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Thread: [X1/PC] Forza Motorsport 7

  1. #41
    OdinThe1337
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    Tot nu toe wat zitten pielen met de controller, verbeteringen in rijgedrag zijn erg groot. Voelt heel erg goed, opzet van de single player is vertrouwd maar toch vernieuwend en verfrissend genoeg.
    In de regen rijden is nu leuk, in 6 was dat met de vaste plassen die je de muur in lanceerde helemaal ruk.

    Vermaak me prima.

  2. #42
    King in the North Tonne's Avatar
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    Gamertag: TheGreatTS PSN ID: Tonne_Boveld
    "As God as my witness I will put you through that fucking wall!"
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  3. #43
    OdinThe1337
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    De juiste instellingen vinden is lastig, maar ervaring is erg tof met het stuurtje.

    Wat een gejank over de game trouwens.
    Te moeilijk, te makkelijk, loot boxes, bla, bla.
    Mensen die klagen dat ze niet na 1 race alle auto's kunnen kopen.
    Mensen die claimen met VIP status 100 miljoen credits en alle auto's op dag 1 te moeten krijgen.
    Hou toch op.

    Instellingen als abs, stability management stel ik in zodat ik het meeste lol heb in de game. Die paar extra credits zullen me een zorg zijn. Ik rij overigens alle hulpmiddelen uit + sim steering, zowel controller als met stuur.

    Mijn kritiekpunten tot op heden:
    - geen testdrive vanuit tuning menu
    - geen restart race tijdens race
    - geen mogelijkheid auto's zonder homologatie parts te kopen

    Verder, erg veel lol met de game, rijgedrag is goed, aantal favoriete banen terug.
    Prima!

  4. #44
    Administrator Like-a-Bunny's Avatar
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    Klinkt goed spike. Ik heb er ook wel weer zin in.
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  5. #45
    Administrator Rappa's Avatar
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    Gamertag: Rappa1985 PSN ID: Rappa1985 Steam ID: Rappa1985
    Ze waren bij Giant Bomb niet echt te spreken over de game Moet zelf nog de quick look kijken maar Jeff was niet te spreken over de limitaties en de loot boxes. Wel zwaar onder de indruk van het grafische gedeelte.



    en toch lijkt de game niet slecht te scoren.

    Last edited by Rappa; 4th October 2017 at 09:53.
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  6. #46
    Administrator Like-a-Bunny's Avatar
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    QL nu aan het bekijken en ze stippen een aantal vervelende puntjes aan inderdaad. En die kritiek wuif je niet zomaar weg.
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  7. #47
    Race Everything OneSixthRoy's Avatar
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    Gamertag: RoyVisser PSN ID: RoyVisser Steam ID: royvisserares
    Insidesimracing was ook niet al te positief. Zelfs in de meest grippy racewagens begon de kont telkens te glijden bij het aanremmen, iets wat mij ook al stoorde in de demo en forza 6. Pas wanneer hij electronische hulpjes aanzette (stability control) reed het voor hem op een manier dat het gevoel klopte.

    Last edited by OneSixthRoy; 4th October 2017 at 12:29.

  8. #48
    OdinThe1337
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    Inside sim racing review, wat ik mis in het commentaar over rijgedrag is tuning.
    Gewichtsverplaatsing is veel meer aanwezig in de physics, bij hard remmen word de kont licht en kwispelig.
    In de final version is het al een stuk beter t.o.v. Demo. De Porsche introductie bijvoorbeeld is haast onbestuurbaar.
    Hoe komt dat? Homologatie + Forza standaard tune. Auto update was altijd al een drama voor het rijgedrag, standaard tune idem.
    Bouw de auto zelf op, steek wat tijd in de afstelling, heel ander beest. Vering, demping en diff, beetje spelen met de afstelling als je de andere forza games kent, kun je dat vrijwel volledig oplossen. Lift off oversteer is met een degelijke tune opgelost.
    Zijn zeker de nodige verbeterpunten, maar ik zie en hoor heel veel nagepraat waar de nodige basis ontbreekt.

  9. #49
    Race Everything OneSixthRoy's Avatar
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    Gamertag: RoyVisser PSN ID: RoyVisser Steam ID: royvisserares
    Niet helemaal met je eens dat een standaard tune niet goed is en het oke is dat een auto daar onrealistisch op reageerd. Het mooie aan een Porsche is namelijk dat de kont helemaal niet zo licht word met hard remmen, een van de weinige voordelen van de motor op de verkeerde plek Ik snap absoluut wat je bedoelt met dat er met een afstelling een hoop te winnen is, maar een standaard wagen uit de fabriek reageert niet zoals die in Forza doet. En dat er een truckje is met een excel sheet die op vrijwel alle autos in forza werkt, geeft alleen maar aan dat het niet helemaal de correcte oplossing is. De basis van Forza 3 en 4 was nagenoeg perfect, de weight transfer was onwijs mooi en voelbaar, maar (forza 5 heb ik overgeslagen) in Forza 6 kon ik me maar niet vermaken, ik had veel en veel te vaak dat de wagen van uit het niets tractie verloor (en ik ben haast afgestudeerd in voertuig dynamica) en dat heeft mij helaas een beetje teleurgesteld. Op sommige punten rijden de autos in Horizon realistischer als die in Forza 6, en dat is niet de insteek geweest van ze

    Forza 7 Demo had ik precies hetzelfde, ik mis het finesse gevoel van remmen en insturen en "gewicht".

  10. #50
    OdinThe1337
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    Ik snap je punt Roy, maar groot deel van het probleem zit in de homologatie, geen enkele auto, ook de Porsche, zijn stock. Niet in de demo en niet in de game zelf. Ze zijn vol geramd met slecht samenhangende onderdelen + slechte tune. Je weet ook dat je in Forza met een slechte / extreme tune, de auto's rare dingen kan laten doen.
    Voor een stock auto, buy car en dan zonder homologated parts fitted. Of handmatig alle delen er af gooien.
    Echt kale auto, zoals ik in eerdere delen, is voor veel mensen lastig terug te vinden.
    Dat is naast de leaderboards, 1 van de grootste kritiekpunten. Ontbreken van snel toegankelijke stock auto's die de feel hebben van de werkelijke auto.

    Gevoel in het sturen, zijn veel settings voor stuur en heb veel uitersten geprobeerd maar zit nu dicht tegen een prettige setting aan. Kost wel de nodige tijd, ook hier de stock settings matig.

    Er zit een hele mooie Forza in Forza 7, maar ze maken het niet makkelijk voor de oude garde. Je moet echt op zoek, graven en veel van de lagen wegpellen om weer op de basis uit te komen.

  11. #51
    Administrator Rappa's Avatar
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    Microsoft pulls U-turn on controversial Forza Motorsport 7 VIP changes


    Microsoft has backtracked on its unpopular changes to Forza Motorsport 7's VIP bonuses, following a firestorm of fan outrage.

    Late last week, early adopters were dismayed to find Forza 7's VIP bonuses did not work as they had in Forza 5 and 6. Worse, Microsoft had not communicated the change prior to the game's Ultimate Edition going on sale.

    Oli called out the move as a change "for the worse" in an article separate to our Forza Motorsport 7 review.

    Now, in response to the criticism, Microsoft is now pulling a U-ey.

    In a statement issued last night, developer Turn 10 pledged it would revert VIP rewards back to the system used in previous games.

    "Since Forza Motorsport 7 launched into early access last week, everyone here at Turn 10 has been keeping a close eye on our players' feedback," the boss of Turn 10 Alan Hartman revealed in a lengthy, apologetic blog post.

    "The most important thing to us is to maintain open communication with the Forza Community. We've heard what you have had to say and, starting today, you can expect some significant changes.

    "Over the weekend we heard loud and clear from Ultimate Edition owners expressing frustration over the VIP membership offer in Forza Motorsport 7. We immediately updated the VIP description in the Windows Store to alleviate any future confusion. As head of the studio, I apologise for any confusion or frustration our players may have experienced."

    VIP membership holders will get four additional cars as a make-up gesture (2016 Jaguar F-TYPE Project 7 Forza Edition, 2017 Chevrolet Camaro ZL1 Forza Edition, 2017 Acura NSX Forza Edition and the 2010 Maserati Gran Turismo S Forza Edition) and a lump sum payout of 1m in-game credits.



    "Even more significantly, we will be changing VIP rewards in Forza Motorsport 7. This new system will work like it did in Forza Motorsport 6, offering a 2x base credit bonus after every race," Hartman concluded.

    "We've already started work on this feature and we will release it as soon as possible. Look for more information on this update as we near the release date."

    Instead of a 100 per cent increase in credits earned from races, Forza 7's VIP mode currently offers consumable 'mods' with the same effect, but which only worked for a limited amount of uses.

    The change, while annoying, would have been less of an issue if Microsoft had mentioned it prior to many fans already having bought the expensive Ultimate Edition of the game with the expectation VIP membership would work as it had in the past.
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  12. #52
    OdinThe1337
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    Nieuwe patch lost de nodige problemen op.
    Veel aandacht ook voor de mensen met een stuurtje, goed topic op het forza forum, uitgebreide beantwoording van vragen, Thrustmaster heeft een FM7 specifieke update uitgebracht voor de stuurtjes.

    Word hard gewerkt aan verbeteringen op basis van de feedback van de community.

  13. #53
    OdinThe1337
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    Belangrijk voor wie met een stuurtje aan de gang gaat / is.
    Zet steering op normal en niet op simulation.
    Stuurtje + simulation geeft een bug die de ffb in de war schopt en auto's onvoorspelbaar rijgedrag geeft.
    Word gewerkt aan een oplossing, maar voorlopig dus normal aanhouden.

  14. #54
    Administrator Like-a-Bunny's Avatar
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    Review: Forza Motorsport 7

    The king is dead, long live the king


    Forza Motorsport 7 gives off a great first impression. Professional drivers introduce you to the various disciplines of racing while you get to reenact the crowning moments of their career. The game gives you an allotment of “mods” to boost the credits you earn and the campaign mode’s first category briskly moves you along to make you believe this is going to be a high-octane experience.

    Sadly, that momentum lets up pretty quickly. While the actual race mechanics of this latest entry in Turn 10’s flagship series are stellar, the introduction of loot boxes and the decreased amount of credits offered really makes collecting cars a drag. This is not the Forza we’ve always dreamed of, even if it is in 4K.



    Forza Motorsport 7 (Xbox One, PC [Reviewed])
    Developer: Turn 10 Studios
    Publisher: Microsoft Studios
    Released: October 3, 2017
    MSRP: $59.99


    From a purely gameplay perspective, Forza 7 is really solid. The handling model isn’t exactly realistic or strictly arcade style, but a nice balance between the two. Each player can take hours tweaking various mechanics from tire pressure to weight distribution, or you can just pick a car that looks fancy and take it to the track. This is a game that can be as involved as you want or as hands-off as you need.

    The introduction of dynamic weather and time of day is also a big deal. Most racing games give you static options for whether it’s raining or day time, but that isn’t always the case with real-life racing. Sometimes a downpour can happen right in the middle of a grueling endurance race and that doesn’t mean the entire race resets or stops. Forza 7 replicates that beautifully with rain that can start on the final lap or somewhere in the middle and even has water accumulate to cause further hazards.

    It’s a great element to keep longer races feeling interesting, since dialing in tuning options and basically sleep walking through 10 laps is pretty common in these games. Usually when you gain a huge lead, you’ll basically never see another opponent again (unless you lap them). Now, the dynamism offered from these new systems means you’ll have to be extra careful with your tuning to last.

    The best compliment I can give Forza 7 is that it is wildly customizable. There are so many options you can adjust that this game will be as challenging as you want it. If you want to make the campaign longer, why not adjust the race length to “Super Long” and go for 35 minutes? These options aren’t limited to the gameplay, either, since tweaking the look of your vehicle is practically a game unto itself.



    What really starts to impact the whole experience is how Microsoft and Turn 10 have needlessly and thoughtlessly introduced loot boxes. While microtransactions haven’t yet been included (even if they were present in the last few entries at launch), things have taken a considerable turn for the worse with these loot boxes. The biggest change is that racing assists no longer offer bonus credits, meaning your options for boosting your earnings are limited to AI difficulty, race duration, or loot boxes.

    Dubbed “prize crates,” these loot boxes will drop limited-use “mods” that will dole out bonus credits based on certain stipulations. Some of these will restrict you to particular assists (like “Brake Line Only” or “ABS off”) while most are simply win conditions (“Come in Top Three” or “Win by 50 meters”). While that is fine, in and of itself, the fact that these mods have limited uses or that the game pays you so little is infuriating.

    To test this theory out, I put myself up against the ultimate challenge in any racing game: an Endurance race. I selected one of the specialty events that limits mods and took a 23-lap race around Spa. It took me roughly 58 minutes to finish that race and I was awarded 190,000 CR, which is decent enough. With a few mods enabled on the next five race series, where each race was about four laps, I earned 200,000 CR in 20 minutes. That is asinine.

    It hampers the whole idea of even offering assists, since making the game challenging is basically for your own fulfillment. You aren’t going to be receiving a better payout, so why play without braking assistance or with full damage modeling turned on? You might as well put the damage on cosmetic, enable the new auto-driving function, and just hold the gas until you win. It screws up the balance of the campaign mode entirely.



    The awkward pacing of the whole thing doesn’t help matters much, either. I understand that there is only so much you can do to make a racing game ramp up in difficulty, but what happened to the alternative event types? Each of the six cups in the career mode has three special events and that’s it. The really fun “car bowling” game mode and the awesome “passing challenge” (where you’ll need to meet a quota of passes in a race) hardly come up and the track diversity is severely stunted.

    For a game that features 32 tracks and 200 configurations, why am I constantly racing on Brands Hatch and Spa? Even my beloved Sebring only comes up a few times and you rarely race the full circuit. The career starts to feel like Groundhog’s Day, where you’re either repeating the same track with more laps or just going through the motions for the umpteenth time.

    To really put the cherry on top, the gigantic roster of cars is actually locked behind different tiers. Through a car collector tier system, the more expensive and faster cars are all locked until you level yourself up by buying cheaper vehicles. I can understand the idea of wanting players to earn their keep, but with credits being dialed down so much, how am I supposed to save up enough credits to buy my Dodge Viper when I have to buy crappier cars to even unlock the ability? It seems needlessly obtuse and like its sole purpose was to push players towards microtransactions.

    It doesn’t help that if you buy any of the currently available DLC, those cars are offered for free in game and boost your car collector score. If you ever wanted a clear example of pay-to-win, Forza 7 offers it on a silver platter. I have no idea why these changes were made, seeing as how they don’t make progression particularly engaging.



    For that matter, why is the auction house still not online? I also don’t even know what Forzathon is, since its option on the menu is plastered with a “coming soon” descriptor. Even if fans might argue that something like Forza 5 was undercooked, at least it launched with all of its modes available.

    These issues could be mitigated by the multiplayer if the previous iteration’s modes were included. I guess in an effort to really nail the cross-platform netplay, Forza 7 has an incredibly striped down online component. There are time trials and something called “Rivals” (which is essentially another method of time trials) and then just some generic options for lobbies that restrict play to specific car types. It's neato that there are 24 racers all going simultaneously, but what happened to things like “Cat & Mouse,” “Tag” or “Car Soccer?” Everything from the past installments is gone, which makes online feel like an afterthought.

    At least it runs really smoothly and the lobbies aren’t limited to strictly PC or Xbox One players. I honestly don’t even know how many people I met playing the PC version, but everything works without much fuss. I can also confirm that split-screen is limited to the console version of Forza 7, so all you PC gear heads will have to make due with online for your multiplayer fix.

    Graphically speaking, Forza 7 sets a new bar for fidelity. This is one gorgeous game, practically photo realistic in its presentation. While Xbox One players will be locked to 1080p, the PC version has the capacity to reach 4K resolution and it is mind blowing. You would be mistaken for believing this was a television broadcast of an actual event with how detailed it can be.



    That doesn’t mean oddities won’t pop up, as I did encounter weirdness with shadows bouncing around during night races, but Forza 7 looks like a hugely polished triple-A game. Its sound design is also just as superb, accurately taking engine noises and featuring full surround sound support. This is definitely a showcase game for your home theater equipment.

    For as spectacular as the whole endeavor might look, though, this mostly feels like an odd step backwards for the series. Forza 7 boasts the largest car and track roster of the entire series, but the subtle tweaks to the career mode feel like they were made in an effort to push people towards spending more money. While you currently can’t buy prize crates with actual cash (Turn 10 is looking to incorporate that in the future), the damage is done from their mere introduction.

    I really hope that Turn 10 takes an honest look at what these prize crates have done to Forza, since the game is otherwise solid. I would have an easier time accepting some flaws if I could make honest progress in the career mode or have a chance in hell of acquiring the cars in a reasonable amount of time. Instead, Forza 7 just makes me think of how much time I’ll be wasting and what else I could be doing instead of racing on Spa for the 90th time.



    bron: Destructoid
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  15. #55
    Administrator Like-a-Bunny's Avatar
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    Demo even aan de tand gevoeld en het racet toch wel weer heel erg lekker hoor. En wat ziet het er goed uit! Zeker de weerseffecten. Prachtig.
    En dat met 140+ fps.

    Maar goed, dat verandert niets aan het feit dat ik geen trek heb in een game die opgezet is in deze constructie. Jammer.
    Last edited by Like-a-Bunny; 18th October 2017 at 15:43.
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  16. #56
    Administrator Rappa's Avatar
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    Quote Originally Posted by Like-a-Bunny View Post
    Demo even aan de tand gevoeld en het racet toch wel weer heel erg lekker hoor. En wat ziet het er goed uit! Zeker de weerseffecten. Prachtig.
    En dat met 140+ fps.

    Maar goed, dat veranderd niets aan het feit dat ik geen trek heb in een game die opgezet is in deze constructie. Jammer.
    Totaal vergeten dat er een demo was, ook meteen getest! 4K + alles volle bak en nog steeds boven de 100 fps
    Erg blij mee na Shadow of war die totaal niet geoptimaliseerd is voor 4k, zie je toch dat dit behoorlijk afhankelijk is van de developer.
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  17. #57
    Administrator Like-a-Bunny's Avatar
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    Quote Originally Posted by Rappa View Post
    Totaal vergeten dat er een demo was, ook meteen getest! 4K + alles volle bak en nog steeds boven de 100 fps
    Lekker hŔ? En ook die Xbox-controlers zijn heerlijk bij dit soort games. De rumble in de triggers voegt echt wat toe.

    Misschien in een sale toch maar eens meepakken want het racet toch wel erg lekker.
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  18. #58
    OdinThe1337
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    Quote Originally Posted by Like-a-Bunny View Post
    Demo even aan de tand gevoeld en het racet toch wel weer heel erg lekker hoor. En wat ziet het er goed uit! Zeker de weerseffecten. Prachtig.
    En dat met 140+ fps.

    Maar goed, dat verandert niets aan het feit dat ik geen trek heb in een game die opgezet is in deze constructie. Jammer.
    Man, man wat een ruk review. Als je een paar races rijd en met de level up de auto kiest, zit je zo op tier 5 car collector en kun je alle auto's kopen.
    Heel veel goede auto's zijn juist heel behoudend geprijsd t.o.v eerdere delen.
    Je krijgt credits en XP op basis van moeilijkheid tegenstanders en lengte van de race. Ik rij altijd zonder assist, maar mis de extra punten niet. Mensen die niet zelf schakelen of abs nodig hebben, worden niet langer "gestraft" omdat ze een hulpmiddel aan hebben staan.
    Mod cards en loot boxes, absoluut niet nodig. Als je gewoon een paar races gaat rijden, heb je binnen de korste keren alle races en auto's open, kun je kopen wat je wilt en rijden waar je wilt.
    Game is niet perfect, zijn bugs te verhelpen, class hoppers zijn zeer gewenst net als hot lap rivals per class (en nit divisie).
    Maar al het gemekker, "ik speel de game 10, max 20 uurtjes en dan wil ik alles hebben en dat gaat niet" en " ik moet boxes kopen, pay 2 win". Nee dus, boxen kopen hoeft niet, is daarbij met in game credits. Wil je per se die ene auto hebben, heb je dat zo bij elkaar (max kost en auto 1,5 miljoen, eerdere delen 8 - 10 miljoen).
    Daarbij is het nog altijd skills die winnen, tuning + rijden. Koop auto's. En boxes wat je wilt, een goede afstelling op een basis auto met goede bestuurder wint het altijd.

    Nou besef ik best dat niet iedereen 500+ uur in de game gaat steken. Ik heb weinig gespeeld en heb nu bijna meer tijd in tuning zitten dan in career (tuning en tijden zetten krijg je ook xp en credits voor), gewoon lekker rondes draaien en auto afstellen met stuurtje. Maar heb alle auto tiers open en vermaak me kostelijk. Het is gewoon een hele fijne racegame, stel de assists in naar smaak en ga wat races rijden en je hebt zo alles open.

  19. #59
    ill-tempered Seabass's Avatar
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    Tussen 20 uur en 500 uur zit wel een hele grote gap. Maar ik snap je punt.

  20. #60
    Administrator Liquidje's Avatar
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    Quote Originally Posted by Seabass View Post
    Tussen 20 uur en 500 uur zit wel een hele grote gap.
    Dit. Deze discussie is ook al aangehaald in het lootbox concept, en er zit ergens een scheidingslijn tussen extra/endgame content, en het einde zo'n grind te maken dat je mensen ontzettend duwt richting de microtransacties. Het afdoen als "mensen willen na 10/20 uur alles hebben" is gewoon onzin en komt de discussie niet ten goede, dat roept niemand hier. Ik wacht zelf even af tot mensen met wat gedetailleerde speeltijd rapporten komen zodat we zelf kunnen bepalen waar die scheidingslijn zich bevindt.

    Ik overweeg hem overigens wel hard om dit eens aan de tand te voelen. Alleen ik ga echt geen geld in de microtransacties stoppen. Is het ook leuk met een controller btw? Heb niet zo'n zin het stuurtje er weer bij te pakken.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  21. #61
    OdinThe1337
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    Controller, sim steering en assist naar wens rijd erg lekker, zeker met de feedback van de triggers in de Xone controller.

  22. #62
    OdinThe1337
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    November 3, 2017

    Today’s update for Forza Motorsport 7 includes the Xbox One X version of Forza 7 and introduces a number of new features for the game. For more on the Xbox One X update, as well as the enabling of features like #Forzathon, Auction House, and more, check out our story here on FM.net.

    This update also introduces a massive list of improvements and fixes. Foremost among these is a focus on PC performance and stability improvements, including fixing numerous in-race crash instances, soft locks when viewing replays, memory leaks, as well as addressing general stuttering issues across all areas of the game.

    We’ve heard from the community that you want more detail as to what goes into Forza Motorsport 7 updates. The following is a list of additional improvements introduced to the game with this update. In addition to the improvements listed below, this update also includes localization updates as well as minor UI and behind-the-scenes improvements that are not listed here.

    [11/3 12:29 p.m. NOTE: Edit made to add an additional audio fix brought to my attention]

    General Fixes
    The general fixes in today’s update touch many different areas of the game – including improved performance when loading, updated Forza Rewards Tier badges, and much more.

    • Improved performance when loading into lobbies in Free Play, Multiplayer, and the Forza Driver’s Cup.
    • Players who reach the maximum driver level will have their driver level number replaced by an icon.
    • Fixed an issue where players were not receiving the Tier 1 and/or “Thanks For Playing” badges. In addition, players who meet Tier 12 requirements in Forza Rewards will now receive the Tier 12 badge.
    • Players can now successfully load tunes through the My Tunes panel from the Pre-Race menu.
    • Fixed an issue where scrolling credits menu stuttered.
    • Fixed an issue where Drafting Feats were not counting properly.
    • Fixed an issue where non-purchasable Forza Edition cars and Reward cars still have credit prices listed in Car Collection screen.
    • Fixed an issue where “Distance Ahead” HUD appeared blank when turned on during Autocross events.
    • Fixed issue where, after increasing Collector Tier, then selling multiple cars, Cars in “Buy Cars” menu still appeared locked.
    • Fixed an issue where Drivatar names were not appearing during races and on post-race leaderboard.
    • Fixed an issue where players would sometimes soft lock when switching profiles while opening a purchased Prize Crate.
    • Addressed hitching performance in videos with various hardware setups.
    • Fixed an issue where, when restricting a group to X-class cars, P-class cars would be selectable (albeit illegal if chosen).
    • Fixed an issue where camera motion effects were not turning off when the option was set to Off in the HUD.
    • Fixed an issue where some players would soft lock after buying a car in Specialty Dealer.
    • Fixed an issue where some users would soft lock after leveling up their Car Collector tier in the Rewards menu.
    • Fixed an issue where rewinding after turning off Friction Assist will keep Friction Assist physics on.
    • Using Friction Assist in Rivals events will now result in dirty times on the event leaderboard.

    PC
    In addition to placing a focus on stability and performance on PC across a wide spectrum of hardware configurations, today’s update features numerous specific improvements, listed below.

    • Players can now toggle FPS display when playing on PC.
    • Fixed an issue where users would sometimes encounter an infinite load screen when attempting to view a saved or shared replay in Forza TV.
    • Fixed an issue where there was a disparity between a car’s class in the Car Select screen vs. it’s class in the actual MP race lobby.
    • Fixed an issue where searching a hopper by clicking on your GT in the lobby prevents the player from navigating the lobby with a keyboard or controller.
    • Keys can now be rebound/remapped.
    • Fixed an issue where, when multiple Mercedes race trucks were bunched together, their headlights would flicker constantly.
    • Fixed an issue where turning on Telemetry causes the Pause function to switch from the ESC key to the “v” key.
    • Fixed an issue where HDR settings for some players reset to max brightness and gamma upon relaunch.
    • Fixed an issue where some players would soft lock when attempting to view Driver Level Milestone Rewards from the Main Menu.
    • Players on Ultra spec PCs can now enable headlights in the wet. (Note that this may result in a decrease in FPS.)
    • Fixed an issue where, in a drag race, bringing up the leaderboard after transitioning to the post-race screen brings up a blank black background.
    • Fixed an issue where changing advanced graphics options without reloading the race causes substantial popping.

    Multiplayer
    With new modes lighting up today, including Tag, Drag, Keep the It, and more, we’ve got more ways to enjoy Forza 7 than ever. In addition, we’ve made some specific improvements to our multiplayer, such as changing the default chat setting for players in a party, menu performance and stability enhancements, and more.

    • Default chat setting for players in a Party is now Party Chat.
    • Private multiplayer post-race leaderboard now shows all players in the race.
    • Fixed an issue where occasionally a player’s Gamertag or the Caution Icon would remain in the game if that player left the race.
    • Fixed an issue where, after a player disconnects from a multiplayer race, their tag and/or position is not removed from the distance-tracking HUD.
    • Fixed an issue where switching between players in the Drivers List during private multiplayer sessions was causing a drop in FPS.
    • Fixed an issue where Track Info UI elements in the Pre-Race menu would not load in properly on PC.
    • Fixed an issue where clicking on your own Gamertag in a multiplayer hopper would search whatever hopper you selected.
    • Fixed an issue where party members in private multiplayer would not load into race due to a single member not loading into track lobby.
    • Fixed an issue where initial paint color for a newly purchased/awarded car is never seen by other players in the lobby or the race.
    • Fixed an issue where, when a private multiplayer game host sets the game type to “Drift”, the competition rules were still set to laps.
    • Removed “Mods” reward notice from the multiplayer post-race screen.
    • Fixed an issue where a player sitting in the Buy Car menu during the race launch would reset the intermission countdown.
    • Fixed an issue where some players would encounter a soft lock after idling in the post-race menu after ending a race with a DNF.
    • Fixed an issue where if a player exits the Car Select menu without selecting a car during the Launch Countdown, they will be left behind in the lobby with no car selected.
    • Fixed an issue where selecting Quit in the Multiplayer post-race screen would cause loss of engine and collision audio in the next race.
    • Fixed an issue where in private Multiplayer Drag matches, the leaderboards appear for a moment and then disappear in between heats.
    • Fixed an issue where sometimes player stats would not appear when selecting a driver in the Driver’s List during private multiplayer sessions.
    • Fixed an issue where selecting Quit in MP Post Race kept player in current Lobby and caused loss of engine and collision audio in subsequent race.

    Cars
    This update contains fixes and improvements for numerous cars in the game; from audio and camera improvements, to handling updates for a pair of cars that were previously experiencing strange behavior when damaged.

    • Fixed an issue where Forza Edition cars were not granting XP or CR rewards in multiplayer races.
    • Fixed camera issues for several cars including the 2017 Ford F150 Raptor Race Truck, 1965 Hoonigan Ford Hoonicorn Mustang, 2017 Nissan GT-R, 2017 Renault R.S. 17, 1991 Hoonigan Rauh-Welt Begriff Porsche 911, 2013 SUBARU BRZ, and the 2003 Hoonigan Holden Commodore Ute.
    • Fixed issues where cars would behave unexpectedly after incurring damage, including the 2014 Local Motors Rally Fighter Fast & Furious Edition and the 1969 Dodge Charger Daytona Hemi Forza Edition.
    • Fixed issues for several cars when lights did not illuminate properly, including the 2017 Nissan GTR, the 2012 Audi #1 R18, the 2012 Ford SVT Raptor, and the 1960 Chevrolet Nova Super Sport.
    • Corrected parts animations for a number of cars, including the 1957 Chevrolet Bel Air Forza Edition, the 1992 Lancia Delta HF Integrale EVO, 2017 Chevrolet Camaro ZL1, and the 1991 Jeep Wagoneer.
    • Corrected audio issues for a number of cars, including the 2015 BMW i8, 2000 Ford Mustang Cobra R, 2016 Acura NSX, 2011 Penhall Cholla, 2013 SUBARU BRZ, and the 2017 Renault R.S. 17.
    • Fixed body and/or aftermarket parts issues for numerous cars, including the 2009 Mercedes-Benz ML 63 AMG, 2008 Lancer Evo X GSR, 1995 Ferrari F50, 1946 Ford Super Deluxe Woody, 1992 Alfa Romeo 155 Q4, 2010 Ferrari 599XX, and the 1993 Nissan 240SX.
    • Fixed an issue where the 2015 Nissan #23 Nismo Motul Autech GT-R would sometimes appear as damaged in pre-race screens at the NŘrburgring.
    • Fixed an issue where the front wheels of the 2016 Ariel Nomad would not turn when the player moved the steering wheel left or right.
    • Fixed an issue for the 2013 Mini John Cooper Works where selecting a “Previous Color” would apply a distorted image to the car.
    • Fixed an issue where rain drops were appearing on exterior windows but not interior during pre-race Forzavista.
    • Fixed an issue with the 2018 Porsche 911 GT2 RS where, in the Exotic GT Division, the car requires the player to homologate even if the car is already optimized for the division.
    • Fixed an issue with the 2014 BMW M4 Forza Edition, whereby the car could drive inside other cars.
    • Fixed an issue where carbon fiber paint appears as plain gray in all camera views during a race.
    • Corrected gear change animation for the 1990 Mazda Miata.
    • Fixed an issue with the 1993 Peugeot #3 Peugeot Talbot Sport 905 EVO 1C where the driver would clip through the bottom of the car.
    • Fixed an issue in the Polaris RZR Spec Series where players were forced to “upgrade” their car.

    Tracks
    • Fixed an issue where ground was missing during some replays at Suzuka.
    • Fixed issue where buildings were sometimes missing on Indianapolis Motor Speedway/Grand Prix Alt track during pre-race.
    • Fixed a lighting issue at Homestead, causing black boxes to appear on the 1990 Renault Alpine GTA Le Mans.
    • Fixed issue at Indianapolis Motor Speedway where the player’s view of the car is obscured by barrier while in the upgrade shop menu accessed from the Pre-Race menu.

    Livery Editor
    We’ve made some specific improvements to livery editor performance with this update. In addition, we’ve made improvements to livery mask issues on a wide selection of cars in the game.
    • Fixed an issue where cars chosen through the Car Select menu in the Livery Editor are invisible.
    • Fixed an issue where players are unable to scroll through layers after zooming in or out.
    • Fixed an issue where entering the Apply Decals menu then backing out, then selecting Paint Color caused flickering of paint options.
    • Fixed an issue where Vinyl Shapes thumbnails would disappear after applying a large number of shapes.

    Drivatar
    • General Drivatar improvements, including fixing issues where Drivatars would consistently drive off the road completely on certain tracks.

    Forza Driver’s Cup
    • Fixed an issue where earning a new Collector Tier level during the Forza Driver’s Cup championship would not bring up the Tier advancement pop-up.
    • Fixed an issue in the Forza Driver’s Cup UI where “purchasable cars” would read as “0”. Now players will be able to see how many cars they can purchase in the division.
    • Fixed an issue where custom liveries were not saved and then reset to manufacturer paint when restarting the game and entering Forza Driver’s Cup campaign.

    Rivals
    • Fixed an issue on Rivals leaderboards where a player’s own dirty lap time is not indicated by a dirty lap indicator.
    • Players can now access Rivals leaderboards from within a Rivals event.
    • Fixed an issue where the game would soft lock after a player chooses to “Finish Race” in a Track Days Rivals event and then restarts that event.

    Free Play
    • Roll-Off Delay functionality now works as intended in Free Play.
    • Fixed an issue where players in different class cars within the same Division do not see all leaderboard entries for their division on the Free Play leaderboards.
    • Fixed an issue where Free Play Drivatar Difficulty was reset to Average if the Game Type is changed.

    Split Screen
    • Fixed an issue where Player 2’s controls in Split Screen mode functioned incorrectly.
    • Tire and engine audio now work as expected for both Player 1 and Player 2 in Split Screen mode.
    • Fixed an issue in Split Screen where the “Go To Race” panel was permanently grayed out.
    • Fixed an issue in Split Screen mode, where crowd audio could be heard in races where no crowds were present.

    Audio
    • Fixed an issue where music and voiceover was not synched in the opening video for some players.
    • Fixed an audio issue where completing multiple mods at the same time would result in an overly load “rewards” sound.
    • Fixed an issue where replays had no game audio after exiting and re-entering any replay in Free Play or Multiplayer.
    • Master Volume slider range in the Audio Options page has been extended to support “Off”. Users that previously adjusted this slider may need to reset this value.


    Driver Gear
    • Corrected shade of blue for the Brazil Flag on the Brazil Driver Gear.
    • Corrected Irish flag for Ireland Driver Gear.

    Nog steeds erg veel lol met FM7, update was erg welkom. Wat mij betreft zeker een aanrader. Mijn pa heeft nu zo'n 60 uur in de game zitten, ik rond de 30. Hele lootbox verhaal is zwaar overtrokken, heb je totaal niet nodig.

  23. #63
    OdinThe1337
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    Even een update voor de PC racers met stuurtjes zoals @Roy Visser

    Neem hier een kijkje:
    https://forums.forzamotorsport.net/t...px#post_842071

    Dit is het mega topic rond FFB op het forza forum. Voor de PC gebruikers is er nu dit stukje software. Heb het zelf niet getest, want speel de game niet op de PC.
    Maar gezien de lovende reacties kun je hiermee de FFB volledig customizen, vrijschakelen en heb je daarmee bijna een andere game die veel beter aansluit bij de SIM liefhebbers.

  24. #64
    Administrator Rappa's Avatar
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    Gamertag: Rappa1985 PSN ID: Rappa1985 Steam ID: Rappa1985
    Als iemand nog interesse heeft in een Gears of war racing suit pm mijn dan. Code voor gekregen.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  25. #65
    Administrator Like-a-Bunny's Avatar
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    Gamertag: LaB NL PSN ID: LaB_NL Steam ID: LikeaBunny
    Revamped Collisions and Rebuilt Force-Feedback in the works for Forza Motorsport 7

    Turn 10 Studios is working on a series of enhancements and changes to the core fundamental aspects of Forza Motorsport 7, the developer revealed today on the latest installment of its Forza Monthly broadcast show. The news comes on the one-year anniversary of Forza Motorsport 7, which shipped exactly 12 months ago on Xbox One and Windows 10 PC.

    Forza fundamentals, as described by Chris Esaki, Creative Director of Turn 10, are the things you’d typically associate with a motorsport game like Forza Motorsport 7. These include the overall racing and drifting experience, as well as nitty-gritty areas like the physics, handling, suspension and collision systems. With Forza Motorsport 7, Esaki mentioned that the team received a lot of criticism at this stage of the franchise – and the motorsport team takes that to heart. Esaki also noted how other games that don’t have motorsport in the name might have more features associated with motorsport that aren’t in Forza.



    However, the team has also received this “great gift of time” that they never had with Motorsport titles before. Instead of developing Forza Motorsport 8 and shipping it next year as you’d typically expect with the annual release cadence of the Forza franchise, the motorsport team at Turn 10 Studios remain focused on updating and enhancing the current Forza Motorsport 7 experience we have today. That includes a brand-new roadmap for vehicle dynamics and physics, one which takes the team 2-3 years out from now, up to 2021. There’s a ton of stuff that the team are completely redoing or discussing about overhauling.

    Esaki believes the fundamentals of Forza Motorsport 7 “need to get stronger.” That means re-establishing authority around all the different vehicle dynamics in the game, as well as track layers, collision systems, the core multiplayer experience, AI, and so forth. The things that are fundamental to what motorsport is, and that is exactly what Turn 10 is investing heavily into today. “We love racing, we are a motorsport team,” Esaki stressed during the broadcast.



    Esaki, who joined Turn 10 late last year after the release of Forza Motorsport 7, has been the person considered the face of the game ever since the debut of these Forza Monthly broadcasts. He was given the opportunity to “shepherd the future of the product,” and that’s exactly what’s he’s done with each of the different post-launch updates for Forza Motorsport 7. From the all-new redrawn track limits to the rebuilt drifting experience as well as the experimental drag mode. As the name of the latter suggests, Turn 10 is doing a lot of experimentation in Forza Motorsport 7, and the developer divulged much of what it’s currently working on during the Forza Monthly broadcast in what it called a “super nerdy physics” discussion – and we’ll be seeing more of these in their upcoming livestreams as well.

    The first headlining aspect the team is working on comes in the form of an updated collisions model. Esaki and his team don’t like how the cars currently bump into each other in Forza Motorsport 7, nor how rigid the collisions feel. This also applies to the exaggerated collisions caused by high latency pings in online play. When combined the infamous issue of “turn one” in online play, it doesn’t foster the idea of bringing people into the game.



    The new collisions system that Turn 10 is experimenting with internally will resolve collisions between both players on their Xbox One consoles or PCs individually in online player. Once the impact happens, the game will blend where the cars are relative to each other, making the online collisions look, act and function like single-player collisions, resulting in a much smoother and more realistic crash all-around. Turn 10 didn’t like how the cars would hit each other like “volleyballs” upon impact, and this new system aims to solve that, giving the cars a squishiness factor.

    Now, we have the overall updated collisions system, but bear with us as there is some technical physics terminology needed to describe this. When two bodies hit each other, which in the case of Forza Motorsport 7 is a car and another car, or a car and something within the track environment, the impact takes time, and energy dissipates overtime. That is known as the crumple zone, with the squishiness of the two cars hitting into each other in the case of a player collision now delivered in a more realistic and a timely manner with recalculated tire physics and the newly-developed experimental collisions model that surrounds it. This means there’s a more accurate representation of a realistic physics collision, and the bumping that you’ll typically see in ForzaRC livestreams or online racing events feels way more natural now as the cars won’t be sent off the track as much with the new system deployed.



    Turn 10 is also developing a new collision assist option for Forza Motorsport 7 that will reduce the amount of torque that your car receives from an impact. This affects both cars involved in the incident, even if one of the drivers doesn’t have it enabled. It’s a per-player assist, but its implementation in-game means nobody will be able to pit people and ruin their race should it be enabled. For those who don’t want a super simulated car impact, this is the option for you. It’ll make it easier for you to retain control of your car when you’re bumped into, whilst also making the multiplayer component of Forza Motorsport 7 more accessible than ever before – tackling the potential chaos that can occur at the first turn of every online race.

    This lever, or aspect if you will, of Forza Motorsport 7 is an area of the game and overall franchise that Turn 10 hasn’t look at before, but now Esaki and the team are trying to use it to build a more enjoyable and accessible online experience. Whether its no collisions, light collisions or simulated collisions delivered in a realistic manner, this is the future of how collisions should work in Forza Motorsport 7 once the updated physics model is released to players sometime in the future. Keep in mind, we’re only at the experimental stage of this feature at this moment in time but coupled with the new ghosting and race adjudication systems being developed for the game, it should deliver a more competitive, enjoyable and accessible racing experience all-around.



    Esaki also revealed on the livestream that Turn 10 is looking into a potential player-rated system for Forza Motorsport 7 online play, but naturally didn’t confirm if it’s something we’ll definitely see in the future. He did say, however that the new experimental features in Forza Motorsport 7, such as Meetups and the revamped Drift and Drag experiences saw the player engagement go from single-digit percentages to double or triple the player count. For example, almost 60% of players checked out the new experimental drag racing mode during its first week of availability.

    Before these revamped modes lit up in Forza Motorsport 7, only a small percentage of the game population would play them. But once the team turned on new features and added depth to them, there was a huge increase in engagement and enjoyment all around, and this allows Turn 10 to not only better understand their community and players, but also keep them engaged moving forward. For example, the Meetups feature occupied the top three most played Hoppers for their week of release, followed by the beloved fan-favourite, ABCs.



    Esaki believes the increased engagement is simply due to not only listening to the community, but also how players feel invited to try out these new features. Additionally, rather than relying on previous data the team would use, the developer is now using these new experiences instead and monitoring how players interact with them – with one overall goal, to make the multiplayer experience in Forza Motorsport 7 far more social than before. These areas are incredibly important to Esaki, as someone who loves talking and engaging with the community, and this drives how him, and the entire team think about the future of Forza Motorsport and where they’re going with it.

    So, whilst there’s no release date yet for the updated collisions and physics model – keep in mind this is just what’s being working on and experimented with internally, the team are also rebuilding their force-feedback system for wheel users as well. Esaki wants to begin treating their PC players and wheel users as “first-class citizens,” just like they do with controller and console. Forza has delivered seven solid generations of incredible gamepad support in each Motorsport entry, but Esaki admits the team haven’t done that yet with wheel.



    With the wheel and force-feedback support, Turn 10 is completely rethinking how it approaches this, but let’s take a quick history lesson first of all. Forza Motorsport 6 had the same force-feedback used for a couple of entries into the franchise, but you couldn’t feel oversteer with it – there simply wasn’t any feedback for this. Turn 10 used tires and their data to develop its old force-feedback system and produce an aligning torque. It would feed this data back to its database, which for the record is an unrivalled set of tires data, and then figure out how much torque should go back to the steering wheel. The element missing here though was the car and how to drive the vehicle’s reaction back to the force-feedback model.

    This was improved upon and fixed in Forza Motorsport 7, with the tire friction surface and its moving axis made relevant. This resulted in good oversteer and understeer, and it allowed drifters to let go of the wheel and lightly toss it, but there was still another element missing – the road. Data from the tire simply doesn’t have a way to feed road data back into the tire and ultimately to the force-feedback system. This meant Turn 10 had to take a completely different approach, go back to the drawing board and rethink the entire system from scratch.



    By essentially throwing away the old system that’s currently used in the retail version of Forza Motorsport 7, the developer drew up a new physical-based system. Because all cars have an accurate suspension system, they were able to use this to develop the new force-feedback model with torque and allow it to effectively reach the wheel. This delivers an accurate feeling, and based on Turn 10’s comments, once it’s setup, it works beautifully and is far more intuitive than what’s been in the Forza series before.

    The most obvious difference to all-players with the new force-feedback system will be seen in how you drive straight across the different surfaces in Forza Motorsport 7, with the cobblestones of Prague being called out as a notable example. Additionally, the kerbs of track will also be felt as a driving force into the wheel. Naturally, the team continues to make tweaks to the system, but because there’s far more communication between the road and wheel than before, it makes the car more intuitive to drive – and much closer to driving a real car.



    However, this isn’t even everything that Turn 10 mentioned on its Forza Monthly broadcast that’s in the works for Forza Motorsport 7. There’s a new drafting system that’s on the internal “to-do” list if you will, as well as a newly-redesigned livery space. This one will actually be shipping in the near future, but it might not necessarily be this year. The goal here is to deliver a better lighting experience for painters by illuminating the design space in a better, more natural environment with selectable light schemes. Esaki also noted that the entire lighting system used in Forza Motorsport 7 is another area of the game that Turn 10 wants to improve upon as well.

    This is the future of Forza Motorsport 7. An experience that’ll continue be updated, enhanced and redeveloped throughout 2018 and into 2019 to deliver on those core fundamentals of motorsport that fans have highly-requested. Whether it’s the revamped collision systems, the rebuilt force-feedback model, the redesigned livery space, or one of the many other upcoming additions being worked on for Forza Motorsport 7, these are features and improvements that ultimately benefit all players, and in the long run, the Forza franchise itself, as well as the in-house developed ForzaTech engine.



    As for the short term, the eagerly-awaited Forza Race Regulations system will introduce online adjudication into the game “within the next month or two.” Esaki said the feature is almost final, and when complimented with the newly-redrawn track limits, it’s undeniably an addition that will change and improve the overall online racing experience in Forza Motorsport 7. In November, the developer will also take away its controversial Prize Crates system that has been present in the game since its release. Whilst microtransactions were never included in Forza Motorsport 7, and will never be coming to the game, Esaki believes they just shouldn’t be present in a Motorsport title full stop.

    Replacing the Prize Crates system will be a new in-game ‘Race Shop,’ which is where you’ll be able to acquire new Driver Gear outfits, Mod Cards, and Player Badges using in-game credits. Esaki mentioned that the Race Shop will have a rotating stock of items that will refresh “every 6 minutes or so.” Everything that was previously available in Prize Crates can be bought in the Race Shop, and it also ties into how career mode races in the Forza Driver’s Cup typically only last a few minutes. It’s quite an elegant solution to the Prize Crates situation, as it’ll allow players to add Mods, go and race, before coming back and seeing what new Mod Cards and items are available. October will be your last chance to acquire Prize Crates in Forza Motorsport 7, because once the November Update has rolled out, you’ll receive any items you have from unopened crates, but you’ll no longer be able to buy them.
    bron
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  26. #66
    OdinThe1337
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    Goh, eindelijk.
    Als ze eerst even de compleet vastgelopen message center en server communicatie oplossen, krijgen we wellicht echt een top game.

  27. #67
    comazuiper pSeudoDog's Avatar
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    Aangezien 15 september de laatste kans is om dit te kopen en heb ik wel ´nteresse om dit aan te schaffen.
    Maar ik zit met een paar vragen en misschien kan iemand mij antwoorden verschaffen.

    Ik heb geen Xbox 1 of Xbox X en ben ook niet van plan deze te kopen, dus vroeg ik mij af of je dit spel wel gewoon kunt spelen op de PC, of wordt dit gestreamed via de Xbox of zo?

    Indien op eerste vraag geen Xbox nodig is moet ik dan wel een Xbox controller hebben of ondersteund het iedere willekeurige controller (toetsenbord, Logitech F710 e.d.) en kun je willekeurig de controls mappen?

  28. #68
    nˇg een 'Bram' One_Eight_Se7en's Avatar
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    Gamertag: BramKocken PSN ID: OneEightSe7en_NL Steam ID: BramK
    Game is volledig beschikbaar en speelbaar op PC. Met controller (any you want) of stuurtje of toetsenbord.

    Maar 15sept niet meer beschikbaar? Heb ik iets gemist?

  29. #69
    comazuiper pSeudoDog's Avatar
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    Dank u.

    Ja na 15 sept verlopen de autolicenties (denk ik), voornaamste reden waarom je geen oude sportgames ziet in digitale stores.

    https://www.microsoft.com/nl-nl/p/fo...ot:overviewtab

  30. #70
    nˇg een 'Bram' One_Eight_Se7en's Avatar
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    Gamertag: BramKocken PSN ID: OneEightSe7en_NL Steam ID: BramK
    Hmm, ik speel het via GamePass, maar zie zo gauw niet of het daar dan ook af gaat..

    Thanks!

  31. #71
    +1 Perception Valerious's Avatar
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    Quote Originally Posted by One_Eight_Se7en View Post
    Hmm, ik speel het via GamePass, maar zie zo gauw niet of het daar dan ook af gaat..

    Thanks!
    Ja, die gaat daar ook vanaf.

    Zie bron. De game is momenteel nog 1 dag in de aanbieding, dus ready, set, go.
    "It is a strangely common habit for people to keep trying to play the games that they think they should enjoy instead of re-examing what it is that they enjoy about gaming." - u/Racketmensch

  32. #72
    Producer DjDark's Avatar
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    Gamertag: TakingdjAztec PSN ID: Dip_Snoes Steam ID: takingdjaztec
    Bestelt.. Krijg natuurlijk weer een foutmelding in de Microsoft store waardoor ik 'm vervolgens niet geinstalleerd krijg. Ugh

    0x87E10BD0..

    Blijkbaar een wachtwoord dingetje.. Holy shit 99 GB.
    Last edited by DjDark; 22nd August 2021 at 15:42.
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  33. #73
    comazuiper pSeudoDog's Avatar
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    Quote Originally Posted by DjDark View Post
    Holy shit 99 GB.
    De klok staat bij mij al op meer dan zeven uur downloaden op 80GB.

  34. #74
    Producer DjDark's Avatar
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    Quote Originally Posted by pSeudoDog View Post
    De klok staat bij mij al op meer dan zeven uur downloaden op 80GB.
    Dan heb ik nog niet eens al die andere toevoegingen erbij geteld. :O

    Wat er zo'n 76 zijn.

    Heb inmiddels 35 GB binnen.
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  35. #75
    comazuiper pSeudoDog's Avatar
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    Getverdekkie, waarom voel ik me vies iedere keer als ik dit spel speel?

    Forza 1 en 2 vond ik absoluut geweldig, maar 5 publicaties later zijn we hier aangeland in wat ik alleen kan beschrijven als racen voor meesterras, want kennelijk hangt het lot van de aarde ervan af.
    Bij het aanzetten moet je eerst een half uur voiceovers aanhoren die me gaan vertellen hoe serieus een potje racen allemaal wel is en moet ik verplicht drie races doen voordat ik de kans heb gehad de resolutie en bediening in te stellen zoals ik dat zou willen.
    Dan wanneer dat eindelijk achter de rug is wordt ik geflood met achievements en auto's terwijl ik nog helemaal niets gedaan heb en iedere keer videos over events die me geen moer interesseren, geen wonder dat je dan een gedrocht krijgt van 100GB.
    Bezoek je de autodealer of wat dan ook dan krijg je iedere keer weer die vervelende voiceover die me moet vertellen hoe serieus dit allemaal wel is... mijn god...

    Nou moet ik zeggen dat dit een beetje symptomatisch is van veel van dit soort games de laatste jaren, Codemasters en Slightly Mad hebben hier ook een handje van, maar niet zo erg als dit en is min of meer waarom ik Need For Speed tegenwoordig vermijd.
    Waar is de tijd gebleven dat je na de skippable introductievideo in het hoofdmenu terecht kwam en je bij het starten van een carriere bij de occasiondealer werd gedropt om je eerste rammelbak aan te schaffen? Geen wonder dat ik non AAA games beter verdraag dan deze opgeblazen troep.

    Positief ben ik wel dat ik eigenlijk niet verwacht had dat dit goed zou werken op PC, zelfs mijn oude DirectInput gamepad werkt zonder problemen, dat was jaren geleden toen M$ de 360 controller aan iedereen opdrong wel anders.

    Uninstalled...€10,- naar de klote helaas.
    Last edited by pSeudoDog; 23rd August 2021 at 11:16.

  36. #76
    Producer DjDark's Avatar
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    Hmm. Je maakt een hoop valide punten eerlijk gezegd. Het meeste waar ik mij aan stoorde was hoe ik een VIP erbij kreeg en nagenoeg zonder te vragen tientallen auto's in mijn garage geworpen kreeg, zonder inderdaad er iets voor te hoeven doen. Jammer dat je daardoor het hele 'verzamelen van auto's' als een idioot ziet zakken als een gimmick, omdat je nog maar een level hebt te gaan en je hebt toegang tot de hoogste tier.

    Wel enorm verbaasd over hoe belachelijk vet het spel op mijn PC draait en eruit ziet. De enige issues die ik heb zijn stotterende video's, maar dat interesseert mij geen drol als de races vervolgens dik 60 FPS gelikt over mijn scherm schieten.

    Overigens ook eens dat die 3 races een optie zouden moeten zijn en geen must. Snap dat ze nieuwe features willen showen, maar dat truck racen gaf niet heel veel voldoening eigenlijk, met name omdat ik gedwongen werd om het te doen.

    Ik houd hem wel ge´nstalleerd. Totdat Life is Strange: True Colors de opslagcapaciteit nodig heeft.


    Offtopic, voor het eerst in mijn leven een DeLorean in het wild gespot vandaag terwijl ik casual aan het wandelen was met mijn collega. Ding maakte belachelijk veel herrie en zag er echt uit alsof ie zo uit de fabriek gerold was.
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  37. #77
    comazuiper pSeudoDog's Avatar
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    Quote Originally Posted by DjDark View Post
    Offtopic, voor het eerst in mijn leven een DeLorean in het wild gespot vandaag terwijl ik casual aan het wandelen was met mijn collega. Ding maakte belachelijk veel herrie en zag er echt uit alsof ie zo uit de fabriek gerold was.
    Ze worden weer nieuw gemaakt heb ik begrepen en je kunt zelf electrische bestellen.
    Waarschijnlijk zijn die met een fluxcapacitor die nu nog plutonium nodig heeft.

  38. #78
    Producer DjDark's Avatar
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    Quote Originally Posted by pSeudoDog View Post
    Ze worden weer nieuw gemaakt heb ik begrepen en je kunt zelf electrische bestellen.
    Waarschijnlijk zijn die met een fluxcapacitor die nu nog plutonium nodig heeft.
    Klopt, dat heb ik ook gelezen. Iemand die het bedrijf overgekocht had ofzo. Maar dit was voor het eerst dat ik er een zag rijden in Nederland. Hij zag er niet moderner uit ofzo, zoals die nieuwe die ze uitgebracht hebben. Meen zelfs te herinneren dat hij een oldtimer kenteken had.

    Edit, Deze was 't:

    https://www.limburger.nl/cnt/dmf2018...op-in-limburg/
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