpose do they have beyond making online races feel "fair"?

I admit I wouldn't have anything to complain about if the sticky areas were limited to off-track corner cutting areas. If I really go off the track, that's my own fault. But they're spread so liberally that putting just two wheels off (acceptable according to our own racing series, rule 16B) or nudging the edge of the track is a potential hazard.

This seems to be a widely despised feature, and T10 would be wise to tweak it for FM5.
 
Cheating is cheating, but the sticky areas are kinda like intrusive and annoying DRM for "preventing" piracy -- all they really do is annoy everyone trying to legitimately enjoy the game.

I wouldn't say everyone, I accept they are there and the reasons why. If like Luminis says somebody bumps you into them, while it's frustrating it rarely produces a more than a 'meh' from me. That only really happens when racing people who have no interest in racing cleanly anyway in my experience, those types are welcome to that win that they seem desperate for. I'm mostly trying to position myself out of being in that situation in the first place anyway. Most sticky spots are not in the best passing areas (from memory).

So why do the sticky areas persist through all offline modes??

Probably because it would require two track models for each track with sticky spots. Disc space is at a premium with this title for the most part.
There's already the option in multi-player to reduce grip around the whole track, if it were possible to reduce grip locally for those spots I do get the feeling it would be an option already.

Simple fix in MotoGP 2007(?) if you went off it added onto your time, so at end of race you may have won but time penalty for excursions would demote you down the grid.....

Seems they thought of this and preferred the system currently in place

Dan Greenawalt
Depending on the type and location of the exploit, we’ll use different physics effects. The goal is to limit the impact to players who make an honest mistake, while still sending a very clear message to cheaters that they should give it up.

This way, if you’re door-to-door with someone, you know that you’re really fighting for the lead. There’s no hidden time penalty to wait for. If you cross the line first you’re first. There’s no waiting and wondering.

Read more here http://forzamotorsport.net/en-us/underthehood4/
 
Other times there's no sticky area in a spot where you can get a real advantage. It's inconsistent and broken.

Like on Circuit de Catalunya, just before the last corner there's that tight corkscrew. I was using that track to tune my xb falcon, and I found you can easily cut both of the corners by about a meter or so and the sticky grass won't stop you.
 
EdP
Like on Circuit de Catalunya, just before the last corner there's that tight corkscrew. I was using that track to tune my xb falcon, and I found you can easily cut both of the corners by about a meter or so and the sticky grass won't stop you.

I think they moved it back further and lessened the slow down since fm3 at that spot. So many piles there before :lol: You'll also find if your wheels aren't touching the ground via jumping the kerbs that's why it doesn't slow you
 
I know the gravel in Forza is to prevent skipping corners, BUT that stuff is meant to slow down Formula 1 cars down from 150. So there is some realism there.
 
I know the gravel in Forza is to prevent skipping corners, BUT that stuff is meant to slow down Formula 1 cars down from 150. So there is some realism there.

That's true, I find it unrealistic though that you can be going 200mph and go into the sand - then come to a complete stand still in under a second lol :)
 
I remember some other racing games penalising drivers by slowing tyeir car down to a crawl for a few seconds. That's more annoying than this is.

At times when my driving ability is less than optimal (ie after coming back from the pub) I've used the sticky grass at the end of a long straight to slow me down after sprinting past the other cars so I assume the feature can be exploited by unscrupulous drivers.
 
I remember some other racing games penalising drivers by slowing tyeir car down to a crawl for a few seconds. That's more annoying than this is.

Ferrari Challenge on PS3 does this.

Just clipping some curbs would force your car to 20mph for 5 seconds. Made me rage a lot lol.
 
I have to say, this has been the most annoying thing for me in Forza 4 so far.
 
I agree, it's really annoying.

The only thing I wish they would fix is if you get pushed in by the A.I you shouldn't slow down.

There have been countless times I have had a clear inside line advantage only to be smashed into a trap by the A.I and having to watch all the cars pass me by.

Maybe if the races were a little longer I would have time to catch up, or at least try to, but if that happens on lap 2 of a three lap race, I'm pretty much screwed.

Maybe it's just me but i have noticed that if the A.I gets pushed into the trap they don't seem to slow down at all.
 
That's illogical. Modules and individual elements can be grouped and disabled/adjusted in any modern code base/programming library. I imagine they are left enabled in offline mode purely for consistency - not for technical reasons.

Is it illogical? The game code currently can't handle different offsets front and rear for cars, that's been confirmed by the closest thing to an inside source Mr Badned. If it can't do that which seems a relatively small ask, what else can't it do? this seems a much bigger ask IMO. It may be possible in other games and code, but I wouldn't just assume it's possible here.
 
Hmm, I dislike the feature not because of what it is but because of the fact it doesn't work as intended in some places.

I've seen you can easily run wide/cut certain areas where you can blatantly gain an advantage (alps anyone?) and then other times like the edge of Indy where it's just unnecessary, you'd lose more than you gain by cutting that grass a little bit.

It's the same in other areas too, a corner where you would run wide onto grass (and you'd be slower anyway) you stop dead and lose at least 5 seconds or more.
 
I consider the magic sand traps much worse than no regulation at all. If someone wants to cut by me on the last lap, just to see "1st place" pop up on their screen, why should I care? I obviously won the race regardless of what the game says.

On the other hand, if I accidentally spin, try to avoid a crash, or get shoved off the road, and then my car magically stops, that's pretty game breaking. It pretty much ruins the race.

Forza's magic sand should have never been included in the game. If they wanted to penalize cutters, get a proper system in place. DQ them automatically if they cut on the last lap, or add time to their total time such that even if they pass the line in first, they can still lose.
 
I consider the magic sand traps much worse than no regulation at all. If someone wants to cut by me on the last lap, just to see "1st place" pop up on their screen, why should I care? I obviously won the race regardless of what the game says.

On the other hand, if I accidentally spin, try to avoid a crash, or get shoved off the road, and then my car magically stops, that's pretty game breaking. It pretty much ruins the race.

Forza's magic sand should have never been included in the game. If they wanted to penalize cutters, get a proper system in place. DQ them automatically if they cut on the last lap, or add time to their total time such that even if they pass the line in first, they can still lose.
Uhm, dude... With your proposed "systems", you'd still be punished for accidentally spinning, trying to avoid a crash or getting pushed of the road. Your car just won't stop due to the sand, you would be disqualified immediately or lose at the end of the race due to the added time.

Let's face it, there's only one way to get around those issues, and that is to have some sort of highly advanced AI that acts like a racing steward and is able to differnetiate between accidents and intentional corner cutting.
 
Uhm, dude... With your proposed "systems", you'd still be punished for accidentally spinning, trying to avoid a crash or getting pushed of the road. Your car just won't stop due to the sand, you would be disqualified immediately or lose at the end of the race due to the added time.

Let's face it, there's only one way to get around those issues, and that is to have some sort of highly advanced AI that acts like a racing steward and is able to differnetiate between accidents and intentional corner cutting.

You could add to my methods some way of determining who is at fault, though I guess maybe you could do the same for sticky grass. At least what I suggested does not look/feel ridiculous though, and given that I race online for fun, what I don't really care if I end up in last when I cross the line first because someone knocked me off the track. I do care if I get stuck in fly paper, which changes the whole race.

Still, as I said, my preference is simply no regulation at all until we get a very good racing steward option (AI or player spectator). Offline it doesn't matter. Online, make it optional so I can turn it off.
 
I dont like it either. I play as realistically as possible, on expert mode, and that reminds in a very sudden way that im playing a game.

The best solution would be to lose control and get dirt on your tires, compromising their grip for a lap or something. That punishes you if it was intentional and is also a realistic consequence if that happens accidentally.

But lets not go there, it would be good enough to allow us turn it off in the difficulty settings.
 
This system is a lesser of two evils IMO. I feel a flag system would have its faults and so does this. It's just there to me I'll be honest I don't encounter any problems with it too often. Trying to take someone on the inside and being blocked out and come to a dead hault can be frustrating but oh well.
 
^ It would be an acceptable solution if it were applied in a way that's consistent and follows some system of logic. Currently it's almost random, and unpredictable until you discover the spots yourself.
 
^ It would be an acceptable solution if it were applied in a way that's consistent and follows some system of logic. Currently it's almost random, and unpredictable until you discover the spots yourself.

Yeah I agree, on Camino Viejo (I think) there are many corners that I cut and think I'm still on the track go a little to far over and get hit by a dead zone. Some tracks theyre good, some bad.
 
But lets not go there, it would be good enough to allow us turn it off in the difficulty settings.

This, at least as far as racing by yourself is concerned. Allow for it to be turned on and off in the difficulty settings, there's no harm in cutting corners if you're racing by yourself. For online races, it could always be an option in the settings when you set up a race. I've had a lot of fun in GT5 in races where cutting corners was explicitly allowed. In fact, some of the best fun I've had in offline mode was using highly underpowered cars against a competition where you've had absolutely no chance of winning if you were to race cleanly, and then take that course for all it's worth. Actually, thinking about it now makes me want to play GT5 again. :lol:
 
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