SupaTunaGT
Gran Turismo => General Gran Turismo => Topic started by: MasterGT on February 06, 2015, 02:09:09 AM
-
PDI is interested in collecting a list of corners which we feel that can be cut or taken wide, or where penalties are not applied well while attempting to cheat. I would like to get the list as complete as possible by next Thursday, if possible, so that it can be submitted to Japan before that weekend.
http://community.us.playstation.com/t5/Gran-Turismo-Series-General/Identifying-Track-Cutting-Areas/td-p/44947752
If you have something to add to what people have already pointed out, then please do.
Thanks!
-
Everywhere on The Redbull Ring.
The S section before the start finish bridge at Trial Mountain.
Also, this is a terrible thing for PD to be asking now. It implies they do not play their own game.
-
I guess you are right about that but what jumped out at me was this type of douchieness is why we have always needed quality private room settings and host controls and why QM penalties should be set to a draconian level. Collect enough cutting penalties and pay a bonus price for it by not being allowed to race with other people.
-
Eua Rouge at Spa. You can cut the shit out of that turn before penalties nail you.
-
In all variations, Silverstone has some corners that are a cheaters paradise.
Redbull ring
Nurb GT- short cutting the final chicane just before the final turn. Grass jumpers!
Etc., etc., etc. ::)
Yup, Baked. The Penalties are weak. We need driver ratings. D-bags race with D-bags and the good race with the good.
-
:stoopid:
-
I think its gotten better over the years but I still feel the bus stop chicane at Daytona Road Course could use some work.
-
The cars used can make a big difference, too. The faster the car, the less penalties work well. The latest QM at La Sarthe is a good example.
-
Seems to me like the entire penalty system itself really needs to be rebuilt from the ground up rather than throwing bandaids at specific parts of certain tracks. Penalties ought to be more black and white, if going outside the track boundary or making contact with cars / walls is considered a penalty then EVERY instance should be regardless of how fast or where it occurs. The inconsistency I've personally seen and experienced is probably one of my biggest gripes about the system.
I've always liked the way iRacing does it with fixed penalty points for off track / contact infractions, as well as the driver score based on penalty points accrued vs. the number of "clean" laps (or corners I think?). But they run a very different ship from GT so I'm not sure if or even how a system like that would work in a game like this.
-
I am not privy to what PDI are thinking about penalties either, but since they are willing to listen to player's suggestions, I am just passing them on. I think we are here as a result of PDI's legacy of being off-line for so long. They need to catch up to the times because some of these poor penalty areas go way back.
-
I think its gotten better over the years but I still feel the bus stop chicane at Daytona Road Course could use some work.
with penalties on High, it was very accurate in our GT Sats 2.4 hr race last week.
That is something to consider. Penalties seem to be more "tight" on Strong, so PD might feel they've dealt with some of these...
IMO, the bus-stop is just fine.