Recommended Posts

It's so easy to acquire credits in FM6 that it's really a non factor to me.

Well, you're not getting some of the benefits of the VIP package or car pass, which is what Andrew was getting at. Microtransactions have been a part of Forza for quite some time now. Like you said, credits are just thrown at you if you just play the damn game. 

Personally I bought my Xbox One (and 360) to play Forza/racing games, and for a media center console. So, I pre-ordered the VIP package + car pass. Why not? 

  • Like 1

Well, you're not getting some of the benefits of the VIP package or car pass, which is what Andrew was getting at. Microtransactions have been a part of Forza for quite some time now. Like you said, credits are just thrown at you if you just play the damn game. 

Personally I bought my Xbox One (and 360) to play Forza/racing games, and for a media center console. So, I pre-ordered the VIP package + car pass. Why not? 

Oh good point, I did get the deluxe edition that comes with the VIP and car pass, so maybe that's why I've been accumulating so many credits. I also use the Forza Hub (tier 8) and get insane amounts of credits all the time.

Oh good point, I did get the deluxe edition that comes with the VIP and car pass, so maybe that's why I've been accumulating so many credits. I also use the Forza Hub (tier 8) and get insane amounts of credits all the time.

Yep VIP gives you double credits for every race. I check in every once in a while to Forza Hub (or Forza Rewards), and I get 300k credits on all my Forza games (tier 7)

Have you played Forza 6 yet Andrew...? The amount of credits and free car's that get thrown at you every level is ridiculous. Can't say I've even purchased cars outside of maybe 5 :laugh:

Microtransactions are a non-issue.

I don't think the ease of getting credits is the issue, it's more that people can buy their way to the more exotic cars without actually having played the game. It may take you a dozen races to save enough for the top tier card, but someone comes in with a credit card, buys the credit for the car. 

Microtransactions themselves have never been a problem it's the pay to win culture that's the issue. Games used to be about persevering, the sense of achievement, nailing that perfect lap to win a rare car or the credit to go towards a car, now it can be about the size of your wallet. 

I don't think the ease of getting credits is the issue, it's more that people can buy their way to the more exotic cars without actually having played the game. It may take you a dozen races to save enough for the top tier card, but someone comes in with a credit card, buys the credit for the car. 

Microtransactions themselves have never been a problem it's the pay to win culture that's the issue. Games used to be about persevering, the sense of achievement, nailing that perfect lap to win a rare car or the credit to go towards a car, now it can be about the size of your wallet. 

and ? the game is about the journey, some people just want the end game, and can have it. it doesn't affect your gameplay and journey at all...

 

and ? the game is about the journey, some people just want the end game, and can have it. it doesn't affect your gameplay and journey at all...

That may be the case in some games, but where multiplayer is involved it can affect others. 

That may be the case in some games, but where multiplayer is involved it can affect others. 

How? at worst you'll be racing people who don't know how to race their cars.

 

othewise you'll be racing the same bad to good drivers in their cars wether they bought them with real or fake money. you're still racing people with the same class the race is set to.

in this game it has no effect. in games like World of Warlpanes, where a single plane can cost more than a boxed AAA game the prices are stupid, but even there the game is balanced by tier of the plane, the ability to buy ammo that can only be bought with gold is a bit more iffy though, of course that's not the case with Forza 6

Nothing new these days, but it's pretty scummy to patch in micro-transactions after the review honeymoon period. 

since it doesn't affect the gameplay or the scores... umm why... 

People with money to spare will be able to buy anything they want.  I feel it's a form of cheat....

They're only cheating themselves on the gameplay to get there. but some peopel just want to race top end and have no interest in racing all the low end cars or race single player races to earn money to get the cars they will use in the MP races they actually want to race. for them it's worth it to spend money instead of wasting time. 

 

How? at worst you'll be racing people who don't know how to race their cars.

 

othewise you'll be racing the same bad to good drivers in their cars wether they bought them with real or fake money. you're still racing people with the same class the race is set to.

in this game it has no effect. in games like World of Warlpanes, where a single plane can cost more than a boxed AAA game the prices are stupid, but even there the game is balanced by tier of the plane, the ability to buy ammo that can only be bought with gold is a bit more iffy though, of course that's not the case with Forza 6

 

since it doesn't affect the gameplay or the scores... umm why... 

 

Precisely why. Some reviews may have docked it a little for microtransactions. Or so MS/Turn 10 would have feared.

After the recent Payday 2 backlash to putting in microtransactions after launch and the general distain for microtransactions in $60 games protecting the day 1/week 1 metacritic score is what the big boys are after. In an industry where re-reviews aren't done/accepted, whatever score you're saddled with you're stuck with. Launch a broken game and patch it within a month? Doesn't matter, you're stuck with your broken game day 1 scores. Same goes for microtransactions in this instance.

Don't be surprised if other AAA games start doing this (looking at EA/Ubisoft in particular).

Edited by Audioboxer
  • Like 2

Got to say i agree with HawkMan on this.

You see tons of rich kids sliding off the track and coming last simply because they weren't patient enough to spend the time playing the game and learning the cars. If they want to throw extra money at Turn 10 then so be it, it's beneficial to me in the long run.

 

Have you played Forza 6 yet Andrew...? The amount of credits and free car's that get thrown at you every level is ridiculous. Can't say I've even purchased cars outside of maybe 5 :laugh:

Microtransactions are a non-issue.

Pretty sure he hasn't. Funny thing is, I love how people turn OPTIONS into a negative. Don't like them, don't use them. But down tread on others that might enjoy using them. I personally have no use for them because I get enough credits as it is, about 1 million a week for all my Forzas.

 

How? at worst you'll be racing people who don't know how to race their cars.

 

othewise you'll be racing the same bad to good drivers in their cars wether they bought them with real or fake money. you're still racing people with the same class the race is set to.

in this game it has no effect. in games like World of Warlpanes, where a single plane can cost more than a boxed AAA game the prices are stupid, but even there the game is balanced by tier of the plane, the ability to buy ammo that can only be bought with gold is a bit more iffy though, of course that's not the case with Forza 6

 

since it doesn't affect the gameplay or the scores... umm why... 

I was wondering the same thing. Just typical negativity.

This is bad if the current payout system has been altered.  

If the current payout stays intact (or even improves) this will not matter to most.

I don't own Forza, but a few friends of mines do, and they go at it about this all the time.  

One of them always ticked the way microtransactions were so in your face in Forza5, He couldn't stand the greed.

WHereas my other friend was like, I got family, work a lot, and so on, why can't i just *pay a few bucks* to get ahead.

I guess my being neutral, can see the argument on both sides, but I just think Microsoft should improve or increase the payout. 

 

This is bad if the current payout system has been altered.  

If the current payout stays intact (or even improves) this will not matter to most.

I don't own Forza, but a few friends of mines do, and they go at it about this all the time.  

One of them always ticked the way microtransactions were so in your face in Forza5, He couldn't stand the greed.

WHereas my other friend was like, I got family, work a lot, and so on, why can't i just *pay a few bucks* to get ahead.

I guess my being neutral, can see the argument on both sides, but I just think Microsoft should improve or increase the payout. 

If someone buys their way to the top, that doesn't impact my game play at all (or other people's game play). The current payout system is not altered by the microtransactions.

If someone buys their way to the top, that doesn't impact my game play at all (or other people's game play). The current payout system is not altered by the microtransactions.

if this doesn't impact the game in any capacity, I guess there's no argument to be had.

 

if this doesn't impact the game in any capacity, I guess there's no argument to be had.

In a blog post, developer Turn 10 stressed that Forza 6's microtransactions are entirely optional and are aimed at people who want to speed up their progress. In addition, the studio has a solution for people who don't even want to know the micropayments even exist.

"Players who do not wish to see the token feature in Forza Motorsport 6 menus will have the option to disable this feature from appearing by turning Tokens off in the HUD Options menu," it said.

Forza 6's microtransactions are available through these options:

  • 100 Tokens -- $1
  • 325 Tokens -- $3
  • 575 Tokens -- $5
  • 1250 Tokens -- $10
  • 2700 Tokens -- $20
  • 8000 Tokens -- $50
  • 20,000 Tokens -- $100

Forza 6 is not the first numbered Forza game to feature microtransactions, nor is it the only AAA game to have them. In fact, it is somewhat rare today for big-name games to not have them, as is the case with the new Need for Speed. Both Forza 4 (2011) and Forza 5 (2013) also had mictotransactions, a decision that creative director Dan Greenawalt has defended.

"We don't have paywalls," Greenawalt said about Forza 5's microtransactions. "We have acceleration, and that was based on feedback from players in Forza 4--there's a small group of players that can't be bothered to do things and they have disposable income. They're the sim guys in a lot of cases. They don't want to do the career, and they don't value those aspects, and that's alright by me."

  • Like 1

The argument for me was never how well it was done, just that it was a bit dubious to patch them in after reviews. It's not a trend that I want to see crop up from all the big publishers because unlike how microtransactions are done here, others seriously impact on the user experience (looking at Konami with MGS5 recently, which they didn't have live/detailed for reviews either...).

  • Like 1
This topic is now closed to further replies.
  • Posts

    • Windows ME was worse.
    • Dude, im talking about simply disable it from settings app. Because of the eu regulation, you could disable it here for years.
    • One big question about Mars was answered thanks to Einstein's 100 year old theory by Sayan Sen Image via DepositPhotos Scientists at the U.S. National Institute of Standards and Technology (NIST) have calculated how time passes on Mars compared with Earth, adding detail to how timekeeping would need to work beyond Earth’s orbit. The study, published in The Astronomical Journal, found that clocks on Mars run an average of 477 microseconds, or millionths of a second, faster per day than clocks on Earth. A microsecond is one millionth of a second, a very small unit used in precise scientific timing systems such as atomic clocks, which measure time using consistent atomic behavior. This difference is not constant. Because Mars moves around the Sun in a non-circular path (an eccentric orbit, meaning its distance from the Sun changes over time instead of staying fixed) and is affected by gravity from other bodies, the daily difference can vary by as much as 226 microseconds over a Martian year. The study also identifies smaller repeating changes of about 40 microseconds per day linked to synodic cycles (repeating periods that describe how planets line up with each other as they orbit the Sun from different positions). These longer patterns affect how time differences slowly rise and fall. To make these estimates, researchers compared Mars with Earth and the Moon. The work looks at relativistic proper time (the time actually measured by a clock depending on its speed and the strength of gravity where it is located, as described in Einstein’s relativity). This shows that each world has its own slightly different “rate” of time. This becomes more important as space missions expand into cislunar space (the region between Earth and the Moon) and toward Mars. On Earth, time systems rely on atomic clocks and satellites, which stay closely synchronized for navigation and communication. The study is based on Albert Einstein’s theory of relativity, which shows that time is affected by gravity and motion. Stronger gravity makes clocks run slower, while weaker gravity makes them run faster. “The time is just right for the Moon and Mars,” said NIST physicist Bijunath Patla. “This is the closest we have been to realizing the science fiction vision of expanding across the solar system.” A day on Mars is about 40 minutes longer than on Earth, and a Martian year lasts 687 Earth days. But the main question is not just about days and years, but how fast time itself passes. An atomic clock placed on Mars would function normally, but compared with one on Earth, the two would slowly drift apart due to differences in gravity and motion. This requires careful calculation of what is similar to a time-zone difference across planets. Researchers modeled Mars using a reference surface and included gravitational effects from the Sun, Earth, the Moon, and other planets. This includes a multi-body gravitational system (often described as a three-body or four-body problem, where predicting motion becomes difficult because multiple large objects all pull on each other at the same time through gravity). Mars also follows a Keplerian orbit (an idealized elliptical orbit based on simple gravitational laws that assume smooth motion, before adding real-world disturbances from other bodies). In addition, the researchers accounted for solar tides (small changes in gravitational force caused by the Sun that slightly distort planetary motion and timing, especially in systems involving Earth and the Moon). These combined effects are described as relativistic proper-time offsets (small but measurable differences in elapsed time between locations caused by gravity and motion), which must be included when comparing clocks across planets. “But for Mars, that’s not the case. Its distance from the Sun and its eccentric orbit make the variations in time larger. A three-body problem is extremely complicated. Now we’re dealing with four: the Sun, Earth, the Moon and Mars,” Patla explained. “The heavy lifting was more challenging than I initially thought.” Although the differences are extremely small, they matter for navigation and communication systems that depend on precise timing. Even modern networks on Earth, such as mobile systems, rely on timing accuracy at very small fractions of a second. Communication between Earth and Mars currently takes about four to 24 minutes or more depending on planetary positions, meaning signals are not real-time. A shared and accurate time system could help future missions reduce confusion in navigation and data exchange. “If you get synchronization, it will be almost like real-time communication without any loss of information. You don’t have to wait to see what happens,” Patla said. Researchers note that fully developed interplanetary communication networks are still far in the future. However, understanding how time behaves across planets helps prepare for those systems. “It may be decades before the surface of Mars is covered by the tracks of wandering rovers, but it is useful now to study the issues involved in establishing navigation systems on other planets and moons,” said Neil Ashby. “Like current global navigation systems like GPS, these systems will depend on accurate clocks, and the effects on clock rates can be analyzed with the help of Einstein’s general theory of relativity.” Patla added that the results also help improve understanding of time itself under relativity. “It's good to know for the first time what is happening on Mars timewise. Nobody knew that before. It improves our knowledge of the theory itself, the theory of how clocks tick and relativity,” he said. Source: NIST, IOPscience This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • TeraCopy 4.0 Build 26 by Razvan Serea TeraCopy is a compact program designed to copy and move files at the maximum possible speed, also providing you with a lot of features. Copy files faster. TeraCopy uses dynamically adjusted buffers to reduce seek times. Asynchronous copy speeds up file transfer between two physical hard drives. Pause and resume transfers. Pause copy process at any time to free up system resources and continue with a single click. Error recovery. In case of copy error, TeraCopy will try several times and in the worse case just skips the file, not terminating the entire transfer. Interactive file list. TeraCopy shows failed file transfers and lets you fix the problem and recopy only problem files. Shell integration. TeraCopy can completely replace Explorer copy and move functions, allowing you work with files as usual. TeraCopy is free for non-commercial use only. For commercial use you need to buy a license. The paid version of the program includes the following features: Copy/move to your favorite folders. Save reports as HTML and CSV files. Select files with the same extension/folder. Remove the selected files from the copy queue. TeraCopy 4.0 Build 26 changelog: Added support for receiving files via the LocalSend protocol. Improved exception handling and automated bug report upload. Fixed several minor bugs and small memory leaks. Build 26 (June 24) Fixed a rare exception when a transfer completed. Features added since version 3.17: Enhanced speed graph. New multi-threaded copy engine. Support for copying to multiple targets. Queue system for managing multiple copy operations. Support for receiving files via the LocalSend protocol. TeraCopy entry in the modern Windows Explorer context menu. Integrated toolbar in the title bar. Why receive LocalSend transfers with TeraCopy? Handle file conflicts: Skip, overwrite, or rename files when a file with the same name already exists. LocalSend always creates another copy, which can waste time and disk space, especially when resuming an interrupted transfer. Filter unwanted files: Apply ignore lists or remove files manually before accepting a transfer, so unnecessary files are not downloaded. Better performance on fast networks: In tests over a 10 Gbps connection, TeraCopy received files several times faster than the standard LocalSend app on Windows. Download: TeraCopy 4.0 Build 26 | 14.5 MB (Freeware, paid upgrade available) View: TeraCopy Website | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Briefly used Turbo Pascal (and Turbo C++) in 97 and soon after that I bought PC magazine that included a full version of Delphi 2. I still use Delphi today, some 29 years later.
  • Recent Achievements

    • Grand Master
      Jaybonaut went up a rank
      Grand Master
    • One Year In
      Philsl earned a badge
      One Year In
    • Dedicated
      Scoobystu earned a badge
      Dedicated
    • First Post
      Tom Schmidt earned a badge
      First Post
    • One Month Later
      D0nn13 earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      453
    2. 2
      +Edouard
      177
    3. 3
      PsYcHoKiLLa
      124
    4. 4
      Michael Scrip
      78
    5. 5
      Xenon
      76
  • Tell a friend

    Love Neowin? Tell a friend!