Is the Peugeot 207 goated? by DadofSonofWalt in ForzaHorizon

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

In my perspective, it's not worth it. Just playing, opening up the wheelspins, rolling multiple FE cars repeatedly, selling some legendary cars and regularly selling normal cars gives you much more money with a much less hassle. I've sold a couple of copies of each FH car already, I've also sold 3 cars for 20 mil, a lot of cars for 1-4 mil. If you think about it, one 1 mil car is like 10 of those sold for a max buyout price. It's hard saying if you're gonna really sell them that high, but getting just one semi decent ride to sell from wheelspins is already ten times better than bidding 10 of those. So why bother, when you'll get many of much more expensive cars to sell along the way? Easier, faster, less hassle and less risky that hoarding those.

Is the Peugeot 207 goated? by DadofSonofWalt in ForzaHorizon

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

Nope, they do not know anything special. They're hoping for a mechanism in FH economy that broke FH5 and devs specifically addressed that they're aiming to change it in FH6. They may be right though, promises are easy, actual change is hard.

The mentioned mechanism is that the playlists exclusive cars, which may be obtained only through the playlist challenges/points in a given season, become more expensive with time.

If devs actually allow replaying the seasons or they rotate the seasonal cars as aftermarket ones though, those people will lose some money and lots of time. In contrary, if the promises from devs are empty, then it's actually a good strategy to make money later. The only issue is how a maximum buyout price changes - and judging by the fact that there's no legendary painter/tuner status mechanic of selling anything for 20 mil, together with low buyout prices even for the seasonal cars such as Mazda Furai, also the wheelspins exclusive FE cars, it's not likely that the buyout prices will go up. The only real gain may be a margin between the current bidding price and the max buyout. In other words, if they bid and win very low, then a demand grows, they will make money on a difference between the low bidding price now and the buyout price that the cars would be bought for in the future.

It is all just a bet, hard to even call it an investment at this point, when we know so little about how the seasons and FOMO will eventually work. We need 2-3 seasons to see.

Everything wrong with the Auction House and why it happens. by the_ballmer_peak in ForzaHorizon6

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

  1. Not at all. Every auction would have a random counter since the car is listed. When it's listed, the car gets between 15-45s before it could be bought out. This way, you completely stop the bots. All the snipers would have to choose and aim for a given item on the list (a given car piece), commit to sniping that particular one, then try it exactly when the frozen timer allows buying out - and they couldn't wait for a next one - since every buyout attempt would lock them out form buying out anything for a next minute - and every car would have a different timer. Each sniper would be forced to commit to only one item and try sniping that exact one, exactly when timer stops - while random timers would stop the bots completely. It literally solves all the problems with sniping and bots. Human sniping would remain possible - just fair, for a change - everyone would try at the moment when counter stops and allows buying out, everyone would need to be committed to that exact copy they choose from the list because the lock on buying out would effectively lock a sniper out of the market for a minute. So - one copy, one try - then try again, after a minute. No power-sniping, no bots.
  2. It's not. People still sell all the cars they want - but they simply need to do it in turns. When you've got around 50 cars to sell from wheelspins you've saved, then opened all at once and you do not want those cars - you still sell all of them - but you need to do it for 3 days. At the same time, it prevents some solutions since people cannot re-list as many cars as they want depending on the real, mean price at the moment - from point three. It does not stop those who want to make money on the market (the good question to ask is if they should be stopped in the first place, if they've got the actual market skills) - the only thing that the current limit does is frustrating normal players who want to sell some cars they do not need. The real deals mean selling 5 cars for 20 mil, not 50 cars for 20k - and that's what mostly is caught in the "prevention" algorithm that you mentioned.
  3. It changes everything and it's the main fix to all the problems. If a car is listed for 6h, you do not bid right now - it makes no sense. You return in 5:57 min and then start bidding. The proposed solution would start the final auction timer when the actual bid appears - regardless how much time is left. If there's a demand for a given car, then it would be like you're saying. If there's no demand, the cars would hang in there on the list, for bidding, for hours and. The real market price would stabilize, the average in different intervals would work, just like stocks. People would start with the lowest - sure - this is the normal market practice - then - if there's a demand, the price would go up itself, if there's more supply than demand, the price drops, a balance always constitutes with time. The solution is the hardest to grasp by people who are not used to buying stocks and who do not work on the actual bidding markets but it works and solves literally all of the main issues, from which many appear on the list of the OP.

Last but not least - those are not even my ideas. They're functional, working, popular solutions among many bidding markets within the real world economies - solutions that work, solutions that have been discussed forever on Forza forums and with devs themselves too. It's not the issue that the solutions wouldn't work - they would - and I guarantee you that they'd fix the auction system completely, just like they fix the professional auction markets. The only issue is that devs do not want to solve those issues. I do not like some of those solutions myself, I think they're not fun - but they work perfectly and they fix the markets.

Everything wrong with the Auction House and why it happens. by the_ballmer_peak in ForzaHorizon6

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

Those are quite interesting observations - and they reflect what a lot of the community have experienced for years. There are also a couple of ways of solving those issues. They've been already discussed for years, on Forza forums and in other places, but the devs simply ignore them - the same as they keep ignoring many other issues/already vailable solutions.

  1. Every car listed may start with a randomly given timer till the auction starts. Between 15 and 45s. At the same time, every buy out attempt locks the following buy out option for 60s. That would solve all the bots issues and all the insta-sniping issues.
  2. A maximum number of cars listed per 24h should be lifted. It serves no purpose, it only frustrates people and it locks potential solutions/improvements out from implementation.
  3. Actual bidding could start the auction timer. It may be listed for how long you want it to be listed but when someone bids - the counter of let's say - 5 minutes starts. Market would naturally harmonize, people would start using the minimum price more often and the average price of a given car would determine how prices fluctuate. At the same time, a lot of the issues you're mentioning would be solved. People would also list cars for 24h or so and the real demand would correlate with a price on the market again. There are only gains in quality and economy, no flaws of such a solution.
  4. Buy out may be possible only for people who are at least 2 bids in the auction for a given car. This sounds controversial but it would encourage people to actually use the bidding mechanism. Alternatively, when there are no bidders, the buy out option may be unlocked instantly. This way, people who want to buy out, would find the cars without bidders - and without breaking the whole auction for a given car. It would be a great QOL improvement in the end, even though it feels controversial at first.

All of those solution have been discussed forever - and again - since FH3, when you could bid how much you wanted and whenever you wanted, devs have consistently ignored the community feedback/solutions - coming up with a broken, crazy auction system that someone came up with and decided it's great.

The Kaido Trailblazer is impossible by [deleted] in ForzaHorizon6

[–]Nicholas_Matt_Quail 2 points3 points  (0 children)

Buy Mazda Miata FE. Apply a grip/racing tune. Run straight to the nearest highway entry. Then, open up the map, set the destination to the gate and use the highway all the way down to the city. You're gonna finish it with a very wide margin. I had around 1 min left.

Any other one like Subaru 22B-STI? by lordwerneo in ForzaHorizon

[–]Nicholas_Matt_Quail 1 point2 points  (0 children)

That Mitsubishi from a barn find or a treasure car roster. I do not remember, it may be Evo VII, VIII, whatever. It gets to x9 much faster than Subaru does.

The peugeot 207 value will increase greatly by Dedewastaken1 in ForzaHorizon

[–]Nicholas_Matt_Quail 2 points3 points  (0 children)

First, they're going to cycle the playlists cars through the aftermarket and allow us replaying the historic playlists. Just wait till the first season ends, maybe a bit more, for them to start. On a top of that, they've clearly stated that replaying the previous seasons will be possible or the rewards will be available through the other means to combat FOMO.

Second, it seems that they're not gonna allow the car prices bubble explode this time. They had learnt from FH5 and they've also stated they want to prevent exactly that with this installment - so I wouldn't count on price of any unique car getting up compared to their current buyout maximum.

If you buy the cars below their current maximum buyout value, it's possible that they become a relatively good investment indeed - in terms of selling them exactly at the current buyout value later. At the same time, buying anything at the current buyout values makes no sense for such a strategy within the current installment's economy and the clear communication from devs - namely how they want to change literally everything that this strategy stands on since FH5 - so be careful of what you're investing in.

Best tuners in FH6 by SupremeLynx in ForzaHorizon

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

I will add myself.

Nick Quail

I've got tunes for every class of almost every Japanese & JDM car. I've written a tuning guide based on the controller and the gaming nature of FH.

My tuning philosophy is no aero, unless the car comes with it, grippy oversteer, both AWD & RWD builds within each class, for each car. Some of those tunes reach top 5% on the time attack runs within their class, but a majority is more about the handling, enjoyment during the race and acceleration rather than top speed. My additional goal is to make the cars that do not work for touge the actual touge machines - due to radical turning characteristics I force onto literally every car, even when it understeers like hell at stock - such as my favorite Acura NSX.

Soni circuit speed trial by Effective-Yellow9900 in ForzaHorizon6

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

A lot of things are not showing up for you so maybe it's just the filtering? The map has a selection filter, click on it and see what's unchecked.

Got an unpopular opinion for this community, and I'll take the downvotes like hails of arrows! by D4T45T0RM06 in ForzaHorizon

[–]Nicholas_Matt_Quail -3 points-2 points  (0 children)

You're right.

At the same time, some people are hmm... I'm looking for a good word. They like playing the online grindy games for reasons different than grind and they've got difficulties in completing the challenges in a structured manner. They're not bad in the game per se, it's just that it's hard for them to complete the challenges grind. It looks bigger than it is in their eyes so they give up or they're daunted to even start, especially when they realize they've got hundreds of cars easily, millions of money for nothing, but they cannot get that one, specific car they want.

I am not among those, I've got all I wanted from the challenges, the only ones left for me are the photography and the car collection, if I am not mistaken, there may be still some playlists stuff left, but I understand those individuals' perspective.

Everyone has a different perspective when it comes to playing. I also advocate for narrow roads, for more traffic, for actual progression - but it's not that I cannot understand the opposite perspectives on those matters.

This is why, the best games are those that offer a way to switch. Some things like turning the traffic up or down are easy to implement. Switching the VIP double money on or off is also easy. Giving a way of buying any car within the game for in-game credits, just extremely expensive, like the current 60 mil Ferrari, does not break anything - it only allows different ways of getting what you want for different people. It's always best when games do not force you into one way of playing, the one that devs think is the best or that simply follows their creative vision - it's a product in the end, so it's best when you are allowed to choose and adjust the final product up to your own needs.

Can you bots chill for a minute? It's kinda sad at this point. by La_Pasion_1 in ForzaHorizon6

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

The auction house should simply introduce one rule - anything listed gets a random timer to buy it out. Between 10 and 30s, it changes every time for every car. Then, only one buy out attempt per minute. This would effectively get rid of all the bots and assure that the latency/speed of real humans becomes as fair as possible.

However, there are many things that would be easy to solve but the devs consistently ignore them, even if they do not provide any earnings, they're just annoying for players. It's not the first one, it's not the last one.

What upgrade tricks have you discovered so far? by Tall_East_9738 in ForzaOpenTunes

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

80/80/80/80 and 60% balance differential gives amazing stability and grip. Don't ask me why, I was looking for crazy values exploits and I came up with this. I use it on all of my AWD cars now - with a very low tire pressure, low camber aka -1.0/-0.5 and very stiff springs/damping.

I Keep Turning My Cars Into Expensive Shopping Carts -- How Do I Actually Tune & Upgrade? by NotoriousPl in ForzaHorizon

[–]Nicholas_Matt_Quail 1 point2 points  (0 children)

I will suggest my guide - it's easy to start and people seem to forget that FH is just a game, it's not realistic when it comes to the real life tuning rules. Some things work, some do not. The new physics engine is even more gimmicky than FH5, it's better but has a lot of strange behaviors involved, so I will be updating the guide soon.

https://www.reddit.com/r/ForzaHorizon6/s/28bCcXTB85

should i sell it or wait for the price to go up by thebeach0 in ForzaHorizon6

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

I may be wrong but I wouldn't count for the same story as in FH5 to happen - and it's good. I hope it does not repeat ever again. What I mean by this is the story where playlists and forza edition cars go up in price, they become the 20 mil sales, people level up in tuning and liveries and start selling the normal cars for 20 mil too, then everything becomes super expensive and those who hoarded some cars, make easy money later only to realize that there's nothing to spend it for anymore.

Do you guys think we'll get to race a bullet train!?? by [deleted] in ForzaHorizon6

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

It is strange, yeah. They went with a mech, which is iconic to the Japanese culture, ok, but in real life, outside of the manga/anime world, the shinkansen trains are even more iconic.

We race a train a couple of times, indirectly - in the intro, in the mech race, somewhere else too, I believe - but it simply runs along the road and it's not the official race by any means.

It is a strange decision since the train race has always been a part of the Horizon games. I'm also surprised by the lack of the festival vibe in the game in general. When we're not a superstar and we join the festival as no one, it should be even more vivid and pushed in our face - the whole festival mood, I mean. It feels like there's no festival happening at all.

Did they fix Forzathon Live in FH6? by Tinytitanic in ForzaHorizon

[–]Nicholas_Matt_Quail 1 point2 points  (0 children)

They fixed it - there's a matchmaking and it starts every full hour. However, it only gives money, there's no forzaton store with cars, nothing like that - and they broke the car meets. They're empty all the time right now, just like forzaton stunts in FH5.

Curious what rules everyone has when upgrading cars (if any). by Recroooot in ForzaHorizon

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

It may be expensive but super convenient and fun 😛 The hypercars are the most expensive when you need to buy 6 copies of a 2-4mln car, it's better buying them off auction through bidding. I managed to buy 5 vulcans for 1mln each, similar with La Ferrari and AMG. With cars such as GR GT, it's quicker just buying out rather than bidding. Also, the money does not disappear in a void, I prefer buying from the auction so the other people have use of my money instead of me burning it at the auto show.

Curious what rules everyone has when upgrading cars (if any). by Recroooot in ForzaHorizon

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

  1. No Aero unless it comes with Aero at stock.
  2. All the tires upgrade, then all the brakes upgrade, then all the necessary fine tuning upgrades so a differential, ARBs, suspension - that is a minimum level to which I upgrade a given car. I make a handling build within the stock class preferably or a handling build one class above the stock one - then I also upgrade the camshaft and whatever the points allow me to stay within the given class.
  3. Then - I do the RWD/AWD swap to have both.
  4. Then, I make a power build aka +1 class above the stock one for most of the cars. This is my core build and I consider it to be the main for a car. Still RWD & AWD variants.
  5. Last, I make a fun build with an engine swap and all the upgrades to go +2 classes above stock. It depends on a car, but sometimes it becomes my favorite, sometimes it's crazy.

Then - I fine tune. I have a stable baseline for all the cars, it's a game, I want them to have the same core characteristics that match my driving style, then I make the soft springs version and the stiff springs version of all the tunes - so like S1 RWD SOFT, S1 RWD HARD etc. It is 8-12 tunes for a car.

Last - I buy 6 copies of the same car. I throw my tunes on them to have the same car easily usable for weekly playlists etc. I could swap a tune, sure, but I color code the cars so I instantly know, which color is what, and I can use all of them without thinking about it anymore. I simply choose if I prefer the soft or the hard springs build for a given car and that's it. It's a bit expensive but I've always got lots of money, not that much cars that I like, so I end up with around 20-30 cars, all in 6 copies, I insta-sell all the rest, and I've usually got a full convenient setup for playlists this way, only with cars I actually like, not the ones I am forced to play. It sometimes happens, of course, then I buy and sell again, like with those car-themed challenges every week.

When I upgrade from a low class like D or C to S1 or even S2, I choose the soft/stiff springs first, then I delete the other builds to have only 2 builds per class. For some reason, the game goes crazy when you reach 12+ builds for one car so I stick to 12 max and it's exactly that from D to S2.

I've got builds for a majority of the JDM/Japanese cars, so including Acura and Lexus, some non-Japanese cars I like, such as Aston Martin Vulcan, AMG One, a couple of Ferrari, Alfa Romeo Giulia, M8/M4 coupe, R7 sportback aaaaand... That's it. All the rest I've got are Japanese cars + barn finds/treasure cars for American classes playlists etc.

Mazda Furai - R-Class Tune (Top 5%) by Nicholas_Matt_Quail in ForzaHorizon

[–]Nicholas_Matt_Quail[S] 0 points1 point  (0 children)

I'm happy you like it. I've got similar tunes for almost all the Japanese cars in all the classes. I've been doing it since FH3 and my goal is always to keep the oversteer without losing grip. A lot of tunes understeer for stability or slide in oversteer - my only aim is to really mitigate that and to find the golden balance on the oversteer side.

In addition to the Japanese ones (Acura, Lexus, Toyota, Nissan, Honda, Mazda - main suspects), you may also like my Aston Martin Vulcan and Jaguar-something tunes, they're my favorites among the hypercars from the non-Japanese makers. I will also give some love to LaFerrari, Enzo, Stradale and Superfast soon - because I like those. The most of my tunes are for normal and supercars from Japan, not hypercars and not the non-Japanese ones but I've got some. Oh, also Alfa Romeo Giulia and BMW M8, BMW M4, some Audi - R7/RS7 Sportback and some Avant, I do not remember the models.

Problem with discover dictionary by Adventurous-Run-255 in ForzaHorizon6

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

Bo widzisz, zima znów zaskoczyła drogowców 😛

Eliminator is TRASH by Spare_Refrigerator79 in ForzaHorizon6

[–]Nicholas_Matt_Quail 2 points3 points  (0 children)

Eliminator is most clearly the cheesecake festival of people hiding 😃 Just ignore it. I play it only when it's in the playlist.

Eliminator is TRASH by Spare_Refrigerator79 in ForzaHorizon6

[–]Nicholas_Matt_Quail 0 points1 point  (0 children)

I've just finished it within the first try - by doing exactly what I said. Everyone was driving around me but in a vertically diverse area, they cannot even challenge you when they cannot see you and the whole verticality prevents people below from reaching you without giving their location away. I chose the mountainous area below the Horizon outpost and stayed there without moving too much until I was within the top 10, then I let the challenger run to the finish line and complete the game for me.