Board Thread:Game Discussion/@comment-184.91.243.240-20180425131715/@comment-28169398-20180425203631

184.91.243.240 wrote: trigger warning:  this is a bit of a rant, but it is also meant to start a discussion

As I punched out of Inheritance with only R$ upgrades, I was irritated and I started to think of what was making me feel this way about the game. Quite simply the game isn't "Real" in any sense of the word. A bit of background on me. I actually race cars for fun and use iRacing and rFactor to learn tracks and test set-ups, so this game is just for fun for me during downtime. But the lack of realism is starting to bother me (and frankly make me think I should stop playing so as to not develop some really really bad habits that might get me killed).

Don't get me wrong, big props to the guys (?)  (e.g., ME7, RR Speed Junkie, ....) that have figured out how to crack this game, but it seems to me that if this is going to be "REAL" Racing 3 it should be a bit more real.

What would they have to do?

1. A semi-realistic damage model:  Slam into the end of the Mulsanne strait at 250 MPH and drive away? Sure no problem.

2. A semi-realistic grip model:  It can't be REAL that if I have 1 inch of inside (i.e., de-weighted) tire on the track that I have full grip and there is little to no effect of having part or all of one of my tires on a surface with vastly different rolling resistence (ie stuff that would normally make you put in a real fight for control or put you in the wall/runout).

3. No more dumb challenges:  Going against traffic in a race on anything less than a red flag really isn't that bright. I get that FM needs their gold, but just make me pay it up front in upgrades to get the car and finish all challanges. LTS are fine.

4. End or reduce bot management:  I get why the do this, but there has to be a better way. It's really boring to drive as slow as you can and still win. Maybe for newer drivers have an easy mode with a lower GC payout.

5. A "smart" throttle and brakes:  In reality throttles and brake levels are not binary (e.g., trail braking). There is no way around this given a tablet/phone input so this would have to stay as is but it would be cool if we could program how our smart throttles and braking work and see some sort of representation of levels.

6. Better corner distance signage: If were going to drive with all assists off, this would be nice.

Any thoughts?
 * 1) I don't disagree with you here, but the problem is the repair times. If they pretty much cripple you after a crash in a multilap race, now you have to wait 3-5 hours for the car to fix, or play ads to reduce the time. And would three laps of clean racing at Silverstone really kill a car that much that it has to be refurbished by the engineers and mechanics? Maybe tires, but most pit crews on most cars can change tires in less than half a minute...
 * 2) Playing on a phone or tablet makes it kind of difficult to see the edges all the time. Without force feedback controls, you are also dealing with a completely visual cue which makes it more difficult to judge. I a race car, do you see the car lose grip or do you feel it?
 * 3) Oddly enough, running the track in reverse helps learning the track. It would be pretty stupid in real life or even on a platform like iRacing, but in a game that has one foot in fantasy and one toe in sim, it isn't that annoying. Just think about the things that you do in a game like Forza Horizon.... There is also a storyline of a street racer making it to the track... and doing some stunt driving along the way. And the Emiratis are rich, but being able to buy every single unit of a production Ferrari?
 * 4) I have suggested something like this before. Adjustable difficulty with Fame Reward bonuses the harder the level you select. Select MoisesGabby to race against and you get negative Fame... Select Dr. Perriwinkle and maybe you get 3 to 4 times the fame reward, and everywhere in between.
 * 5) The newest generation of phones and tablets have pressure sensors, but that would orphan a heck of a lot of players. Then you have the issue of fairness, and while we all know that there is reportedly rampant cheating, someone running a pressure sensitive device should have an advantage in WTTT over other players running older devices (assuming that FM keeps both control models). And really even with the best pressure sensing handheld device, how is that going to compare with an $800 Thrustmaster Wheel and Pedal set? It might be an incremental improvement over the current control, but it will still be out of league with a wheel and pedal set up.
 * 6) Signs aren't great, but there are other clues in the track that give you braking points. Sand on track, seems in the tarmac, even certain shadows are all good cues to use. And given that the braking model is totally unrealistic, would knowing whether you were 300m or 250m away really make that much of a difference. I was running the HENNESSEY VENOM GT last night on the Daytona Road Course. From the Chicane to the start/finish line a fully upgraded Venom gets up to about 450kph. You then brake and you are able to slow from that to 170kph before the left-hander onto the road course. Really? That is what, 600-700 meters? maybe less. You are going to scrub off nearly 300kph in that short of a distance without setting the wheels on fire from the heat of the brakes, assuming they haven't melted either? Yes, I know F1 brakes are pretty phenomenal, but still.

Real Racing 3's success as a game is that it is visually stunning, often makes you forget you are not running a sim and can generate these kinds of discussions, from a mobile game. I remember PC racing games from 15-20 years ago that cannot hold a candle to this, even with a wheel and pedals.