And that point has been basically adressed by the seasonal events. The biggest time sink is grinding for XP so you can eventually enter races with better payouts. If you start over right now, you'll be at lvl 20 in absolutely no time. The seasonal events, combined with the special events and linceses are a shortcut that wasn't available the first time around.
I did use the seasonals to start about 10 new saves for duping. I know they allow quick money, but it's really duping that addresses the car unlocking issue. Even combining seasonals, I got about 5,000,000 at most (I've not been around for the higher paying ones that have recently sprung up). That's one LMP, and you're broke again.
And even with this duping scheme, giving me many more cars than the game intended me to get, I don't deel overwhelmed. So the game is limiting me for no reason. I can clearly do more, but only if the unlock system wasn't in the way.
I just think it's questionable at best to expect a game that comes with a single player portion to do anything like that.
I for one haven't seen a game that gives you a pop up at says "Finish the game? Yes/No".
But that's what I'm saying. I'm not looking to justify my opinion with precedent. I think the status quo is wrong, and that changing it would be good. I don't expect an unlock button, but I would really like one.
Don't forget that they don't provide them with the perfect tune for every track and possible combination of restictions someone could come up with.
you know, you could, like, get a car you like and set your own race.
Big deal, really. As I said, it's not a case of not being abl to race, but noot being to race everything at once.
This is something else I didn't think about. Unlocking also makes it so that not everyone's garage will line up perfectly, leaving some people disadvantaged for certain races online, where as if everything was unlocked, that would be much less likely.
As for the perfect tune, as in adjustable things like spring rates, shocks, etc, that is fine. I actually don't get why people complain that you can't save tunes, as I just do a test run before each race to set the car (exception being hosts that think races need to start every 30 seconds).
I do quite often pick a car and go race, but that too is limited. So far, I've not been able to go race a C5R, even though I'd really like to. I've only even seen one F1 room with 12+ people, I missied it because I didn't have F1 cars then. And since the F1's are "rare" I probably won't see such a room very often.
Fair enough. My point still stands, though. More experience with a car will most probably result in better lap times with that car. Which can amount to a huge difference.
I understand and agree, but I do not find GT detailed enough in physics to require you to relearn driving when you switch a car. I do feel that way in a few flight sims I play. Those sims have no unlocks, and that really helps me in getting to learn the other aircraft because I get to devote 100% of my time to learning them instead of reaching them.
Being somewhat fast doesn't equal driving a car at its limits, though. See, in the real world, you won't even know what a cars true limits are if you haven't spend some time with it.
Yes, but in the absence of an objective standard to compare my performance to like a lap times by a pro driver, I can't really tell you how far I pushed the car besides saying "a decent pace". I was not driving so slow that the car was completely docile, the steering wheel was rocking about in a way I don't see too often in GT5.
Either way, I do feel that cars in GT are easier to master, and require much less time to push to the limit. Even if it takes months to master a single real car, that doesn't neccessarily transfer to GT5.
See, that's what I don't get. I haven't played GT5 much since its release. However, I could afford basically anything I wanted, unless F1 cars and LMPs. You can prepare yourself for almost any kind of racing fairly easily, so this 'unlock everything' debate feels a lot like people just want to have everything in the game for the sake of, you know, having it.
Well what is wrong with that? It's not my goal; I actually want to drive all 1000, but if people just want them, why not give those people the cars?
If by "afford anything you wanted" you mean 1 or two cars, sure. If GT's credit system were so broken that even that was difficult, no one at all would support it. However, I want to race in a variety of different series, and I don't feel as though it takes longer to learn cars [by that I mean be competitive online] than it does to earn them. I certainly cannot afford everything that I want quickly, and I don't see why I'm wrong for wanting more than you.
From before, it seems like you would answer that I'm impatient and/or selfish. But is that really the case? It's as if anyone who expects to be given a simulator (not necessarily GT) with 1000 cars to do as they please in wrong.
It's just that you don't need those real life-ruining amounts of time to get yourself as many cars as you could ever 'master'. What's the point in complaining abouut not having 1000 cars at your disposal if you only have the time to drive 100 of them anyways?
But which 100? And no matter how many or how little the number of cars I can master, I still have to earn them. That's time spent not mastering them, which makes it times wasted and that time wasted further limits how many I can reasonably master. So basically:
Current way
-Time is spent on racing and online
-unlocking times takes away from racing time
-if player doesn't enjoy unlocking, unlock times also takes away from fun
-this makes unlocks less than worthless for some subset of players
Open game way
-100% of time is devoted to racing, if the player chooses
-this allows for quicker development of skill, or more that the player can hope to master
And I disagree with you that the game gives me enough credits to get as many cars as I could possibly master.
This I can agree with. I think reworking the UCD woould be the better solution, though.
Well, at least we agree on something. However, might I ask why reworking the UCD would be a
better solution? I obviously don't enjoy A-Spec or credits. I assume that reworking the dealership would mean I'd still have to earn money. Why would that make reworking UCD better than having an open game in my case?
See, I said that quuite early on. There's a fistful of disciplines that are hard to come by. Which makes this whole issue kinda overblown, if you're asking me. Anyways, just doing the seasonal events award you with such a load of credits that you don't need to grind much even for Group C racing. The newest seasonals are in the neighboorhood of 4 million credits in payouts if you finish them. And they can be done in, what, 30 minutes?
And this actually kinda proves my point; if there's about one goal you can't achieve within ~5 hours of gameplay, than it can't be as bad as people make it out to be.
But you seem to think that's it wrong to have multiple goals. At some point, you call someone out at wanting too much, but why? What makes that limit so?
Yeah, you need a combination of the most expensive classes available in GT5 to actually make grinding absolutely necessary. Yeah, it's clearly incredibly bad!
It is, because I shouldn't have to grind at all. It's not fun, it doesn't help me as a player, it doesn't make the AI able to drive, and it doesn't make online better. It has no purpose to me, so as far as I can tell, it's valueless. And you don't need a combination. Like I said, Group C alone costs more than the seaonsals payout, even the latest ones. I brought up the combination thing because I feel that gunning to master those groups of cars is realistic in GT. A player can do it in a reasonable amount of time, minus the grinding time needed to acquire the cars perhaps.
Aside from completely debunking the whole idea of the game. That's all there is to it. The idea is to start of slow and weak and improve over time. Why would someone buy a game if that person doesn't want to play it?
The idea is that the player bought the game and can do whatever. I see no reason to oppose an addition to a game unless that addition takes away from some other feature. Also, you said "the idea is..." but then went on to say if you don't play that way, you aren't playing the game. I disagree. Yes, the idea might have been X, but the player can do Y, Z, or λ and still be playing the game.
A while ago, there was a heated thread about rewind in GT, you might remember this, though I don't remember if you took part. I wasn't against rewind, afterall it doesn't change the game at all since I'd be able to not use it. The only reason I could think of to keep it out of the game was time spent programming it, as it's not as important as creating good racing physics and some other things.
How someone plays a game doesn't bother me. GT5P had arcade physics. I didn't like them, so what I did was not go to beginner races. Problem solved. An RPG example would be Demon's Souls. I played it once "properly" because the game was supposed to be hard. Turns out it's just scripted, so the second time it's much easier, even in NG+. So I focused on pvp which was extremely fun and actually challenging, and duped away item after item. You, or some other RPG single player fan might say I missed the point of the game. All I know is, I was having the most fun out of the game, and it doesn't cost you single player guys a thing.
Now, after all that said, I do see where you're coming from (partially). But if a player couldn't get to all of GT5 even with unlocks removed, then why do we need unlocks limiting us in the first place? The game's content will do that on its own according to you.
Also, if the player's time is limited, why limit further by making him do things that don't let him go further to his goal? If someone wants to master 3 different classes of race car, why does he need to do three weeks worth of seasonals? You say that it's impossible for him to put in the time to master them, but maybe that's just because the player can't spend all of his time practicing.