What can we do for you?

But patience is what we must all exercise. It should be clear, from the dev posts in this thread, that information about the game will be released by the devs on their schedule and through their marketing strategy, through the channels they feel are best. We can be as impatient as we like, in private, but we need to keep that impatience private, it does no good to spill into here. Enthusiasm, sure, but as Andy commented, the devs that are interacting are doing so because they want to, we would do well to respect that :)
 
Is it not true that we can't not turn this into a not a car request thread or is that not the case?
Missed the fact you'd slid into the forum quietly. I shall call you "Mr Sneaky" from now on! Good to see you back (y)

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EDIT: And out of an abundance of respect to the dev team, I have edited the OP of this thread with some clarifications in light of the the posts from Kevin, Ben and Andy :)
 
In addition to Cluck's OP, there is no need for anyone to PM any of the devs asking for more info, it's been clearly stated that any info they want to share will be shared on this forum if and when possible. We have the privilege to have so many devs present over here, which as many of you know is exceptional for a forum, so please do not ruin that by trying to get more info out of them. It's useless and can have the opposite effect of what you're trying to achieve.
Thank you.
 
I'd say dating back to the Xbox 360 era and the rise of social media as a genuine marketing tool, even the smallest snippets of info have intricately planned, thought-out release structures. We're no different on that front.

I think the most I personally would like from you guys, is to temporarily use this place as a way to talk retrospectively about racing games and sims. What you liked, what you didn't like, what you thought was a good idea on the drawing board but poor in execution, trends in the community or in the industry that you either agree with or don't agree with... How you play racing sims... That sort of thing.
 
How I've played racing sims had usually fallen into one of these patterns:

1. Quick race: 3-4 lap race, no practice or qualifying, just to try out the car/track. May include silly (fun) combinations like V8 Supercars drifting in snowy conditions (pC2).
2. Overtake challenge: longer race, 8-20 laps, start middle of back of a large grid and see how many positions I can gain while racing cleanly. No practice or qualifying.
3. Replicate real race event that might be on TV this weekend.
4. Join a league. Multiple skill divisions, practice and qualifying, minimal car setup (fuel, tyres, gear ratios), 2 worst rounds are dropped in case you're absent, perhaps some ballast for better drivers. Penalties tracked externally. Save replays for stewards or YouTube.

What has been missing is a good offline championship mode that can be a bit longer and more serious in nature to keep me coming back each week. I could see myself having 3 distinct overlapping championships (disciplines) where I do one or two events each week.
 
Addressing this point - "what you thought was a good idea on the drawing board but poor in execution" - the one that still sticks out like a sore thumb is, sadly, Livetrack sync pCARS2 in multiplayer. It was discussed during development how it operated and it was immediately obvious that it was going to cause problems. I'm well aware of the 'why' (and I have some sympathy with the team on that front) but it created the situation where one of the most potentially game-changing features ended up getting unused due to the problems it caused :(

For those not aware of it, the weather and track state in pCARS2 multiplayer was not (and couldn't be) perfectly synchronised for everybody. It even went as far as some people getting a slightly damp track and clear skies whilst others had thunderstorms and deep puddles everywhere.

As hard as it is to do, I think if you get to the point where you know a feature isn't going to work by the time of release, then you cut it. That requires honesty from the people doing the coding, respect from their superiors to accept if something can't be done in time, and a huge crystal ball or a big old bag of Original Hindsight™. Let's under-promise and over-deliver.
 
In addition to Cluck's OP, there is no need for anyone to PM any of the devs asking for more info, it's been clearly stated that any info they want to share will be shared on this forum if and when possible. We have the privilege to have so many devs present over here, which as many of you know is exceptional for a forum, so please do not ruin that by trying to get more info out of them. It's useless and can have the opposite effect of what you're trying to achieve.
Thank you.
Me when someone asks for insider info:

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How I prefer to play sims:
I am more on the realistic side, I like the long races, PQR with R = 60 min or more. It allows for a strategic component which for me ist part of racing. Further more, when you spin in L1 T1, there is no reason to pull the plug, as anything can happen within the next 59 minutes. I also like to have changing weather conditions (more strategy) and making use of day/night cycle (for the beauty of it).

Something I think wasn´t made very well in the past:
In PC2 multiplayer you didn´t see those cars that joined during you were out on track. You had to return to pits to make them visible. I find that pretty annoying. I mean, even in Germany we are getting more and more glas fibre connections (finally), so bandwidth isn´t that much of a problem anymore in most places.

Speaking of bandwidth... I would love to see the possibility to load custom liveries of other drivers in MP sessions. By now we saw white cars whenever somebody was running a custom livery. Why not use available bandwidth to download these liveries and show them once the download is finished?
 
Speaking of bandwidth... I would love to see the possibility to load custom liveries of other drivers in MP sessions. By now we saw white cars whenever somebody was running a custom livery. Why not use available bandwidth to download these liveries and show them once the download is finished?
Really good topic you bring up. I've always found it interesting how small features and genuinely good ideas can sometimes be tripped up by unforseen issues. Love talking about this kind of stuff with you guys.

Custom skin sharing is a perfect example of this.

If you have an in-game skin sharing system, think a built-in Trading Paints, the onus falls on the devs to approve what gets uploaded and transfered. This means we can't have any car skins featuring logos we don't have the license for otherwise we get in legal trouble - your Max Verstappen-inspired Red Bull livery, that you did a really nice job on and looks fantastic, gets denied because on our side we might not have the license for Red Bull to appear in our game - or any of the 10 other contingency stickers you added along the side skirts for added realism. You added a sticker for Graphics Card Brand A, but we have an official partnership with Graphics Card Brand B. Whoops, denied.

Into spicier territory, what people consider offensive, varies pretty greatly and the onus is on devs to police that. At the very minimum, we'd need a report system so people can't make blatant porn or absurdist car skins. I get that. But there's also a grey area here. Forza has banned General Lee liveries. The NHRA has allowed it in professional competition. This Washington Redskins commemorative diecast car from 1994; is that allowed or disallowed? The Scream Flavored Condoms Lamborghini that was part of FIA GT - allowed or disallowed due to being an adult sponsor? Rene Gracie's OnlyFans Audi R8 GT3? If we're too lenient and allow too much, it can become a PR issue. If we're too strict and disallow actual liveries that saw track time in professional series, it can become another PR issue. Nervewracking for the guy in charge of custom livery approvals.

Truly custom liveries, where it's your own graphics package and say, your dad's landscaping company, that's pretty much all you'd be allowed to upload.

So at the end of the day, because of too many rules and restrictions from first party skin sharing support, you're still back using RaceDepartment to upload car skins.

(This is also why Trading Paints and iRacing are technically separate entities - or were for the longest period of time.)
 
In addition to Cluck's OP, there is no need for anyone to PM any of the devs asking for more info, it's been clearly stated that any info they want to share will be shared on this forum if and when possible. We have the privilege to have so many devs present over here, which as many of you know is exceptional for a forum, so please do not ruin that by trying to get more info out of them. It's useless and can have the opposite effect of what you're trying to achieve.
Thank you.
I'm honored that people are so excited for our new game, they start begging for insider info.

It's actually very good insight to see things like wishlist threads, or what specific info they're interested in first and foremost.

(Just don't do it too frequently lol)
 
Understood. Don´t know whether it helps with the problem - I for one would be happy to see other people´s liveries in a race. I don´t want to download them for the purpose of using them myself.

I get what you say though - wouldn´t be too great to see political messages on a car, to give only one example. :(
 
There I am in Forza, with this awesome replica paint job I've spent some time on, between a car featuring hentai all over it, and three with varying marijuana related paints..... And a couple of halloween ones, those are popular too.
 
Custom liveries are a massive hot potato and whatever path a dev takes is going to be unpopular with one group of players or another.

That 'invisible car' feature in pcars2 was frustrating as hell, but you only have to look at the massive lag spikes you get in ACC to realise why it was introduced (those spikes were much complained about prior to the feature being patched in). I'd much rather they took the route LMU, for example, has taken where you see a 'base car' until you return to the pits, at which point the car model and livery is loaded. In an ideal world, we'd all have enough RAM and CPU capacity to allow devs to load all car models into memory, but as Jean Reno put it, in Leon, "life isn't fair, get used to it"
 
Now I envision a bunch of cars racing round with "I HATE TAYLOR SWIFT" painted on the side
I do that anyway, but not for political reasons


* of course, this being "the internet", somebody somewhere is going to take this as serious, at face value. I'm not being serious, I just summoned up more care about Ms Swift than in my entire life up until this point to write that pithy reply. You're still reading this? Why? There's nothing to see here, this post has finished, go home.
 
Something I think wasn´t made very well in the past:
In PC2 multiplayer you didn´t see those cars that joined during you were out on track. You had to return to pits to make them visible. I find that pretty annoying. I mean, even in Germany we are getting more and more glas fibre connections (finally), so bandwidth isn´t that much of a problem anymore in most places.
Bandwidth isn’t the issue here though - the problem is the stutter created by loading a relatively large amount of data during real time play.
 
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