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Gamestop: Power to the Market Players (Part 2)

This writing was copied from my blog https://nope-its-lily.medium.com/. I write about the NOPE and other options and market things there and on my twitter https://twitter.com/nope_its_lily. Cheers!
Check out Part 1 first about my thoughts on the short squeeze thesis. To clarify — I do think shorts are being squeezed in Gamestop, although this is auxiliary to the main driver of the stock’s momentum (and not, in my opinion, the primary driver of Friday’s exponential rise).
So okay, let’s go to the obvious question — if hedge fund tears didn’t cause Gamestop to rocket, what did cause it?
Wew laddy, +71.25% at the peak.
Gamestop in many ways is an extraordinary story, and has all the properties of a successful meme stock (salience):
  1. Personal name recognition/Nostalgia-For better or worse, we all know/remember Gamestop (primarily from childhood), which is similarly why Hertez performed so well in the afterlife while Mallinckrodt hasn’t.
  2. A hero and a villain — Much like Tesla, Ryan Cohen represents the hero in the Gamestop narrative, where investors can paint whatever picture of the future they want and justify whatever price tag they pay. Similarly, Melvin and Citron (I mean, even the name Melvin) and the hedge fund industry are (perhaps well-deserved) villains in the arc, helping obfuscate feelings of greed or risk by presenting it as a righteous cause.
  3. A cataly-ish — For obvious reasons Gamestop is benefiting from the console cycle, but perhaps to a lesser degree than before (its massive real world presence during a pandemic doesn’t help much).
  4. Humor-What could be more funny than investing in a relic of the early 2000s? Except maybe investing billions into 3d renderings of hydrogen powered cars.
So it isn’t a surprise Gamestop captivated the attention of the internet; despite common belief, the legend of Gamestop extended far outside wallstreetbets (although the saga of DeepFuckingValue/RoaringKitty there helped bring substantial energy to the cause).
And how does the internet show some love?
Well, it buys calls.
For better or worse, most new investors have absolutely no concept outside of simple long call/put positions (probably for the best, from experience). In general, most new market positions view long options (and, let’s face it, mostly calls) as a highly leveraged bet on the underlying akin to a lotto ticket, which works beautifully for the following reasons:
  1. Long options have asymmetric risk-reward, assuming risk-loving participants.
While in prior posts I’ve touched on the expected profit of options being zero, this is only true (it’s never actually true, due to seller’s, variance risk premium, and a host of other factors) under risk-neutral measure. In the real world, investors (especially on indices) tend to be risk-averse (weighting losses more heavily than chance of gain)… at least historically. The new class of retail investors, on the other hand, partly engendered by Robinhood’s extremely gamified UI tends to be risk-loving (“yolos”), favoring chance of gain over (higher) chance of loss.
For that type of an investor, options are akin to a casino due to convexity, or in layman’s terms, “the potential to go up a lot really fast” in value. This is of course true for stocks too (albeit less so, due to the implied leverage of options), but when an individual purchases a stock they have a rather large downside (the entire stock can become worthless). This isn’t the case for a call option, which only represents a portion of the total cost of the stock, but represents the entire upside.
2. Options have to be hedged… often in the underlying.
Before I get 1000 responses telling me this isn’t always true (especially on indices, where you have futures and all sorts of nice things) — it’s more or less true on a meme stock, which basically has no beta or correlation to any other stock (except perhaps other meme stocks). In general, one can anticipate that an option written by a market maker and sold to a retail investor (who owns a long position from that transaction) is hedged in the underlying stock, which obeys the same rules of buying and selling pressure. This is even more apparent in stocks with low float, which tend to move in price substantially with relatively low volume traded. You can imagine how few option contracts it similarly takes (given the implied leverage up to 100 shares worth of delta) to actually move the price (I’ve seen call options move the spot in real time, for instance, on Del Taco stock before earnings).
3. Option buying begets option buying.
What happens when a few individuals buy options on a stock? It moves up slightly (usually in proportion to how many options were bought, what time period they were bought in, and how large the underlying’s float is). This triggers the happy centers in peoples’ brains (yay, we’re making money) and triggers more buying of calls.
More interestingly, option convexity is largely due to the Greek gamma, which simply refers to the rate delta changes in response to changes in the underlying’s spot price. Delta more formally measures how much we expect the option price to change as the spot price changes, but more usefully for this example can represent how many shares equivalent the option contract controls at the given price. This is why delta represents the hedge ratio — if you, for instance, write a 100 delta (ITM) call option and sell it, you need to equivalently own 100 shares of that stock to neutralize your risk.
Delta is interesting (my favorite Greek) because it is heavily non-linear, and changes in response to:
  1. Spot price (gamma)
  2. Time to expiration of the option (charm)
  3. Volatility of the underlying (vanna)
These are all second order derivatives, so you probably are lost by now if you didn’t take calculus at some point.
So why is gamma important here?
Source: quantik.org
Unlike controlling the equivalent delta’s worth of shares, the value of an option contract increases at a faster rate as it gets closer to in-the-money. This is (one of the reasons) why options have convexity — the value of an OTM call option contract goes up faster as it gets closer to ITM, with a potential for (5,10,100,200+)**-**baggers (multiples of how much you paid for the initial) if you play it right.
What’s even more interesting though than gamma alone, however, is pairing it with theta, the decay of an option’s value as the time-to-expiration draws closer. This tends to have a strong relationship to the implied volatility — theta represents the time value of the option (extrinsic), and implied volatility is largely the market consensus of the potential for the underlying to move in the time remaining on the option. However, as the days tick down, the time for that move to actually happen diminishes, and therefore the value of the option similarly goes down with it.
As IV increases, theta usually does (especially on short term options), and vice versa. (Helpful video by the tastytrade crew — https://www.tastytrade.com/shows/market-measures/episodes/theta-and-iv-05-17-2019)
So, given my tendency to ramble, the question is — why is this important? Let’s look at gamma and theta in the context of 0-day-to-expiration (0dte) options, and try to piece together what happened to Gamestop on January 22, 2021.

0 Days to Live

0dte options have long been a mainstay of the dopamine addicted day-trader community (including me, sometimes) given they represent the purest form of lottery ticket:
  1. They expire at the end of the day — You don’t need to go to bed and worry about your position, because it’s either closed or worthless.
  2. They’re cheap, generally-Theta in particular becomes exponential for 0dte options, and you can quickly buy positions on sale just to gamble as the end of the day grows closer.
  3. They still represent implied leverage and have that tasty convexity-Like their more respectable brethren, 0dte options still represent the underlying and have all the neat Greeks (gamma, delta, vanna, pajamas, etc.) which make their payouts non-linear and fun.
In general, the optimal strategy to capitalize on 0dte long options is to buy as late as possible in the day, to allow theta to provide as much leverage to you as cheaply as possible.

Let’s Imagine a Scenario Here

Let’s imagine you have a high implied volatility stock that has been stable/slightly declining in price for multiple days. During that time period, theta is aggressively destroying the value of long options, while IV is similarly dropping (both due to theta and due to relative lack of movement). As we get to the final day (this is a weekly, for example), much of the option’s value has now disappeared.
This impacts both put and calls open, though. And let’s say a mean orange decided to start a war on your stock in the days before, causing a flood of short-term puts to hit the market during that week, which had minimal effect (largely due to continual call buying of longer-dated options coupled with actual shares buying pressure due to belief of a short squeeze/Ryan Cohen being the second coming of Christ).
What happens when those puts start to expire? As the days and then hours tick down, the hedges of those put positions (shorted shares) start to unwind, and buying pressure picks up.
Similarly, this buying pressure is noticed by market participants, who start to capitalize on the momentum by buying 0dte call options. These at first have minimal impact, largely because the inflow and outflow of call delta are roughly equivalent (somewhat of a bias towards inflow, pushing price up alongside share buying).
But towards the middle of the day, two interesting things happen:
  1. Theta and charm become more and more prominent in both making new option positions cheaper and unwinding existing put and call positions.
  2. Gamma starts to become more dominant due to the high implied leverage versus cost of 0dtes, leading to the virtuous cycle (option buying begets option buying).
These two effects tend to be complementary — as the hedges unwind (given the weekly puts from Citron/the short seller attack) for existing option positions, new 0dte positions can be bought and bought, each time pushing up the underlying as well as increasing the value and delta of other 0dte positions.
This can be neatly observed in the option volume versus open interest for the 1/22 series on GME:
This is fine.
Although more puts traded, the delta (for obvious reasons) of calls is much higher.
As the price of the stock goes higher and higher, this continues to attract more and more speculation, hoping to capitalize on the continued momentum. This continues in a loop:
  1. The price of the underlying continues to increase as put hedges unwind, volatility spikes, and call options are bought (the initial delta hedge).
  2. The increase in price leads to gamma of existing contracts increasing the delta of those contracts.
  3. This leads to more shares being bought to hedge those increasingly higher delta positions.
  4. This leads to more speculation and momentum.
An interesting property of $GME from Friday you can neatly observe is the highest strike in the series is $60, meaning that at Friday’s close, every single call option expiring 1/22 expired ITM. More interestingly is the relationship with gamma, again observable below:
Source: quantik.org
As a contract moves further and further ITM (at one point, GME hit $76 intraday), the gamma of the contract decreases as delta hits 100 on the position. This implies a cap on the momentum from the virtuous cycle described above — while continued call buying can of course drive up the price further, not only does the cost become prohibitive (given that a deep-ITM position is basically equivalent to buying 100 shares in payout), it becomes linear (and therefore boring). Once 100 delta is reached, there is no more cycle of increasing spot price causing increasing share buying, only normal share buying.
And that’s when it drops.
It’s hard to say whether the halt caused the drop (given the mental association halts have to pump and dumps for most investors). In this case the drop assuredly coincided with the halt, but more importantly, we can observe where the drop ended:

57.99 is such a pretty number.
In this case, we can observe the drop in price stabilized at $58, before rapidly jumping above $60. This is largely due to gamma and continued 0dte call buying buttressing the fall — as the positions fell farther OTM, shares used to hedge those positions are sold off, further driving the price down (in this scenario, the dealers are almost assuredly short gamma). However, similarly those positions-now closeOTM and close to expiry-become cheaper at a fairly exponential rate (due to theta and charm).
Speculators again gain conviction, pushing the price up above the highest strike (to the point where gamma provides no real extra push versus the clock ticking down).
This is what we call a gamma squeeze, and isn’t a terribly uncommon phenomenon. It largely follows similar patterns:
  1. In general, gamma squeezes tend to happen closer to OPEX, due to both hedge unwinding (in the case of a previous put skew, for instance) and due to the 0dte effects mentioned.
  2. In general, there is both a rapid rise (due to gamma looping and speculators joining) with a similarly steep cliff (especially if the available strikes is exhausted, like what happened to $GME).

Can it be continued forever, though?

In general, the answer unfortunately is yes.
Gamma squeezes in generally power meme stocks, and require a few elements to be true:
  1. Continued supply of strikes and promise of convexity — Put gamma squeezes rarely happen because well, the maximum value of a put option occurs when the underlying hits 0. Calls, however, have an infinite potential payoff and strikes similarly can be added indefinitely. This allows continued creation of OTM options, which due to cheap premium and asymmetric risk-reward on longs power the gamma squeeze.
  2. Continued momentum-In general, meme stocks follow the greater fool theory, despite promise of rocket emojis. When they drop, they drop hard.

Oopsies.
This is because, as previously mentioned, meme stocks are powered by long calls sold by market makers, who are chronically short gamma. Any selling begets more selling. Even periods of quiescence are dangerous, because without continued inflow of call delta, hedges unwind, and the selling pressure begins.
  1. Continued attention-This is where salience shines. The major reason Tesla (the OG gamma squeeze) continued to rocket throughout 2020 was largely due to Elon Musk’s charisma and Tesla’s promise of a better world. It becomes a lot easier to stomach risk for an investor when following a strong personality with a killer story. This role was largely played in Gamestop’s saga by Ryan Cohen, and fed into (potentially unwittingly) by the battle with Citron and the mystique of DeepFuckingValue. It remains, however, to be seen if this will continue.
The moral of the story here is retail, for better or for worse, finally learned how to weaponize options. We’ll see what happens next.
submitted by the_lilypad to thecorporation [link] [comments]

My opinion is that buying 10 shares at a time is better than buying in bulk, prove me wrong.

Hey guys, this post is not intended to tell you what to do. I'm not a financial advisor. This isn't my day job. I am not even a day trader. I learned the difference between call and put options like 3 months ago. I don't trade options. I don't even know how yet, to be frank. I recently got an RH account to try to learn how and then this shit blew up. This post is viewable to the general public and is not "insider knowledge". Everything I am about to say, I have gleaned from PUBLICLY ACCESSIBLE DATA. That Hedge funds and other people in the media, the government, and in the general public ALL have access to. This is MORE VISIBLE than even Facebook. Let alone a country club or private "dinner party". Just saying. I am a real person. I am not a bot. I am not trying to screw anyone over. I like the stock I am choosing to gamble my disposable income on and think it will be a good investment regardless of the action over the next few weeks. 💎🙌
I CAN earn it back if I have to. I didn't stake my entire savings. I don't advise people to gamble with money they don't have. Not for financial reasons, solely, but more for mental health reasons.
Bias disclosure: I currently have 1882 shares of AMC at an average price of 9.27$ and I occupied Wall Street for a bit after the financial crisis, mostly on reddit as I was in medical school at the time, and supported occupy the SEC. Please see my post history. It's all there in the top posts. I have nothing to hide as I know I am a valued member of our society, I pay my taxes, I treat mental illness, I follow the law, and I don't normally gamble. This is not about the money for me personally, it's about principle. It's my token of rememberance for the failed actions of our government to hold these types of people accountable for the great recession and the subprime mortgage crisis. Also, WSB just happened to stumble upon these criminal vulture firms, in the act of active company rape and decided to give them a licking. If you were interested in GME and were one of the people on the other side [IE at one of these firms] reading the discussion over at WSB should have been your job as a form of market research. If you missed the warning, it's not Reddit's fault. If you suck at your job, it's not Reddit's fault. I don't see how pinning them in that position was illegal. It wasn't planned, it wasn't private. It developed organically like a movement. It continues to grow. Silencing us will only make it louder. You need to level the playing field and regulate the markets. What they did to defend themselves was illegal. The manipulation of the market and the media was illegal. The restriction of buying was illegal. The algorithmic ladder attacks were illegal. Thus I will hold the line, as I HAVE been since Tuesday. It's been a wild ride and I'm tired of this shitshow. I want to get back to normal investing after this fiasco. It's much better for my sleep.
*So here goes my theoretical question. AGAIN, I AM NOT saying you SHOULD do this. What you do is your call. I am asking if this has been done before or if it even can be done. I'm a n00b. Educate me. I'm trying to learn how the arena works. Like how it really works.
If short ladders by algorithms are being used to artificially deflate the stock price. IE: tanking the price of AMC with low trade volumes that they simply pass amongst themselves. I think yesterday it was 5% buy and hold and 95% sell for AMC but each time with low volumes in a very predictable pattern. (Trey from the link below explained it very well several times better than me.)...
What prevents retail traders from spacing out their purchase orders to 1-10 shares at a time and holding. Wouldn't that be better than just impulse buying 100 shares because you want in and you like the stock? Would it do the same thing as short laddering but in converse? Just curious. Would like to hear your opinions.

I've been watching this channel to learn about AMC action and markets in general and it has been super educational.

*I am not investing in AMC to make a quick buck. I am not a day trader or a pump and dumper. I am doing this because I think AMC will not die from the pandemic, was artificially deflated by vulture hedge funds, almost to the point of bankruptcy, and will NOW be able to pivot into a better business model with fresher screens, Hollywood exclusive releases, fancier theaters, pent up demand, etc., with the new capital and public interest. People LIKE the MOVIES. I grew up in NJ and movie theaters were a HUGE part of my life and many of my most memorable moments occurred at the movies. They make me warm and fuzzy. They have a certain nostalgia for me personally and I like supporting local business when I can. [I know AMC was bought by China, but the staff are all local]. In my opinion GME has an antiquated business model bc I buy games on STEAM and online. AMC was only struggling because of COVID and I don't think that otherwise people would completely stop going to the movies. We Americans LOVE going to the movies. I love going to the movies. That's just my opinion. Don't hate on me for it. I think that the "real value" of AMC is AT LEAST about 10-20$ which is what they were at before 2020 and it wasn't even their peak value. Even if the real value is closer to 5$, according to the arguments of experts, that's just their fucking opinion. It's a different situation now and I don't agree. Is that my right to disagree with them and pick my own stocks? Or can I only bet on what Fox Business tells me to. Or Jim Cramer. As an individual investor, am I free in this country to spend my money how I want on the stock market, or am I not? Am I free to make my own choices about whether to buy a stock or not? At least I think I should be. If I am not, it will solidify my opinion [and the watching world's opinion] that "free market" capitalism is indeed a farce. It will highly depreciate the value of the American dream and my respect for our current government. Which I was Ecstatic about during Election Day. [Disclosure, Bernie/Liz Bro, who voted for Biden and abstained from voting in 2016 due to bitterness about the primaries. Damn you DWS, you know what you did.] We all know the hedge funds sure are free to buy as much stock as they want to. Apparently even to buy stock that doesn't exist. WTF is that? Glad I found out now. Even if I lost 8k by betting it will be 10$ in 2022 rather than 5$ isn't it my CHOICE when to sell? Am I not free to HOLD the damn stock if in my opinion, I'm willing to consider it a tax on sending a giant reddit shaped middle finger into space to these people that rape companies regardless of the consequences to local staff? These parasites who prefer profit to morality and decency? Who sold their souls in the search of...what?...private islands and yachts? Let THIS MOMENT be your Memento Mori, you soulless motherfuckers. If you have any of it left, now is your time to search for it. Your actions will leave behind a husk of an economy and earth if left unchecked. We the Reddit "Retards" stumbled upon our teeth. For the first time the MARKET BITES BACK AND WE ARE NOT LETTING GO. WE ARE MAKING A STAND. FUCK YOU. We all know that the American Citizens will end up footing the bill anyway in taxes when all those people start relying on the government for survival after you motherfuckers artificially drive their employer into bankrupcy. FUCK YOU. You're already taking my money and you know it. I pay 47% in taxes due to my income and living in NYC. FUCK YOU for evading them with offshore accounts you GREEDY FUCKS. I am willing to lose 8k to do that (send you a message) and to rapidly learn about what is going on to manipulate markets. It's also partially the cost of education in my calculus. I have learned more in one week riding this wave, than in 4 years of getting my Economics degree. Either way, my current buy in as at 9.27 so I will hold at least until I make my initial investment back. I am also disclosing that if the stock goes up to 30$ I will likely SELL enough shares to cover half of my position because I am not a degenerate gambler and have been holding the line since Tuesday and it has taken a toll on my sleep and my sanity. I know I might lose some money and this is a crazy roller coaster. I want to get out most of my investment ASAP and then ride the wave to then END with you all. IF it happens. I know it may not. I don't care. The message seems to have been sent. Seems like they received it. But we don't know who will be regulated and how yet. I am tired of this fight. I don't like it. I don't want to do it anymore. But I stayed in for the principle not the principal, and for the people just finding out about this now to still be able to make a choice about what to do before we release them from the HOLD. This is a constantly evolving situation. Will they censor the media from talking about stocks? Why target Reddit? Reddit is LIKE the media. It's not a private chat room. THESE WORDS CAN BE READ BY ANYONE WITH AN INTERNET CONNECTION AND WE ARE AWARE OF THIS. If it falls, and I lose my money, I don't think the government will come in and save me. I don't expect them to. I EXPECT them to let this play out and not SIDE with these assholes. It upsets me that they seem to have decided to save Vulture capitalists. Anyway, despite my fear of posting this question and the associated rant, I really want to know the answer. Has it been done before by Algorithms pushing stocks higher? Is it possible to make a crowdsourced one? Is it legal?
If this gets removed or censored in some way. You have your answer I guess.
facta non verba.
Thanks.

****IMPORTANT ADDENDUM****: I want to add that I was quite revved up when I wrote this and have had some time to reflect. I want to stress that it is not my intention to lay blame or judge any individual person or organization for the current situation [Of stacked odds in the retail investor vs hedge fund battle]. Emotions run high in the stock market. I know this through experience now. I was angry when I wrote this post. [I am leaving it unedited for posterity and since whoever needed to see it already saw it so removing it would be pointless] This should not become a witch hunt or be personal. These guys and girls are people too. They work for a corporation. They earn a paycheck. They have friends, partners, and families too. I am a person. You, reader, are a person. Don't make this personal. They didn't invent algorithms and weren't the ones that necessarily wanted to take these short positions. The market calculus at the time, dictated that this was a good call for them, it wasn't. We accidentally stumbled upon it on WSB and shit-posted about it until it blew up and they were really in a bind. I understand their calculus to a degree, but I am a "smooth brained" "retard" when it comes to these things. I am learning fast though. I understand that certain companies are likely to fail and it is possible to make a profit off that. My moral views about it are irrelevant as the situation they're in dictates their actions, not my personal views about that. I understand that they're getting screwed at the moment and I'm sorry. I truly hope most of them do not get too damaged by this and have had time to change their positions. But I also believe in the American dream, and think that the people that were able to find a good position in the stock market [the retail investors] should be rewarded. I sincerely hope this doesn't trigger a massive systemic issue and we don't accidentally BREAK the stock market with this action on those stocks. It doesn't seem like that would happen, but again smooth brain here. WE NEED THE MARKET TO STAY ALIVE to have peace and stability in this country. Reddit crew, I beseech you, please understand that the individuals involved are also playing by the rules given to them by the market. The problem I personally have is that the rules are different for the retail investors vs. the big institutions. I don't have a problem with them as people. I don't want to destroy anything or any institutions. That was never my goal as an activist nor as an investor-activist and I can only speak about myself. I just hope they could find it in their hearts to try to understand our outrage and consider playing by the rules or at least letting us play by the same rules. We are attacking them and they don't like it. I get it. In either case, please understand that I am not vested too strongly in either outcome anymore. I am tired and want to return to my regular life and will not be on reddit for a while, nor will I be investing any more money into the stock market for a while... The whole thing has taken it's toll on me and I am going back to my regular life. This is not my war.
On the government's side, I also understand that their goal is to enforce the rules. I hope I'm not breaking any here and will remove my posts if I am. I am not trying to cause a revolution. This country has been through too much and we finally have a shot at beating COVID and have a competent administration that can guide us back on the right track. I truly believe that the people in charge now are decent people and will do good for this country. If Biden says no more diamond hands, I will listen to Biden. What I do further with my shares shall remain my business otherwise. I will no longer tell anyone what I am doing with my shares. I realize now that this is not always a good idea and should be done with tact and experience. I am not a financial advisor. But also, financial advice and being one is not a joke. I realize this now. MEMEing about stocks is like MEMEing about drinking bleach. People might listen to you and sacrifice their lives on a losing battle. Not everyone knows the stakes and not everyone knows what they're doing. Now that this is blowing up, people can get really hurt financially. Reddit, we could be putting people in danger. I see this now. So you all, too, reading this, PLEASE be careful. About investing and about what you say on social media. INVEST but INVEST RESPONSIBLY and not with money you can not bear to lose. I pledge that I will personally no longer post any inflammatory shit on Reddit. Because now I'm afraid that WE are suddenly some form of weird market makers and I don't have as many lawyers as the hedge funds. I am tapping out from posting any more about the current battle. I wish you all luck on both sides, truly. In the next round tomorrow.
Dear Government: If you want this to end, don't you have the power to delist these "Meme" companies and distribute the shares somehow? If not, the the system is truly stronger than our institutions. If you do this, please make sure people don't lose their life savings somehow. That would be nice. Then, please try to make sure this won't happen again and that the SEC actually regulates and prosecutes people so their calculus isn't that the fines are too low to justify following the rules. [Just my humble opinion as a smooth brain with limited experience of markets. Do what you think is best and I will obey the laws as an individual]. Sorry you might disagree hedge fund guys and girls, but I am entitle to my opinion in a free country. This is my platform. You can have CNN and Fox News. Sorry for saying something. I promise this is the end of it. But also, a lot of market makers on TV seem to assert that the market will self correct and I don't see how this should be a large risk for overall wealth. Who knows, none of us can predict the future. But I think if a bunch of Reddit "retards" get a couple hundred thousand bucks, it won't change the overall situation or necessarily be a net negative; and may in fact trigger a renaissance in this country. You'll still be the biggest fish, just in a more biodiverse pond. It may just create a new class of petite bourgeoise in this country. But it is not likely that if they win, it will cause something like the French Revolution. There will be losers and winners, but in the end, it will be a good story for Hollywood. [Hopefully played on an AMC screen in a post covid world] But what do I know, I'm a just another "retard" on reddit.
I hope that after this, you are all decent humans at the end and don't break any law on all sides. [Reddit, Retail investors, Government, Hedge fund investors, etc] I hope we don't break the market over this. If that is a true risk we need to make the market unbreakable or this WILL keep happening. If anyone is resentful about losing future gains on a good position so the government can fix the market, don't be a fucking greedy idiot and look at what we've achieved so far. This is already a big win for the small guy. And if our markets are vulnerable, the next winners will not be idiots on reddit. But will likely be our enemies from abroad. Not to name names. We will ALL benefit more from long term stability than short term gains. We MUST come together as a country so we can spend that money in the future for things. If we break the stock market, we will not be able to buy things with all that worthless money. But if the system isn't at risk, I don't understand what all the hullabaloo is about. There have been countless bubbles before. Why weren't those regulated as much. Maybe they were and I'm an ignorant smooth brain. In any case, I hope that we can stop fighting over carcasses for greed. This was always about making the rules of the casino fair for me, personally. It's not life or death. I'm not an extremist or an ideologue. It's not about burning down the casino. I hope that the government will intervene if they think it is going to short circuit the whole thing and that people reading this gamble responsibly.
This will be my last post about this as I have a life to live.
-Tememachine OUT.

EDIT 2: Now they're making fun of the movement. Fuck Wall Street. I hope they get what's coming to them one day. [In terms of regulation and prison sentences] I'm still out of this war. But seriously. Fuck them.
submitted by Tememachine to WallStreetbetsELITE [link] [comments]

Quitting PES after 20 years

I've been playing PES since the original version for PS2 and only missed a couple of versions since then (2020 and 2015 if I am not mistaken). I've been committed to this series for this long mostly due to the nostalgia of the older versions, classic players and the top-notch Master League mode (especially PES 3 and PES 6)... those are my best memories and today I am deleting the game and I'll leave it for good.
There are a lot of reasons that lead to this decisions but there's only one way to sum it up: FRUSTRATION. Frustration and the fact that in-game frustration started to translate to real life. Recently that in-game frustration started to affect my mood and my relationship with my girlfriend.
My frustration comes - like most of the players - from the reward system, the toxic users and most importantly the so-called handicap or Konami Effect. It's really frustrating when you start doubting yourself whether you win or lose a game because the system always interferes with the gameplay. It makes no sense when you win a game by 5-1 against a higher ranked player and you're strikers score in every chance or you're defenders look like they have infinite stamina and intercept everything... to immediately be crushed by a low ranked player and your attackers miss 6 shots on goal and don't move according your tactics or your defenders can't intercept a single pass (with the same tactic and same players with full stamina). It doesn't feel satisfying when you win and it's frustrating when you lose.
Not even mentioning the toxic users... I've played a lot of online games but I never had to denounce anyone because of insults until PES 2021.
I honestly think the online system in PES2021 it's designed in a similar way to a casino, to take out individual skill and replace it by chance, create frustration and consequently addiction to spend more and more hours trying to fight a rigged system and to prove you aren't as good/ as bad as the game makes you think.
PS: I don't care if people say I am whining... I just wanted to get this out of my chest and tell other people that you should quit the game if you feel like it's starting to affect your mood or your relationships.
submitted by Hungry-Class9806 to WEPES [link] [comments]

An Honest to God, No Bullsh*t New Vegas Review (Base Game)

This review is, as the title suggests, an honest review. No Obsidian cock sucking, no nostalgia, no falsely attacking Bethesda. The criteria of this review will be on these topics: story, gameplay, atmosphere, replayability, and enjoyment.
Part One: Story
New Vegas' story is - a mixed bag. The First Act is amazing. A classic revenge story (which doesn't even have to be about revenge) that takes you through the Mojave. While the First Act is a bit too linear for my liking, such as the meat of the game being the forced path, it is well done. The issue arises once you confront Benny. Confronting him you get at least three options; meet him in the suite, meet him in his room, or kill him. Of course are are more options in these options and none of this is the complaint. The complaint is the intruding Second Act.
The Second Act is intrusive, makes no sense, and is unresponsive. Simply put, while realistically you'd get the attention of the NCR and Caesar's Legion after leaving the Lucky 38, you get their attention after leaving The Tops. Along with this your reputation gets sent back to Neutral, meaning of you slaughtered and butchered Caesar's men or NCR outposts, ah...who cares? I don't have an issue with factions wanting your help. But - well - if you do some rather terroristic stuff, they shouldn't be wanting you on their side. Much less forgiving you. On the second issue with the Second Act, it's the Dam. The Dam is important, makes sense logically, and works. What doesn't work is how it's done.
Fallout 1, your home was in jeopardy. Fallout 2, your home and family was in jeopardy. Fallout 3? Well your father left leaving you to go find him and take over his project. See the pattern? There's something tying you down to your main goal. In New Vegas, however, there's what...the Chip? Why do I care though? Mojave isn't my home. The only sensible thing is working for Mr. House, but even then there's nothing tying me down. Meaning no reason to care about the Dam as a player.
Part Two: Gameplay
The gameplay in New Vegas is Fallout 3 but tweaked a little. I won't get too detailed in this category, as I enjoyed Fallout 3's and it is a fine gameplay system.
The only major issue I personally have with it is the weapons, as many offer nothing new and are simply there for the sake of being stronger.
Part Three: Atmosphere
The atmosphere in New Vegas is bland. In all honesty. And it's understandable, as it is a desert. The issue, however, resides in how it's done. Never mind the no (if any) random encounters. Never mind actually interesting marked locations. Never mind how unpopulated the world is.
In New Vegas, 98% of the time you are the only one traveling. Rarely do you see someone else traveling. And never mind clearing the dangers of the road for Ranger Jackson and the Mojave Outpost, which should make traffic more common (New Vegas does this a lot, where the world barely changes on your actions).
Then the locations. Many are marked when they shouldn't be. The toxic waste dumb near Novac and Nelson? Why? It provides nothing. Crashed Highwayman? Nice easter egg. Sad it isn't a different modeled car. Bottle cap printing press? Nothing there. I don't have an issue with locations having nothing as a reward, but that's all New Vegas does with only few exceptions. 90% of the locations offers no lore. Or loot. Or anything.
Part Four: Replayability
The replayability is the one thing New Vegas is great at - if you consider telling and not showing great. I adore New Vegas' multiple quest paths, many dialogue branches, and more. But simply put - it fails to execute well. I think what sucks more is the faction main storylines. All four storylines are effectively the same with the only difference being who you take quests from and who you do it for. NCR does nothing different the Legion does. Mr. House (arguably the best hope) as well. Even you yourself does the same thing. Go see Nellis, see the Khans, how about them Brotherhood guys? Casinos? Nothing changes except whose side they're on.
Part Five: Enjoyment
Lastly, enjoyment. Now I purposefully put this last, sort of as a "gotcha" but mainly to make you reflect on the major points first.
New Vegas, despite its many flaws, is a game I enjoy playing. It could have done a lot better. A lot more. And sure, we can blame the time constraints Zenimax gave Obsidian - if Obsidian didn't decline Bethesda's offer to increase their time. Overall, New Vegas is a game that is good, but ultimately has too many flaws to be considered great. In my opinion, New Vegas has a Charisma of 9 and an Intelligence of 3. In other words, it's a solid 6/10.
submitted by Benjamin_Starscape to Fallout [link] [comments]

I love you D2, but peer to peer servers finally broke me…

First of all – I am a passionate Destiny 2 player like all of you guys out there reading this here. I can´t point out enough the strengths of the game like the amazing gameplay loop with the feel of the guns, the sci-fi feeling etc. But I don´t want to highlight the good stuff - the reasons why we keep coming back to this game.
I want to tell you my unfiltered story of my recent D2 PvP experience and the reasons BUNGIE can´t continue like this anymore. After realising that I wrote almost 1500 words with a lot of sentences with mostly sarcastic or what I consider funny outcome – I highly recommend you to grab a beer before you begin reading.
To begin with I´ll tell you something about me. I am a PS4 player who started playing again somewhere in the middle of the last season. I paused with playing the game somewhere after the Shadowkeep release, because mainly I coulnd´t cope with the skill-based match-making system anymore (and also because that was not that great of an expansion). Not gonna talk about this one though – sometimes there are things in existence, even Joseph has forgotten and forgiven.
Over the years I advanced from an average player to the „Unbroken stupid no-skill German sweat“ with 13k kills on Erentil, you sometimes encounter in your lobbies. BTW: Before you start with the no-skill bullshit – Erentil was my only defense against T-bagging NF-DustRock jumpy jumpy Hunter mains. And I love my Dire Promise or -insertyourfavouritesnipe- way more than I could ever love a fusion.
As you´ve just read - I missed the season when Felwinter´s Lie came out. „Sad thing, but nevermind“ I thought, „I will grind another good shotgun…“ Little did I knew that there is no other f**** weapon that can compete with it. Everything that could, is now sun-setted without adequate replacement. Europa weapons are trash and you know it BUNGIE. The raid stuff is great, but yeah, good luck convincing my even sweatier Flawless clanmates to do a raid… (no complains here at this point I could use LFG, but there are a lot of other people without a clan or solos who maybe think similar).
Instead there is this option for us PvP players: the new pool of weapons we got with the expansion that we can farm with tokens from Lord Shaxx and the powerful new guns Lord Saladin hands us out during our greatest fights in the Iron Banner.
Just kidding – there is f**** nothing…
I notice that my sentences become shorter, my blood pressure higher, the rage meter is increasing and my rhetorical level is tremendously shrinking. Fortunately after an argument in my head with Osiris, and hardly insulting him, that this season I only have half the season left to chase the Flawless title (which will be really hard BUNGIE, maybe even close to impossible), I am now willing to list my proper criticism:

1. No motivation to grind crucible besides of getting better. I got my Unbroken seal seasons ago and since then there was no effort made to get me back into the comp playlist except for fun purposes or helping other players out on their D2 PvP Comp journey. I see some people cringe about the word „fun“ – but it is not half as bad as it used to be when Forsaken launched. Plus there is Freelance – give it a shot little PvE Warlock.
I wanna go to the crucible and have a goal again. Is it really that hard to add a new PvP-title BUNGIE? If you want ideas, message me – we´ll give you plenty. Even if it is the grindy mastery of weapons. I want to do something… just something besides of stupid, repetitive bounties. Before you ask – yeah, i did almost all of them during the old triumph system. It was a little incentive to keep me motivated, which is now also lacking. Do you remember that great reward you got for hitting your first We Ran? Neither do I. I really don´t wanna start with the endless possibilities to keep players motivated - regardless of their skill level. You all thought about that at least once....

2. Can you listen to feedback once? Even your beloved steamers have been talking about this: Make Felwinter´s Lie availiable to all players. I also want to git gud at the game immediately, god damn it. Jokes aside: make it a hard quest. A grind. A total disgust when you look at your Quest Tab. An immediate cringe – but at least it will be something to do. You introduced the kiosk where you can buy EVERYTHING ELSE. Why it is not in there? dmg04, you know it - so tell us. Don´t crouch in the corner with a handheld supernova and a shotty!

3. The lack of new armour, guns, and PvP maps. Is it that hard to design and implement 15 more (AND NEW!!!) armour pieces for us to chase? Especially after paying 50 Euro for the expaxion plus the useless season pass? Well BUNGIE, if you don´t have enough time you could also make them 10. The Hunters don´t really need new sets. They need better aim assisst… Also: new PvP maps for us? Nope. Not happening. Instead giving us old maps from D1 since… I don´t even know anymore and I don´t want to think about it. Never saw a Titan crying, don´t want to be the first one.

4. The absence of Trials, which I can partially understand though. The criticisim lies somewhere else – releasing broken supers and guns that bring you out of map in PvP shows the lack of testing and the lack of interest of BUNGIE towards crucible. There are people who would work for you for free in their spare time and test things like this day and night to get your game better. Yeah… but it is due to COVID i guess. [And instantly I remember how many times Telesto broke the crucible when there was no pandemic.]

And now the grand finale, that brings tears into my eyes and the number one thing. The stuff that made me delete the game today and keep it uninstalled until Trials will finally come. The reason why one day eventually I will move on and leave all the nostalgia behind. When the online friends (who became my real-life friends I regularely meet in person) I made during my obsessive, almost 2000 hour journey with D2 won´t be enough to keep me playing. Ladies and Gentlemen:

5. The Servers.
Do you know the feeling of gambling in a casino? Putting 2,45 Euro, the feelings of your ex-girlfiriend and a dead pidgeon on red when it hits black? I don´t. But thanks to BUNGIE´s peer to peer system I can imagine. And I really want my dead pidgeon back...
The better you get in crucible, the more important your internet connection becomes or the connectivity in general. You speak about the future, about an MMO, your vision of the game, BUNGIE. So why don´t you start with something that is as essential as dedicated servers ? Nobody complains if you hit a Cabal around the corner with an Arbalest. In PvP you do. Your third Dire shot doesn´t connect but you get double damage and die? This sh*t is reality now on PS4.
„YoU cOMpLAin BuT TodaY wAs ThE New uPdATe“ – today the game had frequent fps drops, plus connectivity errors. You can handle it from time to time, but every play session there is something shady. Everyone I play with, is complaining about it frequently (not the fps-problems though – that was something new, YAY!)
You want to keep D2 going for another 2-3 years? Cool! I want to hit a crit on a head of a Warlock if I aim there. Lack of content is one thing, but technical issues are another. And i can´t close my eyes to the second issue anymore, it kills all the fun this game has to offer. Now – playing with less than 30 fps against lagging 60 fps PS5 Hunters soon? This idea killed something inside me today. And it killed it so badly that I created a reddit account for the first time and wrote this…
It´s written by a fan, destiny nerd and a person who is deeply disapointed after thinking about all the potential. I´d really love to see some changes. You made those amazing games BUNGIE. You build this awesome crucible, so why do you treat it like this? You make it look like you don´t care about us PvP-players. Do you even have professionals who are themselves playing crucible? Someone with an idea, because your obvious lack of concept is scary… Can we really expect a change? Is it really the time to stop t-bagging wannabe Flawless Hunters? I sincerely hope that just the second question here can be answered with a clear NO.
Thank you fellas for comin´ and watc… I mean, your precious time and stay safe and healthy during this pandemic.
PS: if you are triggered by the exaggerated, abusive bashing of Hunters, you lack humour and you should play Call Of Dawnblade: Stasis War instead.
PPS: I used to be a Warlock main in D1 – so there is hope for all of you. And remember: Lord Shaxx sees everything…
submitted by TitansDontCry to destiny2 [link] [comments]

Arcade Spins Casino - free spins, no deposit bonus, promo code

Arcade Spins Casino - free spins, no deposit bonus, promo code

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submitted by freespinsbonus to u/freespinsbonus [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.
submitted by jxfl to forza [link] [comments]

"Am I Alone Here..."

In this frontier with the Bash-A-LoD crusader, that it needs a bit more love to shine?
Adopting our style
I get the feeling that the legendary items involving Shield Bash, Shield Glare and Iron Skin could be more rewarding if they were to receive a twist here or there. I'm not into direct damage upgrading so I'm not advising that. I find the diversity of delivery to be more to my liking and satisfying, especially when (or if) the morphing skills of those classes that currently dictate too much of the direct damage reduction from opponents are forced optional.
I think damage reduction (in certain fixed and flexible amounts, utility styles, taking advantage of concepts like diminishing returns and phasing, trajectory, exchange even etc.) should come from multiple fluctuating and flexible enough sources to make many more attack, crowd control (even endurance thorough regeneration) and second wind skills viable, and more interesting.
Closely related issue
I'm trying to make builds that don't utilise morphing skills because I don't like how they force their looks upon those who don't have options at the damage reduction front at this "pre-paragon god" (paragons bloat the assembly of builds by stretching grind) phase of the game. I've had enough of them so I am thrilled with the thought that in the next game the Super Sayan, Walking Armor, Bonebag, Mister Game n' Watch, Miss Havoc, Lazertaser and Ugabuga in these respective, but hopefully all terrifyingly twisted forms are probably going to become our foes (hyped!). However, it would be great if more of us (if not all of us) would be able to assemble those builds we really yearn to play - before boredom - before paragons. Getting over thousandths of points in order to keep our characters in their cosmetic forms for the time fitting us the most, and therefore also pleasing us in this specific department, are sadly not reasonable to me imo.
Giving me different classes is great. Giving me different builds to assemble, to tweak the given classes, from which I seek into directions that I find pleasing, is even better. Giving me the latter after 1k hours of grind, due "pride and achievement" type of reasons or merely because my taste differs around one single skill, is not reasonable. To be accurate, one single skill isn't the end of my world, but after thousands of hours of mere grind over matter - it is sadly possible that it can be the end of this world and I don't want to depart without the yearning and nostalgia to come back to my beloved franchise's third installment like I have for Diablo 1 (and 2). Pure unpolished and unregulated grind is the enemy of creativity; for whenever rewarded, such brings about lazy-low business interest and slowly turns establishments into casinos whenever they begin to monetise the grind deep enough. Make no mistakes here though. I love casinos, when they are properly respecting their customers and customers are properly respecting them.
Conclusion
I'm not saying that there should be nothing to grind for, because in reality this also is true; in a fair simplicity driven minimum that is. Field of sports is a good enough example. I'm saying that there should be equally fair ways to farm the bloating side of grind away (to curve it if you will; beyond sports), because in reality this is true as well and dare I say - resplendently more satisfying to some of us. However, due some reasons made, around some digital mediums, some of their features don't have the same capacity to offer fair opportunity for each sub-feature to shine even in the race of sports. For example the morphing skills of some classes in Diablo 3 are way too represented because the gradually approached and crossed endgame and meta breakpoints happen to favor of them; leaving us the one and only way to replace them, ie. to grind paragon points (if or when this helps).
Do I think this is reasonable as an idea? Yes. Do I think it is reasonable in this practical state of the game in question? Can't say for sure coz I don't have that deep insight. However, if it is... To some of us, the announcement of such patch would be like celebrating Christmas, but with the exception that the Santa actually becomes real, waiting behind your door to meet you and give you that present you always wanted as a child.
My two cents. 🖖🏻😁
Edit:
TLDR
Since there are no other ways to tackle breakpoints in damage reduction, than grind paragon points, in order for specific builds to work (for example some of those that won't utilise morphing skills), individuals playing these specifically leaning builds sadly have no options. This is not reasonable imo.
Breakpoints, in relation to build assembly, favor builds utilising morphing skills due progression pace and its relation to damage reduction layout. Am I alone to think that this type of an intended design isn't a good one? After all, we discuss about a loot-centric game having cosmetic value above all.
submitted by FabledO2 to diablo3 [link] [comments]

With the next NFS in works, here is an extensive list of features I would enjoy seeing deployed into the game.

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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