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submitted by mzubairkhan25 to playidlegames [link] [comments]

Had this game really improved by a lot ? A retrospective of 28 months.

Hello fellow Idlers,

Since many months, I saw this sub torn between two visions of the game, and the recent updates.
A first group, including me, thinks this game has a very slow evolution, makes shitty updates, and is more and more greedy towards the whales and their bank account. We are many, and we all agree on many points : updates of this game and the direction it takes is not good for most of the playerbase, and dolphins/low spenders are forgotten for every event. Many left, guilds died a lot this year, even in old servers. Many small spenders and monthly subscribers stopped spending, and a big bunch of players plans to leave at the end of the year after the big events. That's a fact, and this is not good for the future of the game.
A second group seems to defend the devs a lot, shouting at the first ones when they want QoL updates, when they think an event is shitty, or greedy. They think that DH is making a good job at listening to players, answers requests, make QoL updates, and that the game improved A LOT (read that one frequently)

I'm not here to defend my point of view about the game (I'm ranting enough on this sub), but to give FACTS.

To do that, I looked back on this sub, at a time when a player named Folstar used to make "to-do lists" to the devs, reporting every problem of QoL this game has. Let's see a post from July 2018, 28 months back. (I'll let math addicts calculate the amount of money DH made during this lap of time....).

For reference, here is the post I digged out : https://www.reddit.com/IdleHeroes/comments/8ze2ee/folstars_dev_to_do_list_vol_5/
I won't copy past every detail of this post, so I invite you to take a look at all the complaints we had 2 years back. Essentially, we have almost the same now.

  1. Guild Wars : change came in 2020. Long overdue, but with a new system that isn't perfect. Still an improvement, so 1 point for team 2.
  2. Equipment/Artifact loadouts. LOL. 1 point for team 1.
  3. Faction sorting button anywhere we select heroes. Still nothing
  4. Celestial Islands Small Islands Skipping. Done last year. With a big update of CI, which is, IMO, the only good update we had recently.
  5. BT Skip Battle. Done last week.
  6. Smash should automatically prompt with the maximum number of attacks available : still nope.
  7. Shard Sorting. That's a nope.
  8. Marketplace/Casino/Super : .........still nothing
  9. Skins as Avatars. Yeeah, we got this one !
  10. Avatar Sorting. The current system could be considered like a sorting, a bad one, but still.
  11. Excessive Exclusive Skins. Still nothing, we got only exclusive skins as new ones now. That's a regress.
  12. You, Skins, and RNG. Still nothing about the accesibility of skins. Oh, yes, you can buy one for 50$ every week now. And you get way less shards than before.Woopsie, my bad, we indeed get shards for Imp event
  13. Block/Precision. Still shitty stats, except for Horus. Dodge was way more interesting...
  14. Rerolling the Same Thing You Are Replacing. I thought they said it was corrected months ago, but I had a try few days ago and still nothing : you can still get the exact same stone... Correct me if I'm wrong, I can't waste more dust !
  15. Friends and Mail. Still nothing
  16. Guildies are Friendies. Still nothing
  17. More Challenges. .......Nothing ? Some would consider Void to be a challenge. It is a challenge of patience, sort of... Or a challenge to be motivate enough to do some Vortex battles or some Realms gate clicking....
  18. Another tier (or 2) of Event Raids. ........... and nothing again
  19. Update Quests. Small changes here and there, but almost the same as at the launch of the game. No new mode is included. Daily quests are still garbage.
  20. Casino Store. Still a useless store.
  21. Soul Stone Shards. No changes at all, of course.
  22. Altar Returns Shards for 6 Star and higher heroes. Absolutely nothing changed.
  23. Raid Boss Notification. We had changes concerning this one, so I guess it's a tie. FS is not perfect, but an improvement of the nothingness we had at the time.
  24. Saving on Server Change. Fixed in 2019
  25. Casino Spinner Rewards. Oh, nothing : the casino wheel is still as shitty as before. No interest at all in the rewards, and you ?
  26. Monster Rebirthing. Still consuming your gold.
  27. Red Dot on Event Raid. Yeepeeee, it changed. I think so.
  28. Artifact rerolling and/or breaking into shards. Still nothing. We can fodder artifacts now, but it's not for all players AT ALL.
  29. 12* Hours Timers. Nothing, still this shitty 12h timer, punishing you for every minute missed.
  30. Slightly Reduce All Timers. Nothing again.


Amongst 30 SIMPLE changes recommended 28 months back, only 9 were in fact developped or corrected by the devs.
In the same time, we had the 640$ frame, the Void update, the 2k$ SFX and the anniversary hero hidden behind a paywall of stupid RNG, just to name a few.

Conclusion : NO, DH Games is not listening enough to players. No, the small updates we have once in a while are not good enough. No, this game had not IMPROVED A LOT, but just corrected 9 of the 30 problems we had 28 months back. 21 are still there, and many more came with recent updates.

TL/DR : In 28 months, devs corrected 9 of the 30 QoL problems we had. No, this game didn't improve enough the QoL of players.
submitted by Spycken to IdleHeroes [link] [comments]

Xbox Store UK Deals with Gold, Spotlight & Add-On Sales 19/01/21

The following description is not provided by this sub or any of it's contributors.
Microsoft (Microsoft Store)
Xbox One
Xbox One Bundles & Special Editions
Xbox One DLC
Xbox 360
submitted by SuperHotUKDeals to SuperHotUKDeals [link] [comments]

Xbox Store UK Deals with Gold, Spotlight, Franchise & Publisher Sales 19/01/21

The description of this deal was not provided by this subreddit and it's contributors.
Microsoft (Microsoft Store)
Xbox One
Xbox One Bundles & Special Editions
Xbox One DLC
Xbox 360
TBC
This deal can be found at hotukdeals via this link: https://ift.tt/35SfS06
submitted by SuperHotUKDeals to HotUKGamingDeals [link] [comments]

Offerwall revisted part 2


After the first post, I replied to most of the comments and decided I'd try a few more games, while the first post had some mixed reactions, it seemed more positive and helpful to others than not. Well, you know you want to feed the machine for WoL and Death Machine after all... or maybe you already did and you're just wanting to rebuild that stash for Kilfe, FFTv2, or whoever. I have a few suggestions and tips for each. Do note that it's not up to me what's shown on your wall, or why numbers super fluctuate, I'm only trying to share advice on what has worked for me, to make this easier for you. A couple of the comments were... very aggressive as if I stiffed you, sorry for taking all the good stuff I guess? Be aware that the potential numbers I listed was what I got, you may get more or less, I'm guessing as more do or skip a challenge the numbers alter to reflect the popularity. I apologize for not labeling it clearly again, but this is on the Android paywall, I understand that for whatever reason, Apple has shafted it's users, sorry.

One Punch Man 2.0 - Beat 5-4 within 1 week. Fairly straightforward challenge, some of the worlds get kinda big, but if you like OPM, you might dig this a bit, like any gacha game there are tiers of characters and some will help you finish this challenge faster than others. 3 x 3 party grid, field 5, and turns are based on the position on the grid up right, far right, bot right, up middle etc so you have some control on altering specials and turn order. Several codes out there will help you fill up your party faster. Every 4 stages is a miniboss, so 1-8, 1-12 etc, usually the following 3 are much easier... unlike Idle Heroes, you can go as far as your party takes you. Also BIG note, the challenge does vanish from your offerwall... it still paid out pretty quickly on completion. codes
Potential 1260 visiore, took 1 1/2 days, I feel like I had a really strong party, some of my guild mates took 3 and 4 days, ymmv a bit.
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Left to Survive - Level 6 base in 10 days. Probably the most fun out of all the games I've played lately, a bit unique (at least to me) in gameplay. The game is half base builder, have weapon upgrades to shoot zombies in an old arcade style shooter. I thought this challenge would take longer, but it seems when I hit rank 4 an anniversary event opened up. Did this challenge enough to hit 18000 tier (10k oil as a reward), which also gave me enough points to purchase several things from the event shop. I was scared at first to redeem anything, as I was certain I'd lose materials over my cap... I have roughly a 3k supplies and oil cap, so 10k was quite a lot... the shop had 100000 supplies for like 250 tokens, I had 1000, on top of this, the shop also had 10x 1 hour speed ups for 300, bought that twice, and finished really quickly. The game will force you into 1 pvp match, and attempt to have you raid someone, you can back out of the raid, it'll break your peace shield. The anniversary event should be going on for another 3 or 4 days. Overall different, kinda fun, different change of pace, pretty easy to complete within the peace shield time limit... even easier if you take advantage of the anniversary event.
Potential 1620 visiore, took about 12 hours, was scared to lose resources otherwise it'd have been about 10~
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Vikings: War of Clans - Train any T3 unit, no time limit. Do note theirs a timed version as well, but oddly enough it pays LESS, so why hurt yourself on rushing? On top of you only get 1 builder, which as limiting as that is... wasn't the worst issue. That said this one is super time consuming... usually with base building games you need to quickly upgrade your keep/castle to upgrade your barracks to build higher tier troops, not the case here... you need to do that AND research it in the tower. The costs of even the T2 units (and you have to unlock ALL of them) is astronomical, at this point I was getting about 1500 resources an hour, and hitting nodes on the map for about 8k of 1 type per hour. Each T2 (that I can see) is 48 hours to complete, 50k of all resources and 90k silver. It's disgusting, and I imagine the T3 will be even worse. So not only is this gated on time, the resources needed is pretty staggering, you also only get a 3 day shield. Getting attacked may be a problem, they won't get any of the normal resources due to your storage protection... but silver isn't protected until rank 21, so if you're struggling to hit 90k multiple times and possibly even more, it could become a problem. You can join a clan and someone might send you silver, but most of the people I've seen in chat are pretty... derpy to say it kindly. Overall I'd pass on this one, even without it having a time limit I'd still say pass.
Potential 1822 visiore, currently at 2 1/2 days... I wager at least another 7 to finish, more if I become a target... at least it's not timed, but who wants to add onto the stress?
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Afk Arena - Train any Legendary hero, no time limit. A bit of luck with this, the upgrade system is just like the OPM one, but just in case you don't try that... 2 of the SAME rare (blue), makes a rare+, any 3 rare+ of the same element makes an elite (purple), 2 of the SAME elite, makes an elite+, 3 elite + of the same element makes a legendary. This game also has a lot of codes that you can get a bunch of quick units. I recommend selling any green tier units for hero shards and using the shop to buy random blue tier units... you should be able to get most/all of them. Push as far as you can in the story, the tower, and the maze event, it too gives tokens to buy randoms (or save up to buy an elite dupe, this will depend on your pulls of course). This isn't too bad, very similar to Idle Heroes in the sense that after the first hour or two, you only need to collect, push, recruit more units every 8 or so hours. Not a hard challenge at all, part of it is luck on pulls, maybe you'll finish faster, maybe you'll need to level a lot and really grind out every crystal you can, it's hard to say... but they do get codes fairly often and it's not timed, so it could be a refreshing break. Do note this challenge also vanishes off of your wall, but you'll still get paid. codes
Potential 756 visiore, finished in 1 1/2 days. Just finished about 30 min ago, but was credited before I finished this post. I doubled up this game while doing Vikings after the first day.
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Also not saying to do or don't, but it seems that someone got lucky...
Lord_Xashen
The "Billionaire Casino Slots 777: Free Vegas Games" one for reaching Level 200 is bugged? I grinded to Level 162 and when I swapped over to check the WotV shop for WoL Shards, the Visiore was sitting in my inbox.
Edit: Not complaining

Total visiore earned to date - 14688, I'm sure I'll try a few more, just they'll have to wait, I move Monday and some of these can be pretty time intensive. I'm considering going for one of the Star Trek ones, and another base builder... once I've settled in of course.
Again, I'm happy to reply to comments or pms if something needs further explanations, or even if you have a story you'd like to share as well.
submitted by tuffymon to wotv_ffbe [link] [comments]

A journey of 966 hours

Since I'm probably going to abandon my save file due to an unfortunate event, I thought I just post the story of it here. Obviously this will end up in a very extreme wall of text - but if you are interested in such stories feel free to continue reading.


1.0. The Preparation


Last year in august I was planning on playing Elona(+) again, since it was around 9 years ago when I played vanilla Elona on its latest stable version. In 2010 I never made it far into the game, I wasn't even close to anywhere to 3 digit stats - but I was able to at least survive basic stuff and advanced very slowly until I stopped playing at some point. What I do not like if you can things permanently mess up which was one of the reasons I decided to play Elona+ instead of Elona this time as it appears Elona+ tries to avoid/reduce such things. I always went out without any pets 9 years ago as I think they pretty immediately died for me - and so I went on another petless journey again. My choice fell on an Eulderna Warmage since at the time I created the character it seemed to be the best choice for me with the extra magic resistance while not having any specific disadvantages. As feats I choosed some resistances and Exorcist to nullify being cursed on dreams as I remember 9 years ago on vanilla Elona this was a significant threat to me (however, now I would not choose this feat anymore since cursing items later in the game can be quite important - I wished this feat would just add a toggle special action like Dupli-Cane and Advanced Casting so you could enabled/disable this at any time).


1.1. The Beginnings


I started the game pretty casually on Essential Mode (I would have preferred a harder mode but I dislike loosing life/mana when the game/system crashes by accident) with the intention not to savescum. I was entering the wilderness around my house to improve my stats until I could survive basic enemies like a kobold. My playstyle mostly reflects of going melee-only and I'm not sure why I choosed a Warmage at this time - possibly I have read before that magic is pretty strong and decided to give it a try later - but I don't fully remember. I was exited about simple stuff like identifying things to permanently unlock their basic selling values to make more money. After around 1-2 hours it was time for looting the Puppy Cave to make more money and progress even further. I tried to improve my gear by getting some resistances and preferring glass gear for more speed. At some point I entered a pretty low danger level dungeon which was at this time pretty high for me. At the end was a level 8 or 9 Grudge which I don't remember anymore if I defeated him or not - but slowly I begun to get stronger. Progressing on this low level went a while while I was also using the Wiki on Fandom all the time to check all the details for the game mechanics out. At some point later I also gave magic a try. Seeing how the damage of a magic dart increased quite fast with its dices and damage value I thought at this time that magic is pretty overpowered and will easily outclass any melee.


1.2. The first accident


After some casual playing I achieved significant progress when I got enough medals to buy some artifacts in Miral and Garok's Workshop. With the I was able to do moderate amounts of damage (around ~200 at this time) and with the I had no issues with upcomming invisible creatures. Ironically I still had both items around the 800+ hours mark, since artifact items are usually pretty strong (especially in this game) even compared to random godly items and over the course of time you usually rarely progress with new random equipment in this game. At the end I was able to blast even level 50000+ monsters away with moderate ease which are all capped with all stats at 2000 - but more to my endgame build and what I all did later in this post. The next step was to progress with the story so I went for the 3 magic stones. When I approached Wynan on his chessboard he crushed 1 or 2 walls which stressed me out (which also happened later on some other locations) since on trying to fix this later it turned out this is not possible - as placing wall tiles with the Wall Creation spell or removing them to fix floor tiles will always result in a default wall/floor tile - making it impossible to create specific ones as I really wanted to preserve all the static areas in the game. I was a bit sad about it and hoped that in the future there would be a way to fix this - like a way to choose which wall/floor tiles to place; a janitor set that allows you to actually also design some static areas at some point; or some other solution. My savefile was now slighly messed up and I just continued - always hoping that I can just fix all messed up floors in the future but also knowing that this is extremely unlikely to happen.


1.3. Careful grinding


Meanwhile I also grinded for more Little Sisters and got more Hero Cheese to improve survivability - which was a slight mistake at this point since I was still in act 1 (as I planned later to add additional body parts). Farming for Little Sisters was quite a serious task too since I wanted to avoid killing a single one to avoid reducing the spawn rate of Big Daddies. As far as I know this is another thing where you can permanently mess your save file up if you make a mistake so initially I did always fully clear a floor before approaching a Big Daddy and then even walling him in with enough distance to avoid him smashing the walls as enemies can still spawn randomly if enough turns pass - eventually an enemy would have appeared otherwise exactly in the turn when the Little Sister spawns just to kill her and mess my save file up (when I was much stronger I did not wall them in anymore and from the ~350 Little Sisters that spawned not a single one died during my whole playtime). When I also progressed more in the story and met Alsapia in Lesimas floor 30 I think I had around 300 hit points but still died on my first try against her. The neverending progression just continued until I was strong enough to finish act 1. But before defeating Zeome I also wanted to finish some side quests which lead to an interetsing experience. Ungaga in the Minotaur's Nest did land a critical hit on me with his first strike, probably with a very high roll and I lost around 700 hit points and died. He never did any damage this close to me again on my future attempt so I guess I was just extremely unlucky here.


1.4. The museum and its difficulties


One thing until this point that bothered me a bit was the museum. I wanted to collect all cards and statues to show them in my museum but anyone who tried to seriously fill a museum probably knows the troubles. There is not enough space to place them all even if you extend the default floor and additional floors can't be created. Also there is no sane way to track which statues/cards you already have in your museum so I decided to just collect the statues/cards from unique NPC's and very later on I even begun to remove some cards as space still became very limited (if you want to make your museum look halfway good and not to fill every single possible tile). At the end this is good enough to reach rank 1 and get all the points to get more platinum coins but I think this is something that could get enhanced. Especially since adding support for multiple floors and linking them to the ranking is not difficult.


2.0. Getting strong


One of my goals was to get new body parts as fast as possible from doctor Gavela as I wanted to avoid loosing more life as neccessary from early farmed Hero Cheese (I think I only lost 1 extra life due to this but it was still a bit annoying). I got 2 additional hands and my setup (either it was a sword and shield or already dual-wielding) changed to quad-wielding with a living weapon (lightsabre), , and . I think at this time I did roughly around 1000 damage per hit - which didn't progress too significantly for me anymore over the course of the next few hundred hours. Also I did experiment with my living weapon a bit and did reset it a few times at Maile - but was a bit annoyed that instead of being a reset for its level/gained attributes instead all attributes that were even before leveling it up got deleted too (e.g. if you get a living weapon with a good invoke and want to reset its level the invoke will be gone forever). At least the attributes from the material kit could have been kept as for example in my case the lightning resistance from being a diamond lightsabre got deleted too - while it was still made of diamond after resetting. Reapplying another material kit (even if the same) fixes this issue but it still feels a bit annoying. One thing that I got curious later on was why all enemies got in some cases just 1 damage no matter what. It turned out that the chain intervalls the weapons do are actually a nerf for cases when enemies can't do something on too many turns of the player (like perma-stunning them and stopping the time too often). Once it reaches 200 all enemies are getting just 1 damage from any source - limiting the combination of dual-wielding and time-stopping (this is also one reason why you want to avoid spreading too much different damage types on weapons as every damage type counts as its own attack and adds 1 to the chain interval - making the enemies just faster resistant to your damage). At the end I went full darkness damage on my living weapon since it seems the most useful - it mostly prevents any physical and magical threats, is very easy to apply to any regular enemy that is not immune to blindness or has innate superb resistance to darkness (even capped out enemies), according to the wiki sticks usually a bit longer than confusion from mind or sound damage (and confusion has the disadvantage that enemies could spawn other enemies if they fail to cast a spell) and does not stunlock the enemy to avoid high chain intervalls.


2.1. Common work


Nothing too spectacular happened from here except casual grinding and when blewing up Palmia for the side-quest I forgot to check for other adventures - and of course pissed some of. I was now curious if they would ever come to my home and trying to burn it but this did never happen. Meanwhile I had a ranch with a fairy to get more Secret Experiences of Kumiromi - which did net me the one and other a few times during my gameplay. If I would have found them as often as Happy Beds dropped for me I would have possibly already nearly capped out all my feats - those beds really dropped like biscuits for me. I also had a shop and did put all the cooked food I got from killed enemies there. I also did sell miracle and godly equipment there that I found but had no use for it. Since I played this game casually and in a more or less RPG-like manner Isca was the shopkeeper. I also intentionally wasted a rod of wishing to give her the negotiation skill as I had not much interest to dig into gene engineering yet. As shop feats I choosed Asthetic Sense to get more money and Proprietary Sales to get even more money. I still assume the latter is responsible for a display bug: Every time the day ends and the summary is shown the first message is partially duplicated with some nonsense. It sorts of depends of the last tiles you have somehow encountered - but I do not know the exact details. It is kind of funny when the message claims Isca has put Palmia into my shop storage^^
Also I had a farm with nothing spectacular in it. Mainly I did put fruit trees in there that I sto... borrowed. I also had a bigger tree farm in my house which I used to produce juice so I had not to go to Noyel anymore every once in a while to farm some snow.


2.2. Making money


My Win-LVL increased while I played more - without knowing what this actually meant. Later on I figured out the number there (in the current version of Elona+ shown as "Proper" in your character sheet) is just the highest level of a dungeon boss you killed. It seems to affect the danger level of newly generated dungeons and quests. Additionaly the highest danger level you entered/cleared or such seems to also affect this (and can be reset at Maile while the first can't). I got into the ranges of level 150-200 dungeons and things begun to get harder. And some point (possibly a bit earlier or maybe even shortly after act 2 - I don't remember exactly when) I noticed all enemies have now a gauge bar. I had around 3000 hit points and a Flash Wyvern could remove half of them when its gauge bar got full. Also the god enemies like Atlas begun to show up. I remember that I killed an early one with several magic darts from the distance but it was still pretty dangerous. However, at this point I got quite some extra money as the gold piles are in the 5 digit ranges here. Later I noticed that it seems to cap at 50000 and even much higher dungeons seem on average to yield even less money. It sort of felt like the money values are sort of overflowing and thus lowering the average a bit until some even more higher danger levels again. If I was wrong or what exactly was going on here is still unknown to me. But with the extra money and the sold cooked food I was able to increase my Investment skill more and more - as it levels pretty fast. It was also my first skill that reached level 2000 and thus requiring me only a bit over 50000 gold to invest 50 more ranks on a shopkeeper. At the end of my gameplay my blackmarket shopkeeper is now rank 66000 - but it feels not better than like rank 5000. Either the improvement is here extremely slow, maybe with diminishing returns or I did already hit the softcap and there is no point in investing here anymore.


2.3. The AP-system


One thing I was already concerned when I was still in act 1 and that influenced my gameplay heavily was the AP mechanic as I think it can sort of mess up your save file too. Currently after 966 hours my AP are 2500 (8500) which is the highest minimum value for my build when you buy only the skills and prepare to swap to any skill without wanting to increase your AP further. If I would have gone for additional speed/life my AP value would now be even higher - while I can achieve those values even without investing the AP. This has the theoretical advantage that I'm as best as possible prepared if updates of Elona+ add stuff to the AP mechanic. Players who instead capped out their AP wouldn't be able to get any more of them and potentially locking out from new stuff and thus messing up their save file. Also the AP system favors to save your Speed Upper potions/Hermes Blood, etc. ideally after you have capped out the related stats with AP which I also disliked. I think a better approach to this part of the AP system would be to not bind the stat increases to the base stats - but instead applying them as an invisible buff. This way it would solve the problems above (but also result in a bit higher stats on endgame builds). It probably sounds stupid to many who read this - but whatever, I just progress without the stat increases and the journey continued.


2.4. Rejected from some gods


Additionally I also went every year to the Truce Ground and temporarily worshipped another god to make them spawn in november and getting the specific training-related artifact. Unfortunately there is a bug that prevented me to do this a few times. Even having more than just enough favor and praying at the Truce Ground resulted in around half of all cases the related god to not appear. I don't know what exactly causes this issue but my guess is that switching to a god too late might have an impact on this issue. Also I remember that I have seen another user here in the past that has claimed about this issue. I guess it is just rare and since the exact conditions are unknown I expect it not to be fixed soon - if at any point at all. My current approach was to not switch to a god later than september and so far my last summoning in november was successfull but I would have to test this further.


2.5. Improving my gear


Via the course of this grinding I also improved my gear. While randomly generated equipment very rarely improved my current equipment and too often even very early artifacts were very superior, all my equipment was hardened to +10 via a blacksmith and to +15 via stardusts. The new improvement was reforging their type and applying a more effective material kit on them. Since I wanted to balance stuff out most of my armor got a Dragon Scale material kit as it has a good improvement to DV and PV while also providing fire and cold resistance which is quite important to avoid item destruction in tricky cases ( I always carry a fireproof and coldproof blanket with me just in case. Too bad filling charges seems to be limited (even accross other items I think) to lower values than you can potentially buy (13 charges in case of blankets). Maybe it would be better if the cap of filling charges would be dependent on your Magic Device level - this would also make this skill a bit more useful. Also: Needs coldproof liquids!).


3.0. Becomming healthy


I finished act 2 at some point and got to a point where I noticed a significant EXP increase from enemies (panic/challenge quests; dungeon bosses; enemies in the Void floor 200+). For example a random spider in the Void floor 200+ gave me around 4 million EXP per kill. Since the EXP cap for levels is 100 million and every level gave me some hit points (in newer versions of Elona+ I now get hit points only every 4 levels - but around 4 times higher than before). My stats slowly crawled up - I think to around 300 - 400 on all main stats, ~100+ on most skills mostly due to travelling except the 2000 in Investment and some hundred levels in Lockpicking since I noticed troubles opening all those chests, safes and treasure balls on higher danger levels. However, the contents never seemed to get any better anymore despite requiring a more and more higher Lockpicking skill. I remember having seen the Skeleton Key once in the log after casting Oracle but unfortunately it was generated in the Void and the floor was already gone for a while. In all those 966 hours sadly I have never seen another generated Skeleton Key anymore (but tons of s - which unfortunately have no effect on Dimension Fishing - while it does even increase the Fishing skill, argh!). Much earlier I planned to keep all my spells up with my chacacter level - but stopped this approach on level 115. My main skills I used at this time (Magic Dart, Cure of Eris or Jua, Speed, Attribution Shield, Feather, Holy Shield, Holy Veil, Vanquish Hex), were around level 200+ - 300+. Too bad some spells do not increase with higher levels (except the spell stock cost reduction up to level 300) while still increasing in mana points. For example my Magic Map spell (on hour 966 with level 623) has never improved in revealing the map more with a single cast. I continued to farm some more levels to get more hit points and to get some more stat increases from some Ether Diseases I currently intentionally had (like hooves and feathers for more speed). My hit points reached values around 15000 - 30000 and my speed got around to a buffed value of 1100+ and my Win-LVL was around 1000.


3.1. A laboratory for all your plushies


From this point nothing too spectacular happened anymore. I slowly advanced in the Void, farmed Little Sisters and also fame in dungeons to make panic/challenge quests more worth, I did party time quests to get Music Tickets as well as hopefully finding a godly Casino Table and Pachisuro Machine. Also I advanced Leold's side quest in killing higher level monsters for even more music tickets and invested them into Hero Cheese for even more hit points. I also slowly killed more and more unique NPC's to get their statues for my museum. At some point I got tired power leveling my spells after I slept enough times so I decided to make my life a bit easier. I designed my dungeon to be a laboratory with cells for different types of enemies. One of the cells contains 2 Meshera Deltas, which do cast Silence on me all the time from their cell while I'm outside and out of their pyhsical reach. That process speeds up spell leveling very much as there are now no spell animations anymore. A bit earlier when I tried to get some Asuras in a cell I noticed later they were all gone. To solve the issue with depsawning monsters I just sandbaged them and only release them when I need them for training (and sandbag them again once I'm done).


3.2. Facing Death's aspirant


After this the progression went pretty fast. Mainly because I actually invested now platinum coins to train offensive skills (mainly Tactics, Dual Wield, Eye of Mind and Long Sword) to get much higher than the ~150+ skill levels they had. I also got additional levels from killing monsters - usually now 12 million - 13 million EXP per kill resulting in more hit points and some Hero Cheese from music tickets for even more hit points again. Around that time I also leveled 5 living weapons to level 10 with applying strength to them so I could temporary buff my strength to 1000+ as I wanted to get 1 of every altar in my home. Slowly my offensive skills evolved and I had around 60000 - 70000 hit points. Around this time I tried to kill Amurdad to get the as I planned to advance some stats later with a farm full of herbs. My first try on killing Amurdad resulted in that I could not get past his Super Regene healing and he drained my stamina up to a point where he could easily kill me. The grinding continued and my stats got higher, up to around 300+ - 400+ in said offensive skills and 150000+ hit points. That was sufficient enough to finally beat Amurdad to get the scissors. Now I have a farm with a Statue of Kumiromi, 72 planted herbs and 8 Kumiromi's Gem Stone of Rejuvenation. At this point Quad-Wielding with time-stopping felt very lacking as I had usually very high chain intervalls, too often now over 200 forcing me to wait a few turns. Since at this point I pretty much studied most of the Wiki on Fandom I wanted to try something else. The idea was 3 living weapons (all lightsabres (I think 1 was reforged) since living weapons at this stage of gameplay are pretty common) while leveling the first 2 lightsabres with nether damage up to level 10 and the last one to darkness damage up to level 10 and a shield for more defense. I also made the 2 lightsabres with nether damage super heavy (250s each) to cap out the critical damage even if the enemies wear heavy equipment. This turned out to be super useful as I did around 10000 - 15000 nether damage on most enemies per hit per sword which also healed me for this amount - around half the amount my Cure of Jua spell heals. A bit later I had also buffed around 1300 PV but the enemies still hit for 15000 - 30000 damage. I advanced my equipment to have a bit higher magic resistance and spellcasters barely were a threat now with the few thousand damage they did. The exception are water spells as they ignore any resistances causing also to do around 15000 - 30000 damage per hit. However, protecting against spellcasters was much more easy than protecting against physical attacks (mainly due to bosses you barely can blind). But I also had not actively trained Evasion yet - I planned this once I have more sandbags for Asuras.


3.3. The Escalation


Then the update happened that brought a cap of 100 to platinum coins and skill/spell points. Since I had accumulated over 3000 skill and spell points I waited for a specific training day and used Advanced Casting and then burned all my points into Swimming and... Wishing! Now with an equipped magaqua (as I never used one before as I wanted to train Swimming over time) and a Swimming skill quite over 1000 I achieved a buffed speed of around 2000 (while still having ~600 base speed). With my Gamma Shift Core I wished earlier for it is even around 2500 speed. My Traveling skill is only around 200 but this together makes me fast enough that it is not too hard capping out skill and spell points in a single ingame day - which is quite tricky since I want to use them only if I'm on a specific day to optimally boost my skills which requires me often to skip some days. At this point I wish I could just use the over 1000 Small Medals I have to just upgrade my "Magic Bag" to fit in more skill and spell points and platinum coins as at this stage of gameplay it is sort of required to play effectively. I got stronger and stronger and the enemies began to cap out their stats slowly at 2000. Every few enemies I have killed achieved the next goal of Leold's side quest and switching continents all the time, going to Leold, teleporting to the Craddle of Chaos, reading a Scroll of Escape and switching continents again was quite annoying. If doctor Gavela could borrow Leold and me just a Mobile Communication Equipment with integrated fax - then Leold could just fax me those Music Tickets every time I advance in the quest!^^
Since capped out enemies were less and less a threat I begun to beat higher dungeon bosses and getting a higher Win-LVL until I noticed bosses won't go here over level 8332. But there seem to be some exceptions. Once a Shade generated as dungeon boss and it was only level 6666 (I think it was not even generated as boss type) and at some point I got unnoticed a Win-LVL of 11110. I guess there is an exception that generates something at level 11110 - maybe it was the Putit Tank I encountered but I don't know. After this point the danger levels incremented about several thousands once I did beat a new higher one. Currently the highest danger levels I see are a bit over 100000. The mechanics in them are also quite interesting: It seems hidden passages (blocked by wall tiles) still scale in this high levels. When I just use 1 skill point to bring my Detection skill from 0% potential to 20% potential I get 20 levels at once (and 0% potential again) with one revealed hidden path. No matter how many more potential I put into (even 400%) I never get more than 20 levels at once - I guess this is the cap how many skill levels in general you can get at once. Luckily revealing a hidden path is still easy with 1000+ Detection on those high danger levels so it is not much of an issue. But my 100+ Disarm Trap skill has basically no effect anymore and so I trigger every trap I step on. Also opening up chests/safes/treasure balls with 1200+ Lock Picking results most in the time that the lock is beyond my skill. Too bad the loot in those containers seems to have already capped out around danger levels of 100+ and they are not more worth later on (but still much more difficult to open). I fear if danger levels have no cap and continue to grow exponentially I will see at some point a crash every time a dungeon with a too high danger level is being generated. Nice side-effects are that the gained fame is based on the danger level and your current fame causing me to get easily over 20000 fame per cleared dungeon (I'm currently around 700000 fame) and the panic/challenge quests cause now to generate monster levels around the danger levels I see resulting in getting over 60 million EXP per kill (I think I'm on the cap of 640000080 EXP).


3.4. An unfortunate event


However, today something bad happened. When I was creating some Cure Crystals on the Pot for Fusion to easily remove single Ether Diseases (since I want to keep some other) I did create 3 * 10 of them. This resulted in 30 Cure Crystals but only 19 Empty Bottles instead of the expected 30. Later I noticed that sadly some items in my house were gone. So I did hit the cap of 400 items and the creation of new items has caused a deletion. I actually thought the cap of 400 items is a soft cap and specific game mechanics can go temporary over them without causing troubles - I guess I was wrong. Too bad that actual item deletion this way is possible - and that the Cure Crystals and Empty Bottles have not been stacked. Initially I planned to stop continuing playing my save file due to this accident and just writing the story of my playthrough somewhere in hope it improves stuff (ideally this would reach out to Ano somehow but I doubt it). But on making a second look it looks like there is a specific pattern to the item deletion. All items that I confirm being gone had a very low base value and the important stuff seems to be still there. I just hope the stack of my current 114 artifact equipments has not been affected as checking and recovering them could be quite some work.



Future plans


Thats pretty much the story. I have a few plans what to do next once I should find the motivation to continue. One thing I noticed is that Yacatect's Banks are not a global storage - they are local on their own. And since it seems you get 10% interest after every 2400 hours the amount of gold would escalate at some point (up to the cap). It seems they are an easy way to get nearly an endless source of money if you setup your own terra-cotta armee with them. I'm also trying to figure out a way to mitigate Brainwashing as this is still a very significant threat. My hope is that enough mind resistance would make you immune against it. Another thing I experiemented with is trying out cursed equipment as an alternative but one piece causes already a huge health loss every few turns. Also I'm curious if enough magic resistance can make you immune to any hex from enemies with 2000+ casting. To test some of this stuff I probably would have to dig more into the artifact fusion system. I think if a randomly found item (like a godly one) has too many and too strong stats it counts more towards the artifact power - making it ironically more difficult to apply the wanted attributes later on it. This might be a reason why Ehekatls passive feat you can obtain might be counter-productive here and possibly needs another toggle. Also if my Casting/Literacy/Memorization skill is high enough I would consider reading some/all of my wishing spell books that I found and kept during the entire playthrough (I found 5 but read (and failed) 1 by accident when I spammed reading on all common books I found) to summon all gods and killing them. I also wanted to figure out if all the ...borrowed Holy Wells could be useful in the future too since it seems they still regenerate their charges. At least they are useful ranking up at the Thieves Guild really fast (with a sell value of over 60000). Werewolves are quite a problem too and I'm not sure if some towns just bugged out. Even killing all werewolves I found and duelling all werewolve detectives caused them to respawn (I have some towns with 2 detectives). I'm unsure how to fix this but my current plan was getting more s from going deeper into the Void (as duelling in Amur-Cage never dropped any more s for me) and then checking every person if they are still a werewolf.


Progress on hour 966


At the end I'm now on level 1121 with ~350000 HP and ~150000 MP. My main stats are around 600+ - 700+ with speed buffed to 2000+. The offensive skills like Tactics, Long Sword, etc. are around 500 - 800 and my current damage multiplier for every of my lightsabres is 71.5. Some stats posted earlier and the order of the story might be slightly inaccurate since this happened all over the course of a year and my memory is not perfect but mostly it should be pretty fine.


Some suggestions


The only thing I could list now would be a few things I would like to get enhanced in this game:

- Obviously the item deletion issue that eventually caused me to delete my save file.
- A way to better fix static areas as mentioned earlier above.
- Other fixes to prevent messing up a save file, partially mentioned above too. Additionally for example if you kill all Old humankinds there seems to be no way to get them later. I'm also unsure where to recruit a if both in Rehmido have been destroyed.
- I/O performance improvements. The overhead seems to be very high and is noticeable especially on a HDD. Examples of issues are frequent opening of menus (like opening gambling chests) and the Appearance selection menu.
- Fixing the broken viewport (that on some resolutions some columns/rows can't be (partially) seen). For me if an enemy is on the top row I can't see him including his important gauge bar - which is quite an issue.
- Better view on enemy bars. If they are behind a wall the gauge bar is not visible anymore which is also a big issue.
- Support for user paths. It would be nice if the configuration file and save files would be saved into the user directory so upgrading the game would be possible in a more uncomplicated way.
- Translations.
- Fixing items not being liftable if your inventory is full even if the exact same item is in your inventory (e.g. you have an unidentified Scroll of Curse in all 3 variants in your inventory (blessed, normal, cursed) but you can't now pickup any other unidentified Scroll of Curse you find on the ground).
- Better stacking support of items. For example catching Stray Cats with Monster Balls of different levels will prevent them being stackable (while the Monster Ball levels apparently play no role anymore). Items from vendors with different selling prices can't be stacked too since the price is determined due to the different base value. In this case it would be better if those items would have the same base value and instead get a (higher) buying multiplier directly from the vendor (even while this would have the disadvatage of lower (the normal ones) selling values of those items). The same material kits you get from Garok can't be stacked too for some reason (even if the color is reverted to the default with a bottle of dye #0). Debris of the same level can't be always stacked too as they generate with different colors (but applying a bottle of dye #0 can workaround this in that case). Also when Monster Balls capped out at level 200 in the past it was easy to stack them for example for catching all the Stray Cats and enemies Arasiel wants. Now it is harder to get Monster Balls of the same level for easy stacking.
- A way to easily reduce stats even more (the might not be good enough anymore if you reach 2000 Traveling). Eventually it might make sense if you could somehow get negative stats too via the artifact fusion system (for example if the Scroll of Gain Attribute is cursed).
- Immediate sprite update once you get brainwashed.
- Stopping spammed idle actions (numpad 5) when you receive damage (like starving). In some other cases the game already stops some spammed actions so it would be more consistent.
- If all windows would behave like Stained Glass Windows requiring you to put them into the wall tile instead. This would allow you to put 3 instead of only 2 items before the window before they turn into a bag and also it would avoid hovering the items up.
- Fixing the bug that item sprites sometimes change temporary if you talk to somebody (e.g. a pile of items from a past quest reward sometimes turns into a bag when you talk to somebody and reverts back when you stop talking to somebody).
- Named fruit trees so they are more easily distinguishable.
- All the other things already mentioned in the story.


There is probably so much more that I don't remember now but those should be the most important things I would like to get fixed/changed. But as sayed somewhere before: I doubt this will happen but at least I gave it a try and posted all my experiences with the game even if this post required quite many hours to create and check (I think around 6+ and now I'm tired, hopefully I did not miss too many gramatical spelling errors and typos).

Edit: Fixed some typos and added headings for easier reading.
submitted by Sworddragon2 to Elona [link] [comments]

An extensive list of features I would like to see implemented into TC2 or any future titles.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to The_Crew [link] [comments]

An extensive list of features I would like to see implemented in the next Forza Horizon or potentially added to FH4 as it is still receiving support.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
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