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Forza Motorsport 7 releasing on PC 3rd of October - This time not a demo.

Perkel

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Microsoft actually for once actually shown they actually know that they have PC platform and they will be releasing best racing game currently on it. Unfortunutelly for most of codexers it will be on their "favorite" Windows Store and DX12 so win10 only.

As much as you can hate MS, Win10 and WinStore Forza 7 is something for racing fans that can't be casually blown off as garbage.

I play a lot racing games and from what i can see Forza 7 seems to be the best racing game there is for money you can spend. Unlike Forza 6 Apex which was basically demo of Forza 6 for xbox this time PC version is full one with unlocked framerate, proper support for almost all wheels there are.

You may wonder why should you play F7 ? Because it is first time when PC platform actually get proper big racing game. Sure there are games like PCars, Iracing, R-factor, Asetto Corsa etc. but aside from maybe Pcars most of them feature few cars and few tracks, mostly no single player (aside from just driving), no upgrades to your cars, no painting so you can ride with big cock on your hood, no progression systems etc.

F7 like Gran Turismo is simply packed to brim with cars, tracks etc. In fact F7 seems to be the best of them as it features 700+ cars (almost no same version doublers and no 50 skylines), shitload of tracks, nice graphics, amazing sound (unlike Gran turismo), robust online that doesn't require you to basically work with excell daily and shitload of single player content. Oh and it is actual sim not some arcade game.

So for any racing fan who didn't have before console this is dream come true.

Frankly when it will come out i think there won't be any competition to it. Pcars2 seems to try to go on with it with track count but it will only feature about 150-200cars and almost no other features.



 

Perkel

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Windows store, into the trash it goes.

True but game is simply too good to leave it.

Basically there is nothing like this on PC.

I mean who doesn't want to take old Datsun put V10 into it and fly away around corners ?
 

J_C

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Windows store, into the trash it goes.

True but game is simply too good to leave it.

Basically there is nothing like this on PC.

I mean who doesn't want to take old Datsun put V10 into it and fly away around corners ?
I would put up with it being in the Windows Store, but my rig is not enough to play it. :negative: And I agree, this game is such an amazing piece of car porn, it is a sin to pass up just because of the Windows store.
 

Perkel

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What i really like about foza is car customization. Not only you can paint how you want your car but also do hardware upgrades and some of them are amazing like changing completely engine to different one from different car.
 

bonescraper

Guest
I really want to get Forza Horizon 3, but the prices in the Windows store are fucking ridiculous. Is there a cheaper way to get the key? Even G2A sells it for pretty much the same price.
 

Perkel

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FH3 is arcade racer though. As much as i like acrade races it isn't something i could spend 100s of hours on.
 

Perkel

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Perkel

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time to make people butthurt:

DhmGFFC.jpg
 

Perkel

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I spent like 6 hours playing FH3. Damn it is really fucking good game and gorgeous too.

Though i spend more time painting cars than racing lol. ATM working on codex car. Above one was just something i did in 5 minutes. New one will be glorious.
 
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Perkel

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You never played Forza Horizon game until now? Damn, son.

Nope i think it never released on PC aside from FH3. I usually avoid arcade racers but this is a lot of fun. I think this and Just Cause 3 will be my non rpg games of the year.

Still when Forza 7 will come out i don't think i will get back to it. Speaking of which DF did video about Forza 7 with new gameplay:

 

Perkel

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It still blows my mind that Forza 7 will have 700+ cars in it. I mean last time when game had this many cars in same quality was Gran Turismo 4. Gt5 and Gt6 cheated (they added ps2 models) and only had about 150 (gt5) and 240(gt6) models with full proper quality and ton of those were either concept cars or redundant like gt version of same car. Also those 700+ cars won't be 50 versions of skyline but all proper quality cars.

Also going by how much Turn10 releases cars post launch by the time Game of they year edition there will be easily 800+ cars

Also from what i read devs for Forza 7 overhauled audio engine and added shitload of new audio stuff. Forza audio was always good but this time it sounds bonkers with all those cockpit clanks, rubs and shit.
 

Perkel

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Bought it today on PC for 59€.
Just upgraded my net to 30Mbit/s from 10mbit/s just for 100GB preload of forza7 lol.

My G25 is ready :)


edit:

Actually it is 97,3GB also it looks like it is total installation size rather than what game actually downloads. So game is downloaded as packed and unpacks as it is installing which should bring down a lot amount of stuff downloaded.

I see often something like 30MB/s rather than something like my max speed of interenet which is 3,6MB/s
 
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Astral Rag

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Loot boxes have reached a new low with Forza 7’s “pay to earn” option

At this point, it would take something monumentally stupid to reverse the "loot box" trend in video games. The practice, which combines real money, virtual items, and random chance, has been found in various free-to-play games for years (and has been showing up more in fully priced retail games recently). The sales pitch, in short: by paying a little more real cash, a player will more quickly unlock a random item in the game (and see a flashy animation of a box opening—that part is apparently crucial).

This racket often skates by because game makers say that they're hiding "non-essential" and "cosmetic" items in these boxes. Game makers also point out that these "random item" boxes can almost always be earned simply by playing the game. Who's losing out?

The problem, as far as I'm concerned, is the poison these random-prize systems inject into their games' design. I've been biding my time, waiting for a loot box system so stupid and unnecessary that I can finally name and deconstruct the demonic practice in no uncertain terms. For that reason, I wholeheartedly thank Turn 10 and Microsoft Studios for the loot-box disaster that they've cooked into this week's release of Forza Motorsport 7.

Defining “pay to earn”

Before breaking down the greater problem with loot boxes, let's start with the Forza series' brand-new take.

Previous Forza Motorsport games have let fans trade real money for virtual "CR" coins, which are also easily earned in races. Those coins can be spent to purchase new virtual cars for your garage. Should you no longer want a specific car, you can auction it off to other, real players, and they'll send you some of their own CR coins in exchange.

Forza 7 adds the new option to spend CR coins on loot boxes, which Turn 10 has renamed "prize crates." Forza's boxes come in a variety of names and CR costs. At the low end of the spectrum, the "basic mods crate" costs 20,000 CR—an amount that can be earned by completing two standard Forza 7 races. On the higher end of the spectrum, you can buy an "elite mixed crate" for 150,000 CR or pony up as much as 300,000 for a limited-time "lucky car crate."

Let me be clear: As of press time, Forza Motorsport 7 does not let you pay real money for its CR coins or for its loot boxes. But that will almost certainly change. Turn 10 confirmed its plans in a statement to Ars Technica: "Once we confirm that the game economy is balanced and fun for our players out in the wild, we plan to offer Tokens [a real-money currency that works like CR] as a matter of player choice. Some players appreciate using Tokens as a way of gaining immediate access to content that may take many hours to acquire in the normal course of play. There will also be an option within the in-game menu to turn off Tokens entirely." That being said, the following criticisms apply to Forza 7's loot boxes even without them being attached to a real-world economy.

Much like other in-game loot boxes, those in Forza 7 unlock random in-game cars and cosmetic items (and I'll get to those). But Forza 7 adds a peculiar and arguably non-essential twist to the loot boxes' random contents through a new item called a "mod." That might sound like an item that will modify a car to enhance its performance, but it actually modifies the circumstances of the next race—and, consequently, the amount of CR you can earn in that race.

Apply a "night race" mod to your car before a race, for example, and you'll turn your next race from day to night—and earn 30 percent more CR on that race. An "instability" mod turns off one of the game's "driver assist" perks in exchange for a 30-percent CR boost. Some mods don't count unless you complete an objective, like pulling off two "perfect turns" in a race. Other mods simply grant a flat CR reward boost in your next race without additional requirements.

Changing the difficulty or terms of a single race in exchange for a higher CR payout will sound familiar to Forza fans, because this used to simply be a standard thing you could do whenever you wanted. Players could manually add or remove certain assists—like "driving line" marks of where you should accelerate and brake—and get more CR per race for having fewer assists. That's no longer the case. You can still adjust the assists as you see fit, but you won't be rewarded for doing so... unless you have the right mod in your inventory.

Turn 10 has taken away a solid "play how you want for more CR" system in order to have a new, more marketable loot-box gimmick. But Forza 7's mods, which can only be earned in loot boxes, are primarily just another way for players to shuffle their CR coins around. The loot box system encourages players to dump their stacks of CR into the loot box economy in order to earn more CR. Spend CR to make CR! That's just good business.

In some ways, this reminds me of deck-building board games like Dominion, which are at their worst when players obsess over the math of a perfect deck of cards instead of interacting with other friends at the table. In other ways, this reminds me of slot machines, which randomly dole out bonuses and percentage boosts at just the right time to give players little endorphin rushes right before they might otherwise quit. Either way, this kind of play effectively takes you out of the driver's seat—or even the pit—to become a bean counter.

Does the clown smile behind tinted glass?

Turn 10 also painted itself into a "cosmetic item" corner by making previous Forza games so open to liveries and paint customizations. The series' developers did right by the sim-driving community in letting players freely and openly paint their favorite cars with in-game editors and share those designs with other players at no charge. That hasn't changed in Forza 7: sexy new car designs are not hidden in loot crates, and that's great news. So, then, how can Turn 10 sneak a cosmetic option into its loot boxes?

The answer is hilarious: driver outfits.

That's right. You can now dress up an in-game character, whom you pretty much never see during the course of a race, thanks to realistically dark windshields and camera angles that in no way emphasize what color or design of outfit your race car driver is wearing. To combat this inherent limitation, Turn 10 shoves your driver into your face by having him or her stand around menus all of the time. They stand alone, constantly pantomiming a high level of excitement in spite of almost always standing in an empty garage next to a single car. Everything they do, particularly clapping hands, looks robotic and weird. In spite of these limits and awkward animations, you still have the opportunity to dress your driver as a doctor, a cheerleader, a mime, a clown, or more, complete with zany helmet designs to match.

Even here, there are a few catches. First, the game at launch includes a whopping 361 costumes, but they must all be individually unlocked (with the exception of outfits unlocked by either owning prior games or by paying for the game's "deluxe" version). More than 100 of those are color-differentiation clones of the game's more generic designs, which dilutes the unlocking pool. Worst of all, you cannot individually unlock outfits with in-game currency. If you're eyeing a specific outfit, you have to hope that you open the right prize crate or find it as a random reward for leveling up via the game's "experience points" system (which can take as many as eight races to do per XP level).

You can also unlock cars via prize crates, but only a few of the more expensive crates offer this option. It's unclear at this early point in the game's existence whether their high cost—at least 150,000 CR and as many as 300,000—pans out as a value for the "legendary" cars they unlock. Even if you pay the dear price, though, you're not even guaranteed some of the pricey crates. You're more likely to unlock mods, driver outfits, and "banners" to assign to your driver's profile page.

Old-school games tainted by new-school loot

The list of "games with loot boxes" is painfully long—and gets longer if we get into the history of the practice, which would have to include Team Fortress 2, huge Eastern MMOs, and Japan's wave of "Gacha" smartphone games. Forza 7 follows the remarkable trend of retail-priced games, including Microsoft's own Gears of War 4 and Halo Wars 2, implementing their own takes on loot boxes in the past year. In Gears 4's case, loot boxes can unlock either cosmetic outfits or perk cards for the game's Horde mode (and the latter more or less destroyed that mode's fun factor).

But there are two other loot-box stories from just this year that show the practice at its worst.

The first is in a "to be continued" state, because it involves a game that isn't out yet. Middle-Earth: Shadow of War will ask players to enlist the help of various orcs and trolls to fight on your side. While this can be done in the normal course of gameplay, Shadow of War will let players spend both virtual and paid currencies on random-character unlocks.

This appears to be the game industry's most brazen example of "pay for a random thing that actually impacts gameplay" yet, but until we play the final version, the total effect remains a question mark. I sure hope the final product is better than it sounds. Teasing consumers with paid, gameplay-boosting add-ons in a fully priced retail game is the nightmare we've all feared since Elder Scrolls' horse armor brought microtransactions to the masses. (In very good news, Warner Bros. recently backed off on a plan to charge players for a character unlock whose proceeds would go to the family of one of the game's late artists. Instead, WB will donate a flat amount to that family.)

The second recent loot-box story is easier to break down, at least. This summer, a whopping three "old-school first-person shooters" launched on PC, all saddled with loot-box economies: id Software's Quake Champions, Cliff Bleszinski's Lawbreakers, and a strange shooter called PWND from a team of ex-Treyarch devs. In all three cases, the games have an up-front retail cost with loot-box costs built on top. Two caveats: first, Quake Champions is currently in "paid early access," and it will eventually become free-to-play with rotating "free hero" options like in League of Legends. Second, PWND only has, er, five characters right now, so its publisher, Skydance Interactive, has opted to freeze paid loot box purchases until more characters debut.

Even so: in all three games, loot box progression drives every single thing that players do. Win a match, beat a challenge, or accomplish something special, and the game will add a few more points to your "next level" meter, which will eventually drop a cosmetic-loaded loot box at your feet. The perks include new colors and designs for your weapons, armor, characters, and tertiary aesthetic things like "graffiti tags." (All three games also remind you in no uncertain terms that you can snag a loot box much faster if you use your credit card.)

That should all sound painfully familiar to anyone who has played Overwatch, the modern lord and master of the loot box. But I group these three shooters' loot boxes together because those games just don't work in the same way as Blizzard's hit. Overwatch blew up as a "hero shooter," in part because each of its characters shines best in a specific, limited fashion. It's not just as simple as breaking down their classes of "tank," "healer," "defender," and so on; even Lucio and Symmetra work quite differently as support characters, let alone the differences between Tracer and Torbjorn. While I abhor loot boxes in general, games like Overwatch and Dota 2 revolve around individual character mastery—and random unlocks both reinforce your love for a particular character and keep you bouncing between cast members to master their wildly different play styles.

The same cannot be said for the aforementioned old-school shooters. Every Lawbreakers character, in spite of different weapons and maneuvers, is nigh identical in terms of high-speed, Unreal Tournament-esque combat. The other two games' characters are even more similar to each other mechanically. As a result, these games' loot boxes feel far more divorced from their gameplay when they trap you in menus in order to convince you to claim credits, trigger flashy animations, and cycle through new character outfits and accessories. I find there's less joy or discovery in getting a new outfit or "victory pose" for "muscular dude who pretty much plays just like skinny dude."

Slice them off like a cyst

But I don't dare forgive the loot box practice, even when it's "sensibly" added to a game. Loot boxes prey upon game fans the same way slot machines prey on gamblers. They tease players with flashes, sounds, and animations, all designed to prime our mental pumps for whatever aesthetic surprise might pop out. Those games also make sure to shove those aesthetic bonuses into our face whenever possible, whether in the form of an avatar popping up in menus or your opponents' unlocked perks flashing and dancing around during their victories and/or your defeats.

(They have to do this, in part, because a lot of their perks, like character outfits, aren't even visible during the course of traditional play. You're not walking up to a mirror in the middle of a first-person Overwatch match to see your Halloween-themed vest.)

This is why you should play our game, they figuratively shout. This is the point.

Screw that. It's bad for game design. It's poisonous to a game or developer's reputation. And it's irresponsible manipulation of player psychology, especially for an industry that knows all too well how young its audience can be, ESRB ratings be damned. I am generally reluctant to cry about "thinking of the children," but decades of study have revealed consequences for young people who have been normalized to the idea of compulsive gambling. (Here is one study on the topic from 1994.)

I really like the idea and feel of Lawbreakers. I would almost rather the game slice its various classes and outfits off like a cyst—and let the game shine as a high-speed, low-gravity, shoot-backwards game whose greatest reward is its frantic back-and-forth battling. And I wish games like Overwatch and Forza 7 didn't tell me how much closer I was to their next seemingly unnecessary loot-box unlocking. I paid full price for these games. I tried voting with my wallet to play a game that was done charging me money.

Loot boxes should offer an alternative type of wallet vote to let interested players dip their toes in and play with an obvious handicap. Instead, they're spreading across more games' halls and entryways like weeds—and after we've already paid for entry into their country clubs. It's no longer enough to shrug these practices off and say that the "market will decide" on whether people pay for these optional loot-box unlocks. Developers won't stop planting these bad ideas into the hearts of their games until more people cry out.
 

Kitchen Utensil

Guest
Forza 7 is shit.

It's Forza 6 with a slight graphics overhaul and none of the flaws/bugs fixed. The AI is still shit, controller steering is still assisted as fuck (even with all assists turned off and sim steering); the racing and driving part of the game hasn't been fun since Forza 4 and has actually been degrading ever since.

And that loot box shit is absolute cancer.
 

Perkel

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idk it looks like a fun way to spend needless CR you have which is always a problem after a while if you play forza or GT.

It would be shit if you could only spend RM on it and they lock you out of stuff which in this case it doesn't.


Forza 7 is shit.

It's Forza 6 with a slight graphics overhaul and none of the flaws/bugs fixed. The AI is still shit, controller steering is still assisted as fuck (even with all assists turned off and sim steering); the racing and driving part of the game hasn't been fun since Forza 4 and has actually been degrading ever since.

And that loot box shit is absolute cancer.

One mans shit is other one meal. It is first full fledged Forza for PC.

PC doesn't have GT or Forza like game and now it will have one and from looks of GT it seems like Forza soon will be the only racing game that exist is same form as GT.

I fully expect GT to sell less than a 3 mln this time.
 

Perkel

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Ok today is 3rd so i managed to play it a bit. So far so good. Physic wise there isn't much difference between Forza 7 and Assetto Corsa. Bought Civik 95' Type R and Golf Gti 97' (3)

At start i had some issues with my G25 logitech wheel with deadzone and overall lack of proper feedback but then i used those settings and it works more or less like Asetto Corsa:

Profiler:
Overall - 105%
Spring - 100%
Damper - 0%
ENABLE Center Spring - 0%
Around 875 degrees rotation
ALLOW game to adjust settings

In-game:
NORMAL STEERING
Vibration - 50
FFB Scale - 100
Str Sensitivity - 100
Str Linearity - 40
FFB Understeer - 50
FFB minimum - 150
Damper - 0
Center Spring - 95

Only thing i changed was Normal Steering to simulation as i couldn't feel on wheel weight transfer on normal which i am adjusted to feel in GT games and various sims.

I think biggest fun will come from just practicing as you can set up race as you want and you will earn CR anyway. I even set up 1 lap neuburgring race as default one to test cars and upon finishing it you get 10k CR. Imo you earn money to quickly in it so the whole thing with loot boxes is way to overblown.

Perfomance wise: I have right now 7700k (@4,8ghz), 8GB 3khz ram and AMD HD7970 i play it at 4k res (scaled down to my 1080p display) @ 60fps everything set on almost max and i don't see any stutters and performance really is great. I did not play yet i full storm but i am guessing this is where framedrops with those settings could happen.

I fucking love tuning in this game. I can take Civic Type R and change displacement from Vtec to 3,7L racing Vtek, I can change from FF to RWD and use civik to drift, I can even change it from NA to Turbo if i want.
Also in therms of aero kits both cars come with several kits NFS underground wouldn't be shamed.

My only issue with tuning is that it doesn't cost much. Changing displacement to something bigger is like 4-5k, adding aero kits all around is like only 600CR.

As of campaign i really like idea of homologation for races. Unlike GT where you could get any car as long as it fits some rule (hatch, RWD etc) and you have to face 16 cars from which half will be super slow and only like 1-2 AI opponets will actually be capable. Here you have homologation and from start most of AI opponets have more or less same car performance wise so difference mostly comes from AI rather than car itself.

Multiplayer is something i am yet to try but it should not be shit from what i hear on GTplanet.

Sound is absolutely amazing. I fucking loved AC and i thing F40 there is best sounding F40 ever but Forza not only comes with great car sounds but it managed to have full package. You can hear car struggling in corners just like in AC and more. From what i read they redone their sound system and managed to get same stuff RaceRoom does with its sound.

Graphic wise game is great but has some issues with its dynamic time of day as some textures seems to have baked in shadows that don't jive well with some times of day or fog. At least this is what i noticed on N-ring could be better on other tracks. I really fucking loved one thing though. Dashboard lights are reflected on dashboard. I mean when you drive Civic in night in real life or even by day you have those orange/red dials and lights giving whole dashboard warm feeling. This is actually if forza. I also loved how your car gets dirty over course of track, though i would love to see like in GT5 on PS3 where you car has persistence so if you dirty your car you need to wash it etc or fix it if you damage it.

Overall imo this is currently the best racing game on PC. It has more cars than all of othergames combined + modders can create. It has huge selection of tracks with various layouts that only PCars2 can beat. It has decent enought physics so it could work as proper racing sim for you needs with your wheel.

I will be soon changing my G25 wheel to T300RX + TH8P stick and frankly i can't wait for it. Gear motor in G25 is awesome but when i tried my friend brushless one (T500) i can't go back to g25 anymore. Especially if you want to drift brushless one is imo only option.


My only wish for Forza 7 would be added VR. With VR it would be my dream racing game.
 

Shackleton

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So why not go for Project Cars 2? That has VR support and is getting good reviews from most sources, plus isn't infected with loot boxes and isn't on poxy windows store.

From reading all the reports about micro-stutter and fps dips from intel CPU users, Microsoft still cannot into PC ports it seems. (Also see- Gears of War 4 and Forza Horizon 3.)

For LOL's, here's the Windows Store reviews for this AAA racer:

ZXvwJxR.jpg
 

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