![]() I don’t think the unlock system’s going to work that way. But of course it also has the potential to end up horrible. I like the core idea, especially splitting up car purchases and upgrading. Let´s see how stock cars feel, how quick you really unlock upgrades, how well setup swapping is implemented. I guess it depends on how they unlock those “categories” he talked about.Īnyway, I think it´s too early to make a proper judgement on the system. That can probably done with just a few races/levels. With many cars you may be happy once you can upgrade to B or A. But that doesn´t have to be the goal for every single car. There was a “setup manager” button on the upgrade screen, so there is hope.īut to raise another point … I take it, maxing out a car to Lvl 50 means you have unlocked upgrades to turn anything into a crazy S-Class monster. ice mage to fire mage (to stick with Turn10´s own comparison). Pretty much like on many RPGs, where you can quickly switch from e.g. There simply should not be any reason for having duplicates. … here it’s going to be hope they’ve made setup loading and switching much, much easier than ever beforeġ00% agree, quick loading from a list of saved setups needs to be in. Not really, but keep in mind - any duplicates you buy have to go through the same leveling process, … And as long as you have processes in place where players can get in and drive cars they don’t own pretty much whenever they want (albeit stock and for reduced return on credits) then it’s fine. ![]() Add in some fun element of customising those venues like Sega GT did back in the day (there’s the cosmetics they LOVE adding to these games covered). Starting out with just a home garage where you can only own 1-2 cars and working your way up to top level racing team owner with practically unlimited spaces. Tie xp and driver level to the players garage/workshop. There are other ways to keep players in check too. I vaguely remember that being the case in GT2/3 where I spent a lot of time with my Mazda Demio before finally affording a Subaru Impreza. With less money and it not going as far you’d be much more savvy in how you spend it and you’d probably find yourself in the dilemma of “do I keep pouring money into my now competitive starter car that only enters low paid early-career events (yet wins them) or do I invest in the next category of car that won’t initially be competitive but can potentially earn even more money over time”. In terms of the car upgrade system, if they wanted to encourage players to feel more personally connected to their vehicles all they really needed to do was dish out fewer credits and make car/upgrade purchases more expensive. It worked at reversing the Xbox One’s draconian, anti-customer requirements before that console got released. ![]() I doubt I’m the only one who dislikes the idea of forced DRM, and I hope others join me in boycotting the game until the requirement is removed. The servers could one day go offline and the game won’t work at all. Now you can’t even play it whenever you truly want. I don’t know about you, but I will not be treated like a criminal by a $70 game. I’ll bet you any dollar amount that the same exact people the always-online requirement was supposed to stop are already thinking about ways they can override it. Why not simply exclude the lap times and race results of offline players from the leaderboards or create separate offline and online campaigns with different stats and progression systems? ![]() Being online only games clearly didn’t stop them.įorcing DRM on everyone is not the answer. As far as I know, even GT Sport and GT7 still have cheaters. This draconian practice just makes it harder for normal people to enjoy the game. But why punish everyone for the actions of a few bad actors?
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