View Full Version : discussion: levels and classes
roadweasel
03-19-2008, 03:33 PM
Any ideas on how you like to see the level-up system work?
How about car class divisions?
Weekly Welfare system - how much should weekly checks be? Should you get money and levels for participation?
What about Race Payouts? Immediate payout on races or add them to the weekly check?
How about statistics? Wipe 'em weekly or hold "seasons" then archive an "alien hall of fame"?
Here's your place to hold a discussion about how the gears in Motor World could turn.
Wraith
03-19-2008, 03:57 PM
I decided to add to this as I go, because it could be long...
We had a really good topic in the old forums, but I guess that's gone. I think most of the people were around discussing in that topic are still with us, so it shouldn't be too difficult to rediscover that information.
There was some good discussion about levels, but I just can't bring it back. I can offer up some basic stuff to get the discussion rolling, though:
1. Levels:
I don't do drag racing, so someone else will have to discuss a starting point for that.
a. Time-Trials:
Each track is given a difficulty rating (or points rating), and has specific times built-in (times which would need to be adjusted for car class).
Two ways this could work:
1. There are set "levels", i.e. times that you are aiming for. If you make it under the highest/best level, you get 100 percent of the track points. Under the second level, you get... 80%? You get the idea.
2. There is a set time on the track that is a very difficult time (adjusted by car class). You take that time and divide it by the time it took to finish the track. This is the percentage that will be applied to the points. So if you got under the time, you would actually make a little extra, and vice verse for over the time. I like this method better.
b. Racing against other players:
Obviously, we start with what you placed. You could do an average of the rank of the other racers and compare it to yours to come up with a factor to apply to points.
Something like:
Number of racers, say 8 in this example.
For each racer, you have a ratio: Racer level/Your level
Coming in last is some bare minimum points level derived from the average level of your opponents compared to your level.
Each racer you place ahead of adds more on by taking some points and multiplying the racer level to your level ratio.
First place receives a bonus.
For long races, laps lead can also be a factor.
2. Car classes
Power-to-Weight rating
Handling rating
Accel/Top speed ratio rating
So instead of just one rating, have the car be rated in several categories. Depending on the track, each of the ratings would be weighted to calculate a final rating for a given track. Definitely needs a lot of refinement though; like I said, just starter ideas.
3. Welfare Checks
I don't know how much they should be. They should be proportionate to whatever the state of the economy in game is. Many newbies can get overcome by costs and things of that nature. The one thing that I really have to say is, people who have very high levels should be given more, BUT not very much more -- we don't want it turning into the rich get richer and the poor get poorer. Possibly have a minimum amount like $500 (this number really depends on a lot of things, so just take it as a guess for now). For each five levels, another 500 is added on. This is also without some point system for spacing levels, so it really is an unknown topic. But the other bonuses you get on your check might include number of races, how much you've participated, outstanding citizen bonuses (for people who have noticeably helped a lot of players, or done other good deeds -- only awarded by admins and mods).
4. Race payouts
This could be used in conjunction with the previous, as in you race and for each race you get a minimal amount (very small) added to your check (just for racing) plus the amount you won. In the long run, though, I would take a guess that people would want the payout immediately. When I played MCO, I raced my butt off so I could buy parts, build more cars, do auctions, and race some more. Waiting for the paycheck would just slow that down, and possibly gouge prices on auction the day of and after payday (making it very hard for the little guy who just his measly check to win parts that are auctioned that day). This question should probably be put to a poll, I think.
5. Stats
Weekly race stats sounds great. This way extra bonuses can be given out for the leader board at the end of the week. This would work well with the small-pay-check-even-if-you-are-level-99 idea. This way good racers will be rewarded even if their levels are low. This promotes better racing instead of more racing -- quality over quantity. Then they can be wiped and saved to the archive as you said (I keep wanting to call you RW), HB.
Maybe even further, you could have the normal weekly and seasons independent from each other. So there are the normal weekly bonuses which might be more attainable, and the season's which will probably get the best drivers going at it for a while and fury of racing right near the end.
Hmmm.......
I have an Idea, but not sure how well it will fly.
Instead of just the industry standard "Points Leveling" system, why not have a "Points + Credentials" leveling system.
Anyone can just keep running the track badly(EA Cadillac):D, and level up, but why not make it so that you not only have to have the points, but also have to at least have so many Multiplayer race wins.
Example:
To advance to level 2:
Pts......................2000
Drag Wins.............2
Sprint Wins...........2
Circuit Wins .........2
and so on.
Just a thought
As far as the Welfare system...
One Idea I have, is if it were able to take into account what level you were at, and were able to see how you were spending your $$$, and "Dock" your pay for STUPID purchases, like constantly RE-Painting the SAME SLOW car, instead of buying new Heads for it, or hording Rare Paxton Superchargers in you inventory.
I'm not saying take a guys $2,000 a week and knock it down to $500, because he bought a couple superchargers, but maybe a 2% Stupidity Tax???
As for Car Classes:
Techno Muscle 85-present (Computer Control)
Muscle ...64-84
Classic ...59-63
Shoe Box 52-58
Antique ..39-51
Vintage ..28-38
Hp Classes do it on a power to weight scale.
4/1-5/1 = A
6/1-7/1 = B
8/1-9/1 = C
10/1-11/1 = D
12/1 and UP = E
Saint
03-19-2008, 07:38 PM
I think those are all great ideas.
I do think with the welfare though, that if people aren't making any money immediately off of races that things will be slow during the week and then the server will be packed on pay days. If there isn't anyway to make money during the week other then boosting your pay you won't be able to purchase things during the week to repair cars or buy new items if you spend all your dough on pay day. Which will cut down on numbers during the week.
With the 'multiplayer wins' idea, I think it's a great idea to do maybe in the beginning. Perhaps in a newb area. But the problem I see is that not everyone will compete in all the area's of racing. Some people are drag racers and some aren't. So some people may never drag race or never circuit race or vice versa. But I think if there was a newb area for these places, it would allow people to have a more fair shot at winning.. and if they had to get these wins as a newb.. the first 2-5 lvls let's say.. then it would force them to try something new.. perhaps get them interested in that kind of racing when they have a better shot of winning because the cars are more balanced and haven't yet been upgraded through the roof.
Or instead of a newb area, possibly have a room where, like on MCO, there are cars all set up, you pick the one you want and go race it.. you don't have to pay for repairs, but you have no options in the setup either. You pick it, get in and race. That would be a neat addition for the newer people to make some money, learn about the cars a bit and learn about that type of racing without spending all their money on repairing dmg done to their car, whether it be parts or body damage.
These are just a couple thoughts, sorry it's so long. Let me know what you all think.
Marros
03-19-2008, 08:24 PM
MCO is one of the few games that I have played where leveling did not matter to me. Some people may have raced all day and night to be the top level on the server, but it didn't matter. I knew who the top racers were on my server (Midtown), and many of them were not very high levels. I hope the idea in MWO isn't to create another mmo where everyone rushes to reach the top level so they can have some unfair advantage over everyone else. There are plenty of other games like that around, and I think this one should stick to the racing, and not focus too much on levels.
But given that levels will be in the game, I wouldn't like to see them have a big impact on things. Maybe at most, higher level characters can have more customization options, race on more difficult tracks, have a larger garage, get a higher weekly paycheck, and have more racing options. On the last one, I'm talking 50-100 lap endurance races, drag strips longer than 1/4 mile, etc. More options available to the more experienced racers that want to try something new. Also, I don't think that anyone below a certain level (ie. newbies) should be able to race for pinks as they could lose their car if someone took advantage of them.
Saint
03-19-2008, 09:15 PM
Great Points Marros, I just assumed that the lvls would be the same or very similar to MCO.. I basically figured that lvl only affected paychecks, but it affecting the size of your garage is a good idea also.
Kevman
03-19-2008, 09:19 PM
Hellsbelle;1115']Any ideas on how you like to see the level-up system work?
How about car class divisions?
Weekly Welfare system - how much should weekly checks be? Should you get money and levels for participation?
What about Race Payouts? Immediate payout on races or add them to the weekly check?
How about statistics? Wipe 'em weekly or hold "seasons" then archive an "alien hall of fame"?
Here's your place to hold a discussion about how the gears in Motor World could turn.
Well for the level checks it should be like in MCO, every 5 levels you get a two times bonus on your previous levels check. start out at $250.00, move up to level five, $1000.00 Bonus, plus weekly you should recieve a $500.00 check, so on and so forth.
Wraith
03-19-2008, 11:24 PM
MCO is one of the few games that I have played where leveling did not matter to me. Some people may have raced all day and night to be the top level on the server, but it didn't matter. I knew who the top racers were on my server (Midtown), and many of them were not very high levels. I hope the idea in MWO isn't to create another mmo where everyone rushes to reach the top level so they can have some unfair advantage over everyone else. There are plenty of other games like that around, and I think this one should stick to the racing, and not focus too much on levels.
But given that levels will be in the game, I wouldn't like to see them have a big impact on things. Maybe at most, higher level characters can have more customization options, race on more difficult tracks, have a larger garage, get a higher weekly paycheck, and have more racing options. On the last one, I'm talking 50-100 lap endurance races, drag strips longer than 1/4 mile, etc. More options available to the more experienced racers that want to try something new. Also, I don't think that anyone below a certain level (ie. newbies) should be able to race for pinks as they could lose their car if someone took advantage of them.
Agreed. That's why I didn't think it was a good idea that higher levels get that much more. if they get 500 a week to start, and it doesn't multiply, only increase by 500 for every 5 levels (or 100 per level), then level 100 only gets about 2x as much as level 50 -- so there is no vital reason to get to insanely high levels. Maybe some sort of skill rating system (that only is used as a way to assess a player for a race, doesn't affect anything else) to see what kind of racer the other is. This would hopefully help newbs keep out of trouble. The only way a player would have a low rating is if he/she is losing a lot of races. Maybe that might be something that would make players embarrassed though, or cause people to start "I am a better racer than you" wars.
@kevman: doubling just seems like too much. Take a penny and double it 30 times. It would just enable more auctions to be priced way out of the range of anyone who isn't level 99. If you kept doubling 250 up to level 100 every 5 levels, you would be making 262 million a week for doing nothing...
As far as leveling up goes, I do like the idea of a harder system as it goes. I think it was Suikoden that, as you gained levels, older enemies started being worth less and less. So as you gain levels in the game, you have to keep fighting harder and harder enemies in order to continue to gain experience. In most RPG's, one can simple keep killing the same enemy and always receive the same amount of experience.
Kevman
03-20-2008, 12:10 AM
Agreed. That's why I didn't think it was a good idea that higher levels get that much more. if they get 500 a week to start, and it doesn't multiply, only increase by 500 for every 5 levels (or 100 per level), then level 100 only gets about 2x as much as level 50 -- so there is no vital reason to get to insanely high levels. Maybe some sort of skill rating system (that only is used as a way to assess a player for a race, doesn't affect anything else) to see what kind of racer the other is. This would hopefully help newbs keep out of trouble. The only way a player would have a low rating is if he/she is losing a lot of races. Maybe that might be something that would make players embarrassed though, or cause people to start "I am a better racer than you" wars.
@kevman: doubling just seems like too much. Take a penny and double it 30 times. It would just enable more auctions to be priced way out of the range of anyone who isn't level 99. If you kept doubling 250 up to level 100 every 5 levels, you would be making 262 million a week for doing nothing...
As far as leveling up goes, I do like the idea of a harder system as it goes. I think it was Suikoden that, as you gained levels, older enemies started being worth less and less. So as you gain levels in the game, you have to keep fighting harder and harder enemies in order to continue to gain experience. In most RPG's, one can simple keep killing the same enemy and always receive the same amount of experience.
Touche' How's 100$ per level, starting at 250 at Level one. At level 100, you should have 10250. It's not too much, should keep the online economy fairly even, although, there's always going to be the rich.. But for every level, there would have to be a bonus of some sort..
kevmeister
03-20-2008, 01:31 AM
I like the idea of keeping the welfare checks small, more incentive for people to work for their money. the leveling system should be kept low reward too, less people levelling up just for bragging rights. what about a reliability rating based on things like; races entered (+), races completed(+), transactions completed(+), miles run during races(+), races won(+), races won against opponents of the same level(+), races won against newbies or lower level opponents (-)...might stop the bottom feeders from plundering the newbies? food for thought :)
Saint
03-20-2008, 08:29 AM
Or maybe the higher lvl you are the less your parts wear out. An incentive to lvl but at the same time not a big deal. It wouldn't have to be a big percentage that it wears out less, but anything would be a bonus. It wouldn't affect the fairness of a race but would save you a few bucks the higher lvl you are. Just a thought :).
Wraith
03-20-2008, 04:14 PM
Touche' How's 100$ per level, starting at 250 at Level one. At level 100, you should have 10250. It's not too much, should keep the online economy fairly even, although, there's always going to be the rich.. But for every level, there would have to be a bonus of some sort..
lol, that's what I said, but I started from 500 and increased either 500 every 5 levels or 100 every level, resulting in 10500. If there is a bonus for every level, then wouldn't it be the same as having a larger payout (instead of the 100) and not having a bonus?
What about:
Level 5: 1000 one-time bonus
Level 10: 5000 one-time bonus
Level 20: 20000 one-time bonus
Level 50: 100000 one-time bonus
Level 100: 500000 one-time bonus
That still might be too much, but it really would be hard to get. It, by itself, is not enough to warrant leveling up to 100, since, almost certainly, the driver doing that would be making way more than what they are getting from payouts just racing/winning enough to get their level up that high. Maybe:
Level 5: 1000 one-time bonus
Level 10: 5000 one-time bonus
Level 20: 20000 one-time bonus
Level 50: 50000 one-time bonus
Level 100: 100000 one-time bonus
That would definitely make it not worth but a nice extra for anyone just leveling up in time -- a sort of "anniversary" type gift from the game.
Edit:
I just saw your post saint. I think that's a good idea and, as you said, should not be a huge percentage. Something like 115% lifetime at level 100 in contrast to 100% at the beginning, raising as you gain levels.
Cudaa
03-28-2008, 06:50 AM
How will newbies (all of us plus those to come) get started? Get a free car to start (low end only) plus a small bank roll. Have "sponsored" cars to drive that pay according to track and class but less than "owned" cars.
Race Payouts:
Get paid immediately for racing (Solo, Club, Group). This would be your "Bread & Butter". It's a racing game so that is where your real income should be generated. Of course, the harder the track, the better the payout. Maybe even have certain days/times that a special payout is available.
Welfare checks:
$500 a week (adjust for economy) plus a minor "level" reward ($100 a level) & any "Top Dog" bonuses is a very good start.
Of course clubs will need a weekly bonus structure too. In MCO I used my weekly club bonuses to build free cars, pay each "racing" member (had my own payout schedule), and get auction parts/cars for them.
Levels
Raising your level should be mainly only for game status. I do like the instant bonus idea, gain a certain level, get a bonus. Like Wraith's post above but smaller amounts maybe every 5 levels, something to reach for.
Make it so that group racing adds more than solo. Set group racing to be like Indy car points, 4 cars = #1 5pts, 2nd 4pts, 3rd 2 pts, last 1pt. Then solo could be a straight 3pts or setup with qualifying times and split that into 4,3, & 2pts. The more I think about it, the latter sounds much better, reward the better drivers without hurting the slower ones.
Larger garages the higher the level sounds good too, start newbies with a carport and then be able to build onto it.
roadweasel
03-28-2008, 03:43 PM
how about a personal odometer - so you know how many miles you've clocked in Motor World? We could have a hundred thousand mile club. :rolleyes:
DevilMan
03-28-2008, 03:57 PM
I like that idea about a hundred thousand mile club.
Wraith
03-28-2008, 08:35 PM
Agreed.
Nice distinctions to add to the veterans... and kids with 24/7 a day to play.
Marlboro_Man
03-30-2008, 09:31 PM
This will be my first post on the new site here, and Hello to all of you who know me, I didnt have time to read all the posts so Ill just go from scratch on a few of my ideas, I say to not make the players race the way they do not wanna race, if someone simply wants to drag like me :), or run round and round should not affect their level due to preference, I remember getting so mad at MCO, because drag racing barely got you anywhere, and hardly no pay, personally I think drag takes a lot more skill that running three laps, if you fall back a lap you can make it up where on a drag one mistake ruins it, I dont mind doin circle tracks and what not like a Nascar track but all the wild turns and what not I dont care for, not because I cant do it, but i just hate those kinda tracks, I think we should let the garage space be not by level, but by buying space, we discussed the tools and what not thing back when, but that is also another thing I think should be bought, now your skills to repair should be based on level, BUT not your racing level, possibly put in a mechanic level :)
well im sure ill come up with more but I gotta head to work :cool:
Kevman
03-30-2008, 10:23 PM
I like the garage space idea, where you can purchase it, and with a certain amount of sq/ft you can get the advantage of a machine shop, body shop, hydraulic lift, so on and so forth.. A machine shop could save you money when building an engine, and the body shop for when you have to make repairs after a race, and a lift to save a small amount on changing tires, or some kind of perk..
Wraith
03-30-2008, 10:32 PM
I say to not make the players race the way they do not wanna race, if someone simply wants to drag like me :), or run round and round should not affect their level due to preference
Agreed. I will not be doing any drag racing, and I wouldn't want my level to be hindered by that.
I think we should let the garage space be not by level, but by buying space, we discussed the tools and what not thing back when, but that is also another thing I think should be bought
That's a better idea than level. If you have the money to invest in more garage space, you should be able to do so.
now your skills to repair should be based on level, BUT not your racing level, possibly put in a mechanic level :)
I think repair should be the same across any type of level. Usually when someone suggests the idea of a level limiting the ability to do something, I offer up my opinion. The best way I can equate is: Imagine if you knew how to do something back and forth, and had the resources to do so. A company hires you to do this job, but you are new with the company and do not have a high rating. You are unable to do the job as well as someone else with more time with the company and a high rating, hindered by that rating.
This is basically why I don't like the idea of levels and rankings that affect much of anything. The idea is that IF there was no currency (everything were free), then new players would be able to do anything that someone who had been playing the game for years, given they know what they are doing.
The knowledge factor comes into play on how well you can build a car, knowing how to tweak it to change the handling for a given track. Knowing the tracks from much experience racing on them. That is the only "level" system I really believe in, and it cannot be faked.
I think tiny, tiny bonuses for huge amounts of level increases are ok, because they don't really require the player to just spend their time "leveling up". The bonus is too small to justify the large amount of time required to gain it, but those who do just from playing for so long get it as a tiny reward.
Basically, I like the idea that people don't aim to gain levels, but gain them just by doing other things and after a lot of time, they get the nice surprise of a little reward.
Mopar4life
03-31-2008, 06:29 AM
how about the more level you have the more you get paid.
Marlboro_Man
03-31-2008, 12:30 PM
Thanks Wraith Im glad you agree on some of my fronts :), as far as the level repair, i was more leaning towards reapiring damaged body panels, and possibly stuff like do it yourself port and polish jobs and what not or even rebuilding items like trannys, rear ends, or anything else like that, but I do see your point if you already have the know how you should be able to use it, perhaps a compromise? no sarcasm intended here :P How about a test on all the major parts of a car that would require repair, bodywork, machine work, etc that could determine at what level you could mechanic on your car and when you may need to let another player do the fixin for ya, not only would it add realism but stimulate the economy too, but thats just an idea :P, that and I just got off a 12 hour shift and Im really tired
Mykyll
03-31-2008, 05:19 PM
How about we almost lose the "level" idea. Maybe make it a "miles raced" or "races won" kindofa leveling system. Maybe a mile be an experiance point, and a split Level system, drag/race. Make it more of a show of What you do, and how much you do it. Lets face it, in an equall racing game, level has nothing to do with it, unless we mess it up, by making cars faster at higher levels, or certian parts only available after a set level.
I would however say, that maybe you would have to progress through the car classes,..
Win/run X number of drags/circuts/miles in e class before u can run D class, to C class, etc..
And the extra garage space should be bought for in game money. for each car over...say 3 or 5. We have GOT to have multiple way to remove in game money from the econamy or it will balloon out of control. (if we have a "merchant" mode, where we can just build and sell..charge taxes){i build car, set in "classifieds" for my cost, server adds sales tax that buyer has to pay maybe 2-4%}
And a Weekly paycheck, .. I think that should only be for those that race, or work for it.. no money for a week if you go away .. club races, top times,..other etc things, should be a weekly payout thing. I just REALLY dont like the something for nothing idea.
And I thing more focus should be paied to the getting money OUT of the game rather than in it. Just my 2cents, take what ya like, leave the rest
roadweasel
03-31-2008, 06:42 PM
Some people will be more into the car building than racing, and will let someone else do the driving. Others will be more into the rare car collecting, and car show aspects of it. Other people love/hate drag racing. Others are horse-traders. The common threads are making money, and putting miles on your cars. I like the per mile idea, even someone who can't drive well can put miles on their cars. Level up one every 100 miles whether you can make track par times or not.
Within the welfare system, how about rewarding clean driving. Someone with less than $X damage would get the whole weekly check. Those who crash a lot will get X% less depending on how much damage they accumulate in a week.
I also like the idea of community reputation points given by your fellow players. Require X# of good rep points to level up. I don't like the idea of bad rep points because people can be so pi$$y if they lose but if you have dealings with someone who treats you fairly or helps you out, you would give them points and help them out too. Possibly include this at the end of a race or transaction, and allow players to rate each other like once a week only. I could only give Ken points for one race or transaction even if I have 20 races and 10 transactions with him. That way friends wouldn't just pad friends points indiscriminately. But, if you're a noob, and A-man helps you get set up and shows you the lines of a track, you can give him 5 comm points for helping you out. Give an option to choose 0-5 points and make it anonymous so the receiving party doesn't know from who or when he received those points so nobody will be all "well that jerk didn't give me enough points I'm running him off the road next time I see his sorry mug"...
superbug73
04-01-2008, 05:47 AM
I love the rep points idea, provided its an airtight system with no exploitation possible. I'd almost be tempted to say limit it to once a month just so that its not like every week right before paychecks that you send me 5 points and I send you 5 points. Limiting it to a month would force you to be more involved with other people if you really want to rack up the points.
The Mileage = xp isn't a bad idea either, however the one issue I see is that guys who stick to the drag strips and hate road courses are gonna be forced into doing something they don't want to in order to level. Also the guys who would rather buy and sell are in the same boat.
It's tough to please everyone but I have a possible idea that might work....
Have it so that every week you declare your 'profession' or 'discipline' for the week. So for instance say that I'm big into Drag Racing, I declare that for the week I'm playing under the Drag Racer Discipline. While drag racing I gain more experience than in other forms of playing. Or say I like buying and selling I take the Trader discipline for the week and gain more xp for completing transactions with other players or something to that effect. Have a fee you can pay to change the discipline mid-week, so that you aren't 100% bound to it.
I dunno lol, its tough to say what the best approach is.
Marlboro_Man
04-01-2008, 11:55 AM
Sorry but I have to say no on the car classes and earning your way up to owning better cars, the level system i was talkin about was mearly for the players ability to repair things that are repairable, like body panels, hey that could also be worked in the damage penalty, what you can fix you dont get penalized for and I do agree that you cant please everyone in fact thinkin about it now if an experience system is implemented and drag and track racing are equal how many people would explouit this? S obasically I have put my foot in my mouth so to speak so I do think the 1 mile per point would be a good idea I also like the rep point Idea, another thing id like to add is there will be several different playstyles wanted so heres my list of them Drag Racers, Track Racers, repairmen, car builders, engine builders, suspension builders, car salesman, car collectors, thats all i could possibly think of that may come into play, but I think we should have all of them because I think that would draw in and keep more players
Marros
04-01-2008, 08:58 PM
Sorry but I have to say no on the car classes and earning your way up to owning better cars, the level system i was talkin about was mearly for the players ability to repair things that are repairable, like body panels, hey that could also be worked in the damage penalty, what you can fix you dont get penalized for and I do agree that you cant please everyone in fact thinkin about it now if an experience system is implemented and drag and track racing are equal how many people would explouit this? S obasically I have put my foot in my mouth so to speak so I do think the 1 mile per point would be a good idea I also like the rep point Idea, another thing id like to add is there will be several different playstyles wanted so heres my list of them Drag Racers, Track Racers, repairmen, car builders, engine builders, suspension builders, car salesman, car collectors, thats all i could possibly think of that may come into play, but I think we should have all of them because I think that would draw in and keep more players
You'd probably have a better chance of getting your ideas across to others if you had some sort of organization. Nobody wants to decipher a jumble of words that is barely coherent. If anyone spoke like this in person most people would probably ignore them.
roadweasel
04-01-2008, 11:36 PM
You'd probably have a better chance of getting your ideas across to others if you had some sort of organization. Nobody wants to decipher a jumble of words that is barely coherent. If anyone spoke like this in person most people would probably ignore them.
I asked for discussion - not condescending attitudes and grammar-checkers. It's people like Marlboro Man we're making this game for. Meybe he didn't dot his t's and cross his eyes pretty enough for you marros, but ideas is ideas, and we're reading what he wrote, that's all that matters.
Marros
04-02-2008, 02:40 AM
Sorry if I come off as an asshole, I just have a low tolerance for that kind of writing. Probably have played WoW for too long.
On Topic: I can't say I like the idea of having many different classes or career choices, as it then makes the game similar to almost every other online game out there. While some of these ideas may seem great, I don't really think it is necessary to go into so much detail. MCO did not really have a whole lot of special features, it just had the important things: parts shop, auction house, chat rooms, clubs, races, leaderboards, and lots of variety (mostly made possible by the players).
Maybe a better approach to making MWO as great a game as MCO was is to keep things simple. Once there is a playable beta with the basic features implemented, it will be easier to see what players want the game to progress towards. Personally, I will be happy with a solid racing game, plenty of car customization, and an active online community. Don't really need anything else, as the players will do most of the work from there.
I would like the feature of having a title denoting which style of player I am, but I don't think this title should affect how much exp I gain or lock me into doing any one thing. Having a loose title and some sort of ranking system will suffice for me, I don't see a huge need to progress from level 1-100 or anything.
kevmeister
04-02-2008, 03:40 AM
Marros, if yer gonna hang with this crew I'll give you a tiny bit of advice that might come in handy: be patient with the rest of US, too...:)
Marlboro_Man
04-02-2008, 11:48 AM
I apologize if I ramble but about the only time I get to post here is when Im leaving in a rush for work or getting home dead tired from work, so if I come off as ramblin or incoherant I am sorry, Ill give ya bit abit of background on myself (a lil off topic I know but just follow me here) Ive been around the mmorpg scene for a while now, do you remember a game called Ultima Online, Ive played it ive built servers and I have help maintain servers, and am currently a staff member on one, have been form a while now, but the key to keeping players happy and to keep players coming back for more is more content and more to offer its players than the other guys, ok MCO was an awesome game dont get me wrong, i lived and breathed it for a while, but I still felt something was missing, there is much more to a classic car racing game than just racing, and I say if the majority wants it do your best to please them otherwise who are you making this game for? Honestly I dont think MCO can even be compared to this game because of a few reasons,
1. Its not made for financial gain
2. Its made by fellow gamers who seek the same craving we have
3. The crew is asking for our opinions on how this game could be better
4. We have a bunch of devoted players who will do anything to help with the build and creative process
sorry if I was rambling again I just got in from work and need to go to bed, and thanks RW for listening to me as well as everyone else here;)
Wraith
04-02-2008, 10:54 PM
Sorry if I come off as an asshole, I just have a low tolerance for that kind of writing. Probably have played WoW for too long.
On Topic: I can't say I like the idea of having many different classes or career choices, as it then makes the game similar to almost every other online game out there. While some of these ideas may seem great, I don't really think it is necessary to go into so much detail. MCO did not really have a whole lot of special features, it just had the important things: parts shop, auction house, chat rooms, clubs, races, leaderboards, and lots of variety (mostly made possible by the players).
Maybe a better approach to making MWO as great a game as MCO was is to keep things simple. Once there is a playable beta with the basic features implemented, it will be easier to see what players want the game to progress towards. Personally, I will be happy with a solid racing game, plenty of car customization, and an active online community. Don't really need anything else, as the players will do most of the work from there.
I would like the feature of having a title denoting which style of player I am, but I don't think this title should affect how much exp I gain or lock me into doing any one thing. Having a loose title and some sort of ranking system will suffice for me, I don't see a huge need to progress from level 1-100 or anything.
Agreed. I don't like the idea of dependence on levels, rank, classes, professions. They equate to Mages, Paladins, and whatever else is in that WoW game. I don't think many of us here are looking for an MMORPG. I might be wrong, but I for want to be able to build cars, engines, suspensions, and race them. That is the number one priority. Things like classes/professions would hinder my number one goal -- I wouldn't be able to build everything to its maximum ability.
The community the second priority and that comes almost automatically. In my mind, it comes to: Implement a class/profession system with "stats" giving both advantages and disadvantages to each class/profession, or leave everything equal across the board and let people do their own thing. For example, people who like building engines and are good at it will be able to do so -- other players will buy from them.
The worst thing that could happen to this game would be to turn it into an MMORPG, but that's my opinion. If the majority of the community wants it, they should do it. However, the game is being built for the MCO abandoned. I think people who were part of the original game should be first in mind for the devs. If that were not the case, the forums could be flooded by "kit upgrades" and import-mania; and if they then were the majority, then should the devs adhere to them?
MCO wasn't a built in RPG, the community made it so, and I think this is vital to leave in place.
kevmeister
04-03-2008, 12:09 AM
I agree with your posting Wraith. that was how I started playing MCO and loved it. after a while I found myself drawn into the social network and balanced your first and second points equally. the only time the third point became important to me was when the last batch of cars came out with the Cobra in it. that was the only time I found myself focusing on the leveling and persona aspect...:)
[WC]streetrod
04-05-2008, 05:01 AM
I agree with your posting Wraith. that was how I started playing MCO and loved it. after a while I found myself drawn into the social network and balanced your first and second points equally. the only time the third point became important to me was when the last batch of cars came out with the Cobra in it. that was the only time I found myself focusing on the leveling and persona aspect...:)
I was the same way. The levels were more like a bragging right in my mind. Once I had enough space in my garage then that is when I dident race as much. Built cars for people, drag raced, and help top in points at the drag. Man I miss the game :(.
Have fun and keep racin,
streetrod
Bluepits
04-07-2008, 02:12 PM
Here is a few word that might not get in there but i need to say something about this u guys all have great idea But for the noobs it will be hard i agree . newb until they reach a good level that they cant race for pinks also here is a idea just like the show when u get a under dog and that super dog In a pink race a 3 out of 5 race for pink don't know if anyone has thought of this but u can throw in like the show pinks give them some car ahead, heads up.nos stages.and so on so on, on the levels. like this one game i play if your in fractions u die u Lose skill = 100 u die = 80 u lose 20 skill points for a 30 min time Now i dont think u your gonna die but how about if you wreck your car bad u lose some points for a short period of time what do u guys think of that??
Nismo240
04-07-2008, 07:23 PM
If your car is that much worse than the other guy's car you probably shouldn't be racing them in the first place. On top of that with the head starts and nos/no nos races to even it out you could have someone and just let off the throttle in the end and you probably won't be able to tell. Seems like it would be creating more problems then it fixes.
Cudaa
04-13-2008, 06:26 AM
I agree strongly with having a way to protect newbs against any "Vultures" in the game. That seemed to be one of MCO's and the community's biggest downfall. Of course you always had those newbs that were actually the Vultures themselves.
I think car registration could help out a lot. Loan someone a car (to repair, build, race) and have the ability to get it back in case of a problem.
As far as leveling, it is more for bragging rights and slightly higher paychecks (not race payouts). That way if you don't race (THIS IS A RACING GAME!!!!), you aren't penalized for your level. This way everyone has the ability to do whatever they want and still be an active part of the game. We did it in MCO and it worked pretty smooth, I think it would be easy to implemented here and even enhanced.
"It's not just another game, it's a way of life!"
Shadow
04-13-2008, 09:07 AM
Long time listener, first time caller. Just found this site, and having played MCO and loving it I'm definitely excited about this game!
One idea that I had from reading all of your posts is that running tracks solo should not count for as much as running them against players. If you run a track solo it should pay you enough to repair minor damages plus a couple hundred bucks. If you make a perfect run, you get all the money - if not, cash out of pocket. This was a major flaw in MCO - people solo running tracks over and over to make money, which caused a great deal of inflation in the economy. This inflation can make or break a "noob" who picks up the game 1 or 2 years after release. Also, by making the payouts higher for racing against players rather than AI, it would promote less solo and more pvp racing.
To further this idea, there have to be more money sinks in the game to keep the economy tight. Anyone every buy grease, oil or fuel to keep their cars running in MCO? Ever pay to have a part machined? Ever pay shipping and handling on those parts? Did parts or tires ever wear out and just need replaced? Anyone ever take a class to learn body work, or how to be a mechanic? Someone mentioned registrations - that's a great idea and another potential money sink.
It's late and I have more to say, but I'll do so at another time.
One last idea - another thing that MCO was missing - somewhere to just hang out and cruise - a "strip" if you will to park on or cruise up and down to show off yer spiffy new wheels, ala American Graffiti.
How about a Street Credit system? Everyone start off with 100 SC and as you race (LIVE) you gain Street Credit. On a 6 player race winner gets 60sc 2nd would get 50sc and so on. If you race computer you would earn money but not Street Credit, and would give people a way to earn money to modify there cars to be able to compete LIVE. Base weekly pay on Street Credit earned for the week. Then you could still earn money if you race AI but not SC. I think it would encourage more people to race LIVE as opposed to racing computer.
Javelin
04-25-2008, 05:38 PM
The way I saw leveling in MCO was by the car you owned.
Being an AMC guy, I saved up and bought an AMX, I modified it heavily and saw some improvements in track times, practically no other AMX could beat me but the Mustangs and Firebirds smoked me (not necessarlily real life but thats another subject)
Once I bought a mustang, I saw an immediate decrease in my track times, something the AMX couldnt match. The firebirds were even quicker.
I'm not sure how MWO will address this issue (problem?) but I would like to think most similar cars (for example all the pony cars) are fairly equal with improvements and track times being made with add-ons that are gained with specialty items gained through prolonged playing (hence leveling).
I'm not saying I think this should be the MWO system nor that I agree with it. Just offering my experience as it pertained to MCO.
$.02
Any ideas on how you like to see the level-up system work?
I really dont understand why we would want a lvl system in place tbh. The reason for a leveling system in other games is to increase your skills as you advance in levels. Unless we intend to put in a few other things that your typical racing game does not have. In Motor City Online you advanced your level only to achieve new race tracks and that was it. I had multiple lvl 60+'s and could do the same exact things as a lvl 20... Whats the point of levels? I will explain a little later my ideas on lvling...
How about car class divisions?
I'm not exactly sure how to answer this question but I would expect that each car be devided by: Body Style, Weight, and Power / Speed. Each would be a factor that plays in its catagory.
Weekly Welfare system - how much should weekly checks be?
I never really liked MCO's idea on this either. I made 1000x that check in a few hours or racing so I really had no use for it. It was just more change added to my penny bank.
Should you get money and levels for participation?
Yes, it is always a great idea to reward participation.
What about Race Payouts? Immediate payout on races or add them to the weekly check?
Payouts for races is how each player should earn there money. The more work you put into them the more you should get out of them. If a player reaches the set time limit on each track the player will be awarded a decent amount of cash. A player who exceeds more than just the minimum should be rewarded with a larger payout. Where as a player that doesnt meet the time limit requirement will not be paid at all.
How about statistics? Wipe 'em weekly or hold "seasons" then archive an "alien hall of fame"?
I think there should be: A daily, A weekly, and a Monthly "Hall of fame" catagory. Each with an x amount of money to be won for holding each record.
My ideas about the game to come...
My ideas may be a little to advanced for the short staff but I will spill my beans anyway...
I would like to see Motor World Online have a lot of features. So I will begin with the leveling system. Players who are logging in for the first time will be able to create upto 3 characters. When they enter the character selection screen they will be able to pick there class. The player can pick between a Mechanic, a Driver, or a Dealer.
Roles
Mechanic:
A mechanics role in the game is to build cars from the ground up, part by part. A mechanic can also repair cars or upgrade them to a customers specifications. A mechanic will also be able to test drive the car upon completion but never race.
Driver:
A driver is the sole role of MWO because they are the class behind the wheel. They drive there cars onto the streets lighting there tires up and draw attention to themselves to show off what they have. There sole role is to conquor the competition on the track. They have an addition on rushes of adrenaline and the only way to aquire that fix is to blow the competition away.
Dealer:
A dealers role in MWO is to sell stock cars to the players. The dealer will also be able to repair cars but not upgrade them past stock parts. Dealers will also be able to sell cars and upgrade parts at auctions.
Leveling
Leveling each class will be different ofcourse. As a new player you will be able to level through single player or multiplayer categories. Thus making it easy for new players to learn the game. New players will be able to do missions to aquire experience to level. After a certain level the players will no longer receive experience through single player aspects of the game but will still be eligable for the payouts.
Mechanics:
Mecanics will start off with a set of beginer tools and a shop. To level the mechanic must do missions to repair cars for "public transportation" or dealerships in the local area. A beginer mechanic may also level by repairing cars for other players. As the mechanic levels he will gain skill points that he may invest into certain talents. Each talent will decide where the mechanic will specialize in. Such talents could be specializing in upgrading engines, suspension, the body of the cars, ect ect. Each expertise level the mechanic has will improve his work. With the higher skill the mechanic has the quality of the work will improve. This will determain how much the mechanic can charge for his work. Mechanics can only specialize in a couple aspects of his profession. Talents also determain what types of cars the mechanics can work on or with.
Drivers:
Drivers will level through experience gained through races. The new driver will be able to do single player missions and races to gain experience and money. With the progression of levels the driver will be able to invest his talent points into skills that produce better driving control. A newer driver will not be able to control his throttle and breaking abilities as much as an expert player. As the new player progresses his talent points he will be able to gain better control over the track. Each section of talents will help improve a drivers control so he will sepcialize in track specialization. An example would be to advance skill in drag racing. A driver that specializes in drag racing would be better at drag that someone who specializes in oval tracks. Expertise talents invenstments could be anything such as throttle control, breaking, clutch control, handling, ect ect. The talents could also help the driver specialize in what type of cars he can drive.
Dealers:
Car dealers will be able to advance there levels by doing missions that require the new player to sell cars and parts to the public. The dealer will also be able to sell items to other players aswell to gain experience and money. As the dealer gains levels they will be able to invest in talent points that specialize in how and what they sell. A dealer that specializes in selling upgrade parts will be able to sell custom parts that normal non-player dealerships can not sell. They will have a limit on how many items they can sell on the auction until there level is raised. Level 1 will be able to sell upto 5 items on the auciton where as a level 10 will be able to sell 50 items. Ofcourse talent points will have an effect on the number of items the player can sell. A higher level dealer will be able to research how to aquire and sell exotic car parts aswell. This will benifit the end-game players.
This is just a begining of some of the detail that I think would really make this game a one of a kind. If you could add these kind of features into the game it would create an enviorment for Role Players aswell as hardcore gamers. Ofcourse everyone would want to be a driver but some people like trade skill chars aswell. Some people arent good enough drivers to make loads of cash. These other 2 classes are a different feel for the game. This type of enviorment will also force team play and socializing. When players communicate and make friends with each other they develop a want to keep coming back to play with there new aquired friends.
All of my ideas can be further inspected and revised. This is just something I have been thinking of for quite some time. Let me know what you all think! :D
Sorry if I come off as an asshole, I just have a low tolerance for that kind of writing. Probably have played WoW for too long..
Playing another game has nothing to do with this game nor this community. Id suggest keeping your attitude about WoW towards players of WoW.
On Topic: I can't say I like the idea of having many different classes or career choices, as it then makes the game similar to almost every other online game out there.
If so many game designers are doing, its probably for a reason.
While some of these ideas may seem great, I don't really think it is necessary to go into so much detail.
All great games have great detail...
MCO did not really have a whole lot of special features, it just had the important things: parts shop, auction house, chat rooms, clubs, races, leaderboards, and lots of variety (mostly made possible by the players).
I dont know where you have been, but MCO failed to aquire that many players. This goes back to the detail thing... WoW has more detail than you relize and thats why over 10mill players are subscribed...
Maybe a better approach to making MWO as great a game as MCO was is to keep things simple.
If MCO was so great, why did the end production on it? It was a great idea, not a great game. The fact of the matter is, MCO was boring after you played it for a few months unless you are someone who can do the same content over and over again until your eyes bleed. MWO will be far superior than MCO.
Once there is a playable beta with the basic features implemented, it will be easier to see what players want the game to progress towards. Personally, I will be happy with a solid racing game, plenty of car customization, and an active online community. Don't really need anything else, as the players will do most of the work from there.
Lawl... There has to be constant updates and upgrades or people will lose interest. Another reason why MCO failed.
I would like the feature of having a title denoting which style of player I am, but I don't think this title should affect how much exp I gain or lock me into doing any one thing. Having a loose title and some sort of ranking system will suffice for me, I don't see a huge need to progress from level 1-100 or anything.
Finnaly something I can aggree with you on.
In all reality when you have a game that someone doesnt have to interact with others it will fail sooner or later. I would like to have this game succeed in all aspects. If you allow players to build cars, race and everything another player can do... What is the point to speak with another player? If you dont need help from someone else, when will you make friends? If you go grind races over and over again will you ever see another soul? I can answer that questiong easily... I played MCO for a very long time and I rarely seen anyoen because I was to busy building my cars and racing single player races to gain more and more money. I made millions upon millions on MCO in single player races. The only time I spoke with other people is when I was logging in, and out. Other than those 2 times I was constantly racing for cash.
Shadow
05-10-2008, 06:27 AM
I played MCO for a very long time and I rarely seen anyoen because I was to busy building my cars and racing single player races to gain more and more money. I made millions upon millions on MCO in single player races. The only time I spoke with other people is when I was logging in, and out. Other than those 2 times I was constantly racing for cash.
Wow, are you sure you aren't my alter-ego? This is, by exact definition, my MCO experience. :D
421HO
05-10-2008, 06:34 AM
I must say that I like a lot of your ideas GRIM. I mentioned some of mine way back on the idea of creating career paths. I have seen some responses from people that do not want them, and I agree with them too. I like the idea of career paths, but not giving any skill advantage over someone who has not selected a career path. I believe mine were economic based advantages based on the career path. I will see if I can find my notes and I will repost them to see what people think.
I realize Ken and his team have final say, but anything that makes us a little dependent on each other will make for a stronger community. This I believe is where MCO failed miserably. Most people did their own thing and there was very little live racing to be had. I raced people more often in beta than I did when the game went live. Also, I was on dial up and was beat by lag and people on DSL. So I hardly ever raced other people. No incentive to do so if you finish last and do not get some payout. I ran the hell out of the Olds 442and AMX sponsor cars. I made most of my money on sponsor racing.
xXBossHawgXx
05-10-2008, 08:00 PM
Roadweasel;1336']Some people will be more into the car building than racing, and will let someone else do the driving. Others will be more into the rare car collecting, and car show aspects of it. Other people love/hate drag racing. Others are horse-traders. The common threads are making money, and putting miles on your cars. I like the per mile idea, even someone who can't drive well can put miles on their cars. Level up one every 100 miles whether you can make track par times or not.
Within the welfare system, how about rewarding clean driving. Someone with less than $X damage would get the whole weekly check. Those who crash a lot will get X% less depending on how much damage they accumulate in a week.
I also like the idea of community reputation points given by your fellow players. Require X# of good rep points to level up. I don't like the idea of bad rep points because people can be so pi$$y if they lose but if you have dealings with someone who treats you fairly or helps you out, you would give them points and help them out too. Possibly include this at the end of a race or transaction, and allow players to rate each other like once a week only. I could only give Ken points for one race or transaction even if I have 20 races and 10 transactions with him. That way friends wouldn't just pad friends points indiscriminately. But, if you're a noob, and A-man helps you get set up and shows you the lines of a track, you can give him 5 comm points for helping you out. Give an option to choose 0-5 points and make it anonymous so the receiving party doesn't know from who or when he received those points so nobody will be all "well that jerk didn't give me enough points I'm running him off the road next time I see his sorry mug"...
i like that whole idea right there the only thing i see a problem coming from that would be that everyone doesnt necesarily want to race all the time someitmes just get on hang with your friends, maybe run into them lol and just have a generally good time would it be to the point where if you were to run into one of your pals just for the sake of doing no harm actually intended would that dock your weekly checks , if not i think that that would be a very good way to go about it with the miles so that some of the slower players can have a chance to keep up with the big dogs of the game
[WC]streetrod
05-14-2008, 06:43 AM
Bunch of great ideas but I think MCO had a good basic understanding that made people play more for either bragging rights, money, or more room in the garage.
Have fun and keep racin,
streetrod
TheLadiesMan
05-14-2008, 08:49 AM
Just found this site.. Excellent idea.. Hope this pulls through.. Thought i'd throw my $0.02.. at some point we'll have a big pile of money we can do something with..
To sum up my experience with MCO.. I started playing it during the Beta. I found that level grinding was necessary. It wasn't too hard to make it to level 5 but things just got tedious beyond that. I remember doing the Fairground time trials over and over cause I only had access to one or two other tracks. And the payouts were so tiny you had to do it over and over to get anywhere. The drag racing in it was complete rubbish. I found the game to be pretty unfair. It rewarded the grinders completely and they'd have maxed out '65 Mustangs which would run circles around most cars. Over all the game just wasn't balanced.
I believe money should be easy to get. But to counter act that there should be more stuff to spend money on. Someone said registrations. Damage repair should be still be implemented as this rewards clean driving.
One of my favorite things the game did was the Top Dog thing I guess it was. My main source of income was grinding on a time trials event to get a Top 10 time and if I held it I'd get a bonus in my check. This should be controlled obviously with certain car classes or something.
The weekly paycheck idea was flawed cause i'd stop playing for a few months and come back and have a nice juicy pile of cash waiting for me. Which was only cool for a little bit till it was all gone. People have mentioned a few ideas to solve this already.
Levels really shouldn't effect anything other then what tracks are available and maybe what game modes are available and slight increases on weekly payouts. Pinks should definitely be limited by level.
I really like the profession/class idea. But I think it needs to be more loose. I don't think you should pick it when you make the character and thats his job for the rest of the characters life. As someone mentioned before, you should be able to switch it at anytime perhaps. The professions would have to be balanced and worked out to create a nice even progressive cycle that recycles money or cars. A mechanic repairs or upgrades cars for drivers and dealers. A dealer buys and sells cars to mechanics or drivers. And the Driver provides work for the mechanic with damaged vehicles or upgrades and buys or sells cars from the Dealers. This promotes interaction between people.. Except it should not be forced. The bonus in dealing with other people/professions should be good deals on costs. Any profession can race, as thats what this game is about, except they receive bonus's in their respective areas. A Driver makes more money from races, a Dealer makes money by buying cars are lower costs then reselling, and the Mechanic makes money by repairing or buying parts at lower costs. The Driver makes more money, but has to spend more. The Dealer and Mechanic make less money, but cut spending costs. Theoretically this would work. You could do it a different way and make it so you can buy a mechanic's and/or dealer's license, which would allow you to do said things. This would expire, if you don't wanna do it then don't invest in a license.
The garage idea is great but should be kept somewhat simple. As you level up, you unlock larger or fancier garages/showrooms. The camera moves around your place and such and you get to look at your cars in your nice garage/showroom. Its a visual reward that does not affect other players. An example of this working is Project Gotham Racing. Starter garage should just be a small 2 car garage at home that doesn't cost anything. You can choose to outright buy a new garage/showroom, or pay rent/lease or something. If you don't want or need the larger space.. you don't need it. This all could be worked out to keep it balanced. Someone who has more cars and more space needs to play to maintain that. If you buy a garage outright then you wont lose it unless you decide to sell it but it'd be expensive. But rent/leasing whatever allows people who are not raking in dough all the time to have a place to put their cars or something.. If they stop playing.. They lose it. Something to work for even if its only temporary.
In general though, this game obviously needs to go with what people like. As someone said, if every MMO game out there does X thing X way.. Then its probably like that for a reason. I think the best bet is to take a tried and true MMO game structure.. And just apply the MCO/MWO style/idea to it. Its fairly simple that way. The complexities come into play with balancing. And doing it this way won't make it like every other MMO.. cause there isn't an MMO like MCO/MWO.. Theres Test Drive Unlimited but thats super cars in hawaii.. Theres Project Torque which is more casual and doesn't have any real depth to it but its still fun. Anything else? Not that I can think of. If there is let me know cause I'll probably play it.
Also wanted to add, I think this game should be available in two forms. Free and $$$. Same way Live For Speed and such games do it. $$$ would get you things like tracks and more cars. Not faster or better.. Just more. I'd be more then happy to dish out a reasonable amount for some meat on the bones. Nothing motivates people more then cash I think. The problem is who's behind the game.. Hence EA=garbage.
Whew.. Sorry that was so long.. Was reading everyone's ideas and wanted to throw my thoughts in.
roadweasel
05-14-2008, 03:36 PM
Glad you found us TLM. You have great insights there. I like the idea of non-binding careers. Would be neat if, as you leveled up, careers opened up that you could buy into or not. Everyone would start as a driver but then at level 10 you could buy into being a mechanics (or artists, or car dealer, or junkyard dog) apprentice: complete the tutorial, pay a fee, and get your license & "tools". Lose it if you don't use it for 3 months say. Level 15, you can go pro and get a better level of tools. Level 20, expert, and so on. I would prefer that you are not limited to one career, and if you want to or have the talent to be a mechanic, and a dealer and an artisan, go, dude!
However, I think people will find their own niche's naturally whether it's programmed in or not. We won't be making people choose career paths out of the gate. We want people to be able to do it all if that's what they want, or to just hang in chat and be level 5 forever if that's what they want. There will be those who just want to buy a fast car at the dealer and go... there will be those who want to express their artsy side to make skins to sell to those who can't draw a stickman. There will be those who would rather build it and let the fast guy drive it. I think if we make a game where people can fall into their own niche, they will.
Regarding workshop space: Something like you get to level X and you can rent more garage space. You can't own more cars than you can rent space for. Leave town for 3 months, you lose it. That would make for another career - Real Estate - buy shops and rent them out... lol when your renter bails on the rent bill you can come in and confiscate all his properties.
As for why we insist on free - we want to avoid the hassle of copyrights and licensing.
This game will showcase the skills of it's creators, and that will be payoff enough.
Bluepits
05-14-2008, 11:31 PM
LOl i Play ultime online hahaaahaaaaaa LOve the pvp kill thoses annoying people >:P what one do u work on??????
Bluepits
05-14-2008, 11:41 PM
See the thing with that will be this if they have there best time in that car and they come to a pink slip race and they bad or good A Lot better then there best time then Ill know they were peddling and they automatically lose there car (smile i know i wouldn't want lose that bad ass car cause i cheated)
Am I the only one who liked the welfare checks?
Am I the only one who liked the welfare checks?
They would have been cool if they actually paid something worth while. As I had multi-millions in MCO and the thousand dollar a week "bonus checks" did not really... add anything to my deep pockets lol...
Cheats
05-15-2008, 03:06 PM
Am I the only one who liked the welfare checks?
I loved welfare checks too Ken, alot of my lazy weeks that was my only sorce of income.
roadweasel
05-15-2008, 05:52 PM
Am I the only one who liked the welfare checks?
I recall a "where's my paycheck this SUXXORRRRSSSS" post on the mco site that was probably one of the most read/replied posts on their forum. I think you weren't alone, Ken!
TheLadiesMan
05-15-2008, 05:56 PM
Yea I liked the welfare checks. They were a large portion of my income because I couldn't find any other ways to get decent cash..
Like I said before though, it just needed to be balanced out.
DevilMan
05-15-2008, 08:22 PM
Starting out I lived paycheck to paycheck.,. Most of the time spending all my money on the weekend knowing that come Monday morning Id have just enough to finish off the car I was building to keep on racing for the next week.
Starting out I lived paycheck to paycheck.,. Most of the time spending all my money on the weekend knowing that come Monday morning Id have just enough to finish off the car I was building to keep on racing for the next week.
Well, I guess this explains why I made so much on ebay off you all. :P It seems as if no one knew how to make money in the game. I remember countless times I was paid 500k to go join a club and race for them a few races to get on the leader boards. Not to mention all the pinks I won in drag. Actually, I also remember quite a few people paying me 25k in drag just to watch me run 6 seconds.
Cheats
05-16-2008, 03:25 PM
ROFL Grim.... want to neofrag?
DevilMan
05-16-2008, 09:54 PM
Im talking about when the game first came out GRIM,.. not 3 months into its existence. From the get-go, no one really knew how to make money and everyone was living paycheck to paycheck and busting their humps on the sponsered tracks. Then the cash cow tracks came along, and blamo, you saw tons of people selling MCO cash on ebay and all that stuff. Once the game was rolling I was right there with ya,.. people offering me 100K just to look at my setup, 30 seconds after I just won their "fast car" in a pinks race. I had a 65 no nitrous Mustang that I won something like 89 races in a row with on the drags with no losses. I made more money on that car by charging people to look at my setup then I ever did in racing the car :) All because of 2 or 3 little rare parts no one would ever notice when looking at my setup (they always looked at the engine, not the suspension and tires)
Cheats;2277']ROFL Grim.... want to neofrag?
Sounds good to me. ;)
Wraith
06-04-2008, 10:55 PM
Lots of interesting discussion has gone on, and I probably could reply to a lot of it, but I'm trying to catch up, not use up my time writing stuff. One thing I can think immediately of when reading your big post GRIM, is that while it does keep things pretty close it probably would heavily favor clans and make it so they would definitely have an advantage at getting the best things (since they will almost certainly have people of the different "professions" getting the financial benefits, such as dealers selling cheap to their clan's drivers and essentially working as a whole to beat the single player). Now if there were some protection for clan specific things in respect to non-clanned people (especially new players) then it would be fine.
And I am definitely of the sort that cna only draw stickman and would pay ingame cash for a skin that I like :)
Ks4x4
06-06-2008, 12:41 AM
I would like to put my 2 cents in on levels. I to would like to see that levels don't really affect game play. Alot of MMO's cater to people who play multiple hours a day in that in order to have the really uber items you have to spend time in game, and doing so gives you an unfair advantage over people who have a life and can't sit in front of a computer 8-12 hrs a day. Alot of MMO's loose player base for this very reason.
I would like to put my 2 cents in on levels. I to would like to see that levels don't really affect game play. Alot of MMO's cater to people who play multiple hours a day in that in order to have the really uber items you have to spend time in game, and doing so gives you an unfair advantage over people who have a life and can't sit in front of a computer 8-12 hrs a day. Alot of MMO's loose player base for this very reason.
Unfortunatly the only real way to award a player is rewarding him for his effort in time. The poeple that cant get over the "time issue" usually play single player games as they usually require no real skill or work to acomplish anything. When you achieve something you actually worked for, now thats worth showing off... Nothing that has been givin to you is worth showing off... ever.
Wraith
06-06-2008, 06:09 PM
Unfortunatly the only real way to award a player is rewarding him for his effort in time. The poeple that cant get over the "time issue" usually play single player games as they usually require no real skill or work to acomplish anything. When you achieve something you actually worked for, now thats worth showing off... Nothing that has been givin to you is worth showing off... ever.
Well, skill and work is not the same thing as free time. There should not be any advantage for people who simply have loads of spare time (this usually ends up being kids who can literally spend 12 hours a day in the game). As it has been said more than once, driving skill, knowledge, and other non-level based things are what should give you an advantage, not how much free time you have. Levels affecting which tracks you can access is an ok idea, but in a similar manner to how MCO was (you didn't have to be super high to have access to all the tracks). As has been mentioned in other threads and as I have probably said myself already, levels don't even need to be in the game, but if they are, they really should not impact very much of the gameplay.
Ks4x4
06-11-2008, 04:19 PM
Ok need to put 2 more cents in
WoW has over 10 million peeps because it has great advertising. it has an awsome demo video being played on every TV in walmart were you can buy a game trial at any counter for $2.99 I'm not saying it's a bad game, it has alot going for it, but please don't say it's a better game just because it has 10 million peeps playing it.
MCO failed to gain a larger player base for a few reasons
1. MCO was one of the first pay monthly games. there were a few others, but this came at a time when pay monthly was a new concept in gaming and most pepole did not understand it and were frankly to busy with thier new playstation to care.
2. You had to know something about cars to be good in MCO, there was no Motor upgrade 1 or 2, Simply spending your money on the most exspensive upgrades did not get you a better car. IMO this was one of the greatest aspects of the game
3. MCO was about older more classic cars, it did not appeal to the kids and young adults who have thier heads up the fart pipe of an import, they tried at the end to appeal to this catagory with a few imports put in but see number 2 as to why this didn't work.
sorry for the rant, have fun
on a second note I've posted a link on an article about the four types of gamers it might help the devs to know this stuff. while this is only 1 of several articles on the subject it will give some perspective and a direction for your google searching.
http://www.peterme.com/archives/00000207.html
Kevman
06-11-2008, 08:58 PM
Ok need to put 2 more cents in
WoW has over 10 million peeps because it has great advertising. it has an awsome demo video being played on every TV in walmart were you can buy a game trial at any counter for $2.99 I'm not saying it's a bad game, it has alot going for it, but please don't say it's a better game just because it has 10 million peeps playing it.
MCO failed to gain a larger player base for a few reasons
1. MCO was one of the first pay monthly games. there were a few others, but this came at a time when pay monthly was a new concept in gaming and most pepole did not understand it and were frankly to busy with thier new playstation to care.
2. You had to know something about cars to be good in MCO, there was no Motor upgrade 1 or 2, Simply spending your money on the most exspensive upgrades did not get you a better car. IMO this was one of the greatest aspects of the game
3. MCO was about older more classic cars, it did not appeal to the kids and young adults who have thier heads up the fart pipe of an import, they tried at the end to appeal to this catagory with a few imports put in but see number 2 as to why this didn't work.
sorry for the rant, have fun
on a second note I've posted a link on an article about the four types of gamers it might help the devs to know this stuff. while this is only 1 of several articles on the subject it will give some perspective and a direction for your google searching.
http://www.peterme.com/archives/00000207.html
The Tuner scene was very big when MCO came out, it has started to dwindle away in the last little while, I see much less civics, and preludes with ground effects and big wheels..
roadweasel
06-12-2008, 03:34 PM
Nowadays with gas as it is, many people can only dream of owning a big gas-guzzlin' muscle car so maybe it's time for a game like MWO to shine.
Allegedman
06-12-2008, 04:40 PM
Nowadays with gas as it is, many people can only dream of owning a big gas-guzzlin' muscle car so maybe it's time for a game like MWO to shine.
I agree RW
Kevman
06-12-2008, 05:21 PM
Good point, especially with the dwindling automotive economy, and the people who no longer have a disposable income to put toward a muscle car.
Javelin
06-12-2008, 07:36 PM
Nowadays with gas as it is, many people can only dream of owning a big gas-guzzlin' muscle car so maybe it's time for a game like MWO to shine.
Very true, however the gas I spend isnt really that much. Most the muscle car owners dont take their cars out too often, 1-2 a week maybe and only for a short distance.
The real issue will be the rising price of buying them and the cost for upkeep. In my case, AMCs are even rarer than they already were. I buy and horde parts whenever possible. Thank God so far insurance is cheap.
As most of these cars are averaging $20k+ and lots more, its a luxury few can afford. If its less than that, it will probably needs lots of TLC.
But you are right RW, owning a muscle car is a dream for many and a dream some (most) will only be able to do in MWO.
SavageAcE
06-16-2008, 07:35 AM
Well I say no classes....I think we should let people create their classes...so for example some people may be good at drawing or something then their going to be the "artist" or some people may be good at tuning a car so they will be the "builders" etc....people will probably get into their own role's so yeah let them control the game.
I think the rating on cars should be different depending on what it is so for example in drag racing we should have a sort of a simulator that sort of tells us what the 1/4 mile is so if it's close it will be good for matchmaking etc...of course we will let players decide for themselves also by seeing their opponents power/weight ratio and other info etc and they will make their judgement only if it isn't matchmaking.
Now for road courses again maybe something like a simulator to determine that lap times in matchmaking....also we should show skidpads,slaloms,etc so people can determine if they want to race somebody.
dwight 41-42
06-25-2008, 12:05 AM
true racers should be rewarded for there effort not makeing big money sittin around.I thought it was ridiculouse in the start of MCO only the rich players could afford the good parts from auctions.Keep MWO all american cars to. MWO wow this just looks like a dream come true ive sooo missed MCO. HMM heres an ideah how abought a bounas car reward for lvl 10,20,30,40 50. OH and MWO be more of a simulator like the simms maybe with characters walking running around,and cars cruising sound good? instead of just a playing webpadge,hmm i reliase nimation would require more memory on pcs and such well just a sugestion. Definitely the car showing features MCO had. well so much for a one sentece quick reply.
BowTie
06-30-2008, 10:37 PM
Any ideas on how you like to see the level-up system work?
While I agree with some that a typical leveling system is not for this type of environment, I do believe some sort of leveling system is needed. For some people leveling gives them a good starting goal to shoot for when they are first learning a game, which they can then branch off to other goals once they start figuring it out.
I think a good leveling system would incorporate a few different ratings added together to get to a new level. You could make some specific ratings equal to each other in value but not stackable. Such as a rating for amount of miles you have put in could be equal to the rating for how many drags you have run along with the rating for how many cars you have built. These would not be stackable as to not be able to exploit them by doing all three for faster leveling. But still being able to level at a similar pace no matter which path you choose.
These types of ratings could also be added in with some sort of a "safety rating". The safety rating could be gauged off of multi player races only as a way of giving some bonus to leveling in a multi player environment. When I think of safety rating I am thinking less of running into scenery or damaging your own car and more of banging, bumping, and wrecking others.
I think there should be a somewhat easily attainable level set in place for true "newbies" where the leveling system doesn't kick in until they reach said level. Until then they just level dynamically after completing certain goals. Sort of a way to get them to learn and experience different areas of the game that they may have otherwise missed. Goals like put in 25 laps at X short oval track, or run 5 laps around X road track without going off the road, or build an engine with x amount of horsepower without spending more than x dollars. Some simple tasks that also introduce them to every aspect of the game.
How about car class divisions?
I agree with others on they typical car classes/divisions. Body style classes, power/weight classes, vintage classes. Maybe a few classes for more off-the-wall type set-ups, like Tank class for cars weighting over x amount of weight and < 101 HP. (Just a thought..lol)
Weekly Welfare system - how much should weekly checks be? Should you get money and levels for participation?
Instead of the standard check like MCO had you could try something different like a repair coupon, race entry fee, random part, or a combination of a few things. These kind of items would be pretty easy to scale, for example a repair bill coupon, while seemingly simple, can be a good chunk of money, especially on the higher end cars.
What about Race Payouts? Immediate payout on races or add them to the weekly check?
I think race payouts should be immediate. For me personally racing to build my cars up and improve via the money I make from the races is what I do the most of. Waiting a week would hinder that enjoyment greatly.
If you had to have something other than immediate I think it should be a set amount of time from when you did the race. For example pay people x hours after they race. This would eventually, if they race enough, give them a steady flow of money coming in, without actually having everyone getting money at the same time, so it wouldn't affect the auctions and such. It would also be a positive way to reward people who have a lot more time on their hands to play the game, for doing so, without negatively impacting those who don't. While at the same get people out and racing.
How about statistics? Wipe 'em weekly or hold "seasons" then archive an "alien hall of fame"?
I like the idea of statistics being saved. Daily, weekly, and monthly. While they are not important for everyone, for the racers they are. They can also give someone new something to shoot for, especially if they have no idea what the track times should be.
Exploiting:
I'm not sure if this has been addressed or not but one thing that should be looked into is some way to stop people from just making multiple accounts and doing races against themselves and getting multi player experience for doing so.
I'm not even sure this is possible to stop given that some people will have more than one person in a household wanting to play with their own account. Hell maybe people want to be able to do this, I could be in the minority on my views on it. I just remember MCO turning into a join the race with multiple accounts and all but one car just sits at the start line while one runs the race, in turn gaining multi player bonus points and such.
It really made for some lonely rooms at the tracks. Almost all would be passworded and it would be hard to find good races at times
Replay:
There could be an option to allow others to view your replay or not in multi player races for people who wouldn't race others just because they did not want to give away their line. You could be fast on a track and have others join a race with you only to see them not even run the race. They just joined to get your line.
Again this may be more/less important to people, dunno, just an idea.
Just a few ideas. I played MCO from beta tell the end like many of you. Was one of my favorite games of all time.
Powered By Ford
11-18-2008, 10:22 AM
wow, hope yall are not mad at me for bumping this back to the top, not sure whats all been decided on already, but i have a few opinions that may have been overlooked.
the mile per point thing is cool, but you need to have a secure milage marker setup, like one lap = 1 mile, or whatever. something track based, but not based on a time period or tires spinning this many times, to easy to exploit, nothing like doing a single player race, or joining a multiplayer race with your buddy, shutting off the monitors and going to bed, or, my favorite, me and a buddy used to get together with our 500 to 600hp cars together on bel-air, and throw on some skinny minnys in the rear, and spend the next 2 hours at 7 grand fishtailing our way to see who could finish first! sad i know but, it was late, and it was fun! i am a bit lost on the concept of building up you garage, im assuming as to dictate how many cars/parts you can have in inventory at one time witch i think is cool, and you should go in deeper depth with that, its hard because on one hand, i think its pointless and not fair, to dictate how one levels up based on their initial career choice, and they shouldn't have to start from scratch if they choose to change it, and i didn't really totally like the idea of picking it week for week, cuz i have no idea what im going to want to do tomorrow, for example, on mco my day to day basis was, if my best bud wasn't on, check out some auctions, chat for a bit, check out some cars, maybe buy one and do some tuning, run a few multi races, then run the single time trials till i fall asleep at the keyboard, no lie, maybe if you choose your career for the week just before payday, and it was for the prior week, that way those that do everything, can try to pick what they think they did the most of, and take what they get, and those that like doing just one thing, will more then likely pick the same every week, and fall in a pattern, and for the ones that do the same week after week after week, it shouldn't effect what they can and cant do, but on the other hand, i approve of the idea that ok, this guys builds engines, the community needs to talk with him when their 460 throws a rod and need a complete overhaul. their is more then one guy/girl around here that would prefer to just build one thing, so multiple engine shops? great cool more people needing other peoples services, PLUS, a benifit to that is, that may help keep the prices competive between engine builders, helps keep cost down, and that goes for any ability/career, and i feel that if done that way, should indeed depend on the size of your shop. for the body guys, obvioulsly you wouldnt be able to do a full 360 media-blast unless you had a body-jig, your not gonna fit a body jig into a 1 bay garage when you got a daily driver plus a project car, and what not, without doing to much rambeling, i think that everything has to have a happy medium to make everything flawless, the freedom to do whatever, but with it comes responsibiltys, so, your garage size, should be bought, and should dictate how many cars/parts you have in your inventory, no matter if its yours or a customers, but to make it fair for the ones that want to do just that, should be able to take out a loan for it, and you can pay off your loan as you become a popular engine man and your business starts to generate revenue. all im saying is to keep everybody happy, you need a happy medium, if somebody wants to build thier own, well, good then build it just for your self, even if you take out a loan for a small 3 bay shop with a lift and tools, so you can fling your wrenches great, you go ahead and do that, and pay your loan off out of what you make racing, or, there is always the option to work your way up from the bottom, and earn your shop day by day, and pay for it in cash so you can stick it to the man!!! either way, thier should be some stuff a non-engine build can't do, like machine work, and custom installs, witch still does not limit the averge joe. if you can't machine a head your self when something fails, you'd be forced to buy new, good used, or send it off the shop to have the machining done and bolt it on yourself. the more i ramble the more i like this idea, because it sounds fair to all, and it generates more player to player contact. more on your happy medium, to take out loans from the "banker" the bank needs money as well, but i like the idea i wish i could remember who said it, but, charge interest and sales tax, cant just flood the economy with money, that will cause inflation, and i don't like the idea of paying 300K for a pair of headers. regardless of how rare they are, what $$$$ comes in should eventually find its way back out, well, most of it. you know. i believe highly in the option of having different class races, not every body likes running the same ol' 1100 hp vette that ways 2100 lbs. or whatever. but it should be an option, cuz hey, if you have a setup for a say ???? 64 Galaxie that was 3200lbs that can walk all over the vettes on a street track cuz you have a good line, more power to you. i kinda dout it, but you never know how persise our physics engine will be, hope none of you programmers/producers take offenense to my calling of it "ours" i agree with the small weekly payouts, guys gotta eat but if your main form of income was, racing/other special interests, i just think things would flow smoother, those that sit on thier butt building, or buy/sell, would generate thier income themselves. and low steady incomes and taxes will help keep prices down, making it fair to everybody, regardless of level. level number should be thought of as a guide line to how experianced that person is within the game. like i said, the physics might not be perfect, so your 20 yrs of hands on experiance in real life might not mean two hoots in the game, (im hoping it does but you know) having a higher level, or rather a higher level in your career, should let people know, ok this guys/girls been around the virtual flow maching for awhile, and probably knows what works, I'm sorry this is such a long post, but, this IS a VERY important subject, as most of the game will probably be based around some aspect of this.i have more but i really don't want to write the service manual for a 747 just quite yet so. be prepared for more long posts. unless they are unacceptable, then please let me know, i will try hard to bite my tounge and break my fingers. these are just thoughts, ideas, and opinions, and i really don't care if you follow them or not, when she comes, she comes, and I'll take her anyway i can get her..... MWO that is. :P
Javelin
11-18-2008, 12:09 PM
:eek:
WOW, talk about tough to read!
Powered By Ford
11-18-2008, 12:42 PM
uhhh, yeah sorry bout that, its...... early now i guess, it was late then and, well, its a skill i need to work at!!! I will see what I can do about that for next time!
Wraith
11-18-2008, 01:30 PM
I can't read that right now...
Shay Feral
11-18-2008, 03:48 PM
I don't think there should be a weekly check, that would make things too easy, unless you were gonna factor in something like a garage fee. But that just makes things complicated...
I think we should be given a set amount of money to start out, just enough to buy a low performance class car. An from then on we should earn any and all money that we aquire...
Taigo
11-18-2008, 04:35 PM
I don't think there should be a weekly check, that would make things too easy
Just remember, the parts will wear out after a considerable mileage..
So you will have to have another income,
In case that you just spent all your money on a car thatīs not going too far without a extremely expensive part.
Shay Feral
11-18-2008, 05:22 PM
Then whats the incentive to race for money? Or slips?
I still think the weekly check is a bad idea... Add a feature where you can do preventative maintenance after racing...
This way instead of being required to replace an expensive part after so long, make it to where you can repair it depending on the condition for less money. This way it would be required for someone to race, build-sell or trade around to progress... Instead of getting people that are like "Oh, I'm only 2 grand away from buying this car/part. I just log off for a couple weeks and I can buy it."
Taigo
11-18-2008, 06:43 PM
Then whats the incentive to race for money? Or slips?
I still think the weekly check is a bad idea... Add a feature where you can do preventative maintenance after racing...
This way instead of being required to replace an expensive part after so long, make it to where you can repair it depending on the condition for less money. This way it would be required for someone to race, build-sell or trade around to progress... Instead of getting people that are like "Oh, I'm only 2 grand away from buying this car/part. I just log off for a couple weeks and I can buy it."
The incentive is to get more money, the weekly bonus is just something enough to keep you on the road, itīs not like you will be getting a billion every week for doing nothing.
If you really race you will never have to wait weeks for that part or car.
Itīs just to avoid the broken dudes to simply start over on a new account or beg virtual money to strangers
Shay Feral
11-18-2008, 08:17 PM
Well, how about an alternative solution? If a user were to loose their car, and not have enough money to purchase a new ride. Why not just let the server reset their account? Let them keep their win/loss record, but wipe their reputation or level... It would both give you more incentive to race smart, and would keep the user from having to create a new account...
But the checks would be a good idea up until a user acquires a set amount of value with their car(s) and part(s). This way new users aren't suffering terrible like they do on nitto racing so much...
Rollout
11-18-2008, 08:56 PM
If a user were to loose their car, and not have enough money to purchase a new ride.
MCO had 'Open Trials,' I believe that's the right name atleast. I remember one trial option that let you drive a track specific car you didn't own, probably put in the game for situations like that. You didn't earn much doing that, but you could literaly restart from nothing.
Shay Feral
11-18-2008, 09:07 PM
I was unlucky enough to not be able to experience MCO, didn't have a computer that would have handled it.
But yeah, something like that would be better than giving money away...
roadweasel
11-19-2008, 12:01 AM
consider it in-game welfare... :)
Jake Ryan
11-19-2008, 01:38 AM
Ah yes, open trials. I remember I had just started a new name on a server I hadent been on before. I came to mid town, and met a very bad dude by the name Cowboys. He invited me to his club, and I accepted. He offered to take my newbie car and spruce it up. I accepted. I never got it back, and he denied he had it.
I was completely broke. Instead of whining about it, I ran open trials till I could afford a super cheap car. I was back in the money, with that super cheap car, plus a halfway decent car by the end of the day.
widow69er
11-26-2008, 12:48 AM
i like the idea of the checks thats kind of cool as for my opinion i think payout should be immediate but a small portion should be added to your weekly check so level isnt the only factor in raising it actually putting time in on the tracks not a huge amount of the winning amount like 5% or something as for the leveling i say keep it like it was in mco "if it aint broke dont fix it" was perfect if you ask me...higher levels have more room in there garage thats the way it is gives more incentive to level so you can fit that chopped 65 stang your friend is going to sell you or whatever your pleasure may be
i personally dont like the idea of making the level gains race type specific cause not everyone like to drag...not everyone wants to do a sprint myself i never dragged unless it was with a friend...i was known pretty well on midtown on tri oval with my 65 stang so thats where i stayed anyway thats my 2 cents
Widow69er ROC
Steel
12-08-2008, 08:36 AM
I think that to keep peeps from hoarding " hi-end parts " they should be easily accesible by all, after all just because you have a 800hp sled doesnt mean you can drive it.;) I also like the idea of a weekly check with bonus's for having a top time. For peeps that dont like doin the time thing will probably be building cars or collecting them making more money than time trials balancing the weekly food stamp handout. :D
Replay is a Must!
speedyy
12-10-2008, 12:16 PM
It could get more anthousiastic, you could design RPG elements in it without getting an RPG-feel
Classes within groups:
Racer - +1 gearshifting, +1 Road handling -1 Income -1 engineering
Mechanic +1 engineering +1 income -1 Road handling -1 part prices
Researcher/Tuner +1 Research +1 Income -1 gearshifting -1 part prices
Salesman +1 income +1 part prices -1 engineering
Factory Employee +1 advanced "rare" racing equipment (made on research by researcher/Tuner) +1 Part Prices -1 Engineering - 1 Income
Joe the Miner 0 on all
Then create levels like:
Starter
Amateur
Intermediate
Advanced
Semi-Professional
Professional
Then add competences for knowledge/research
Undercarriage
Body
Engine
Advanced materials (stronger platics, weight reductions etc.)
Transmission
Tires
With above everyone's starting the game early on with stock materials which will be endless in the game, however, if you want an advanced 1970 GM L89 under the hood which has to be researched by the team's researcher so that the miner acquires the materials and that the factory employee can build the engine and the Salesman can sell it to a racer.
If your car get damaged you send it to a mechanic of course and that will make the circle go round.
The competences list can be improved when you succesfully driven some races which will give you more knowledge into cars
just my 2 cents :)
Wraith
12-10-2008, 10:26 PM
That's been discussed to death, speedyy.
Read through this whole thread (I know it's long, but you are just repeating things which have been discussed in depth).
Quick summary: Some people will be better than others at building cars, some at driving, etc, but the only thing that will make them better is their own abilities and knowledge, not some game imposed +17 blah blah blah.
If you suck at driving, and you drive a lot, I would hope you would get better and not need a +10 gear shifting, +26 handling crap. I don't think any of the devs are interested in giving people skill from the game. As has been discussed, this would just encourage people (mostly kids with tons of time) to play 12 hours a day leveling up their "skills" so they can brag to each other about their 1337ness !!111!LOL!!.
To clarify, I'm not saying you are, definitely, one of those people. I'm just saying that system will attract those sorts of people. People who wouldn't even care about playing the game or have muscle car enthusiasm, and would just play to have the "numbers" to max and imbalance the game.
Steel
12-10-2008, 11:04 PM
Ditto :cool:
Javelin
12-11-2008, 12:17 PM
I agree with Wraith, no plus modifiers.
However, and I appologize if this was already mentioned but maybe an option to race someone with identical cars supplied by the game, kinda like an IROC series. That way only driving skills come into play.
$.02
roadweasel
12-11-2008, 05:03 PM
Hmm - meybe dealer demo's you can take out and test drive for times and quick cash when you're bottomed out or when you want to take the tuning out of it and race your buddy based on skill alone?
Hehe, just like the old [SS] days of PU. :rock:
Pepsibottle1
12-12-2008, 03:52 PM
My quick pocket change here:
Regarding Player levels.
I'm all against that. Making this like a rpg would defeat the whole purpose. People would just be playing to level up, instead of to hang out and race. This puts drivers at a major advantage too. A noob driver with a high lavel would be able to beat almost anyone below his level. This makes it unfair IMO, not trying to argue with anyone just my opinion. What I think we should do is something like the forum ranks. Based on your stats, driving style and what other drivers say about you, you'll be given a "Rank", just a display that is shown on your stats and driver page or what-not. For example, "Sunday Driver", "Ragin' Redneck XD", "NASCAR Regular", "Slick", "Momma's Boy", "State Fair Demo Derby Champ", "Local Short Track Regular", "Fry Cook", "Body Shop Student", "ASE Certified Mechinac" and many more. This is a fun and competitive idea to the game. No skill increases, points, experience, etc. It's just a display based on your racing statistics, prefrences in cars and how other people think of you. To make it intresting, I think we should add at least 200, sounds like a lot, but this would make it personalized.
Opinion on Car Classes:
I was thinking "Are they going to do car classes and seperate cars?" I personally down this idea. Why not base cars on their statistics, not some green bar, or car rating. This sickens me to see that. I believe that drivers get to pick cars based on their stats, not because it has a "higher handling rating then that one". This seperates the Gearheads from the Noobs. All you see is Power, Torque, Engine, Gearbox, Weight and all that other stuff. Anyways, I don't like the idea of car classes. This just makes the racing a little boring. Yes, I think a Plymouth station wagon should race against a Camaro. Why? It makes things interesting! Make the drivers earn their wins! Cars should not be grouped on performance or any other of that. This varies the racing and demands strategy and skill. This is'nt a PS3 NFS now! But that leaves the question, what about the guys with everything?
About that:
People will just be able to win every race it seems, and have it all, leaving new drivers in the wake of their mercy. First, everyone starts out equal, with equal amounts of cash and such. Leave them 15 "Starter Cars", cars that they can afford and be able to compete in. Welfare Checks would be sent daily for drivers unable to keep a reasonable amount of money. But most of all.... KEEP EVERYONE EQUAL! NO STAT UPGRADES, CAR UPGRADES BECAUSE YOU WIN EVERY RACE! Make drivers earn it!!! The new drivers have to realize that this isn't a giveaway. You gotta earn your cash and respect. That's that on that.
My .25 right there. Not trying to bicker, just a few ideas
Wraith
12-12-2008, 09:48 PM
Most MCO fans don't want the RPG stuff, so most of the time you'll be preaching to the choir or arguing with some GT/NFS/WoW tuner fan.
I like the idea of titles, which I believe was mentioned before and is planned. Perhaps you can start a thread for ideas for titles (i.e. ideas for titles and ideas for merits which earn you those titles).
Car classes I believe will exist, but not restrict. I believe there was discussion and mention of a planned system of determining a car's handling "class" or rather type, and P/W class. Firstly, I believe they will primarily be used to assist other players (especially newbies) in determining whether they want to race against a player or not. Secondly, I think most races will be "open" (any type of car), but as there will probably be special, make specific options for added fun, there can also be handling class, P/W class, or both based races.
Most of these things should be options left up to the individual who is making the "room" (the race room) and the only people who join will be those interested in those settings. This is how I always see it (memories of MCO), so I just figured this is the way it will be.
Shaft
12-13-2008, 08:48 AM
I personally loved tuning a car to a particular class for a particular track in MCO, I think, and I might be wrong but my favorite track was Metro Strip and I remember that being A class. I had my Metro Strip Car that I would tune up and try every week to tweak it out so I could shave a second off my time. That was a blast and I hope MWO has the class based tracks also.
As far as levels go I think they are a great idea, my highest level in MCO was 57 that was many months before we had heard of sundown, I ended up rerolling my toon because I was pissed that every race I started in the back of the pack, in hindsight I wished I hadn't done that, the levels gained shows the experience a racer has accumulated, there was a lot of statistical info also, win loss ratio, what tracks a person raced, pink slip races w/l, drag races w/l....not to mention the higher level you were the better parking spot in a chat channel you had;) I missed all my stats very much after they were gone, you never know what you've got until its gone.....
I always had a RPG feeling in MCO, unless you were actually copying someones build with the exact same car, no two cars were exactly alike, it would have been really really hard to have two people with the exact same setup. My brother played too and I built a few cars that worked great for me and gave them to him only to find that my setup didn't work well for him at all.
I just got home from a night of wine, women & song:evil: so I'm gonna cut it short, I could go on forever LOL:D,
I'll be happy with just a place to burn rubber, listen to the engine roar, race with friends and have a good time:rock:. I'd be happy with one Hazard Hollow type track to race around on.:driver:
hos1981
12-17-2008, 10:44 PM
I agree with wealfare not all comming on the same day maybe split it up 3 day's a week so server's don't get congested. But I kind of like the idea of money being in short supply so you have to look around for part's and deal's. I would hate to play the game for 8 hour's and allready have enough money for 1000hp big block Chevy. With money in short supply you allways will being looking forward for the next part kind of like real life.
camarokid
12-18-2008, 03:10 PM
Im totally for money being short supply make ya use all aspects of the game and work to get "your ride" to where it will be.
J_Simmons
12-18-2008, 08:23 PM
Hello, I am just stumbled onto this website couple days ago, not a big fan of forum posting, mainly just a reader, but wanna get active so I can beta test.
I loved MCO and a lot of features it had. I personally liked the level system, because it helped me know where I was at and also I could look at another player and see if I could contend with them or not. If you were 20 levels ahead of me I had a good guess that his car would be way better than mine and could out run me. A lot of times a guy with a 20x faster car could beat a guy that was an excellent driver just because the HP was much more.
Another thing is I dont like the idea if I buy a larger garage space that I bought not rented being takin away because I have played for a period of time. I think if you bought it and you earned it then its yours. As for building you can rent would be pretty cool and you will have to play to pay that rent. And if you cant pay rent then your cars have to go to a lot and you'll have to pay the lot fee (the lot fee can be saved somewhere for the week or so in a drawing or added somewhere like the racing pay outs or top dog awards, but make it diff every week so people wont just play the same thing to get the extra money)or they just get repoed with the garage, But I do like the idea with buying a building (which should be expensive) and renting it out to an online player which would draw you income. I love the idea with actually buying stuff from other players other than the auction house. services from other players is a really great idea. Also I think if you rent a building and dont play it shouldnt be taken away right away i think it should be taken out of your account automatically untill you reach the breaking point where you cant pay it then it got taken away. Also since its online rent shouldnt be monthly it should be weekly because in a game month is a long time.
I have many opionions, but its getting long and i hate reading long posts so i bet you do too. my last thought is there is always going to be someone who is going to play hrs on end and get a lot of cash, I dont think it is far to punish someone who just has the time. I have the time, but I play a lot of games. (mainly racing games, ARCA, and RFACTOR) so I wont be playing this 12 hrs a day but I will be on daily when not racing in my arca league, or taking my college courses. Either way it goes MCO was a great game and feel MWO will be too. and what ever you do dont take away drag racing...I loved racing for pinks, even thought majority I lost my car. From what I can remember when I got the game I was in 7th or 8th grade and had it a few months when it closed down, so the stuff I say is what I can remember.
roadweasel
12-18-2008, 11:57 PM
Don't forget we're gonna add the rat-rod aspect for you to chunk together your own monsters when you're short of cash (or when you're not short of cash).
Yeah, rat-rods are just cool, even if you have the money to do something really nice.
gcountach
01-18-2009, 05:07 PM
I know this topic is a bit old, but I thought I'd reply to it anyway. I have been up all night reading (it's 10:30am now :redface:), though some of the earlier posts have been lost in my memory.
I do recall someone saying MCO wasn't complex enough and that caused it to die. I think it was because it was ahead of its time. Pay-to-play was a new idea and only now is an accepted method of playing a game. Bigger issue was the lack of broadband that we have now. I played MCO on 56k modem. I played time trials most of the time and never got to interact with people because if I tried to race them they would warp everywhere and I would inevitably cause a wreck. Had MCO came out NOW with NOW-generation graphics, I think it would do pretty good (oh, and if it wasn't ran by EA because they are idiots).
SO, on with the actual topic of discussion!
Any ideas on how you like to see the level-up system work?
I liked the system in MCO. I recall there being a regular dealership that lvl 0 could enter and buy as many of those cars as they wanted. The good cars though they had to level up more (forget what) and they could only buy *1* of those from that lot. Wanted 2? Best be heading to the auction block! Of course, if you had a junkyard that you could buy those "special" cars (though with many miles already gone off of them), you could have them as soon as you had the money... but I think that belongs in a different thread... Leveling up could be done by distance traveled. 1 drag race would be say equal to 5 pts, one lap of a race equal to 7. After X pts, you level up. Leveling would allow for larger welfare checks and access to the dealership with the rarer cars.
How about car class divisions?
There should be at least 2 divisions for each car: P/W ratio and Year group, just like MCO's. Though it'd be nice if every week, there would be a mix up of "specialty races" where only GM/MOPAR/FORD/etc. could enter or only vehicles over 3,000lbs or whatever. These would change each week so that no one HAS to buy a Ford to get the most money per race or whatever.
Weekly Welfare system - how much should weekly checks be? Should you get money and levels for participation?
Without knowing what the cost of building cars/engines is, its hard to guage what the check should be written out for. I actually came across a gem that gave me the list price of certain rare cars and parts from MCO (and apparently, I played in uptown pacific!). It unfortunately doesn't give the base price for regular cars (just says base price), but it would seem a 32 Ford would go for about 12-15k. That said, the welfare check should NEVER be enough in one lump sum that you could buy an entire car with it (At least, that's what I think). Perhaps it should be enough to get 2-3 parts for an engine and that be it. Money should be made wheeling and dealing or just plain racing. With that said, I think you should get X amount for lvl 0 and then for each additional level, you get an extra X + (lvl * .05). Lvl 0 gets X amount, level 1 gets X + 5% of X, lvl 2 gets X + 10% of X, so on up to a level Y we'll say 25). At level 25+, you just always get X + 125% of X. You want a number? Fine! X is $723.52. Enjoy that floating-point math! Yes, you could just make it do "steps", where you get the rewards of lvl 0 til you reach 5, then you go instantly to X + (5 * X) til you get to 10 and so on, but this will cause people to try and hurry to 25 I believe. Gradual incline to max would allow people to not feel as hurried to get there. Max is needed so that 1-2 year vets aren't sitting on a huge check every week and stealing up all the good parts/cars/etc (Well, it'll... help I guess...).
Bonuses should be added to the check to reward for participation and setting good times trial records. No exact amounts for sure, but you should get a bigger reward for being higher up in a time trial that has MORE people then less. Example: If you're top time in a race that only has 25 entries, you should get less than top time in a race with 125 entries. I haven't figured out the exact equation for that yet though. Participation will be covered in the portion below...
What about Race Payouts? Immediate payout on races or add them to the weekly check?
Absolutely immediate. People need that instant gratifcation to reward them for doing something. If they have to wait, it will
1.) make them feel like they aren't accomplishing anything and
2.) make player participation low throughout the week, as people are just waiting for their money so they can DO stuff.
Money should be rewarded to ANYONE who races. You should get X amount of money for winning, but even if you get last place you should get (X/YourPlace) (or less). This way, even if you loose, if you don't wreck your car too bad it's not all for nothing. This will allow anyone who participates to rake in money (and if they are active enough, it should pale in comparison to their welfare check).
How about statistics? Wipe 'em weekly or hold "seasons" then archive an "alien hall of fame"?
I don't know how possible this will be (I'm a computer scientist, so when people just think of what is cool, I have to worry about what can actually be implemented), but make it like Forza 2 where each race has a ranking of
1.) top 3 times
2.) times of person just better than you
3.) your time
4.) times of person just worse than you
5.) total participants of that race (so you know if you are 9 of 13 that you need to do some work but if you are 9 of 50 you are doing quite well).
This could cause a bit of server strain and bandwidth choking if everyone is looking at these times, so maybe unless you explicitly ask for this info, just give the top 3 times (like top 3 are shown when you enter the sub-menu for that time trial, and hitting the "show my listing" button shows the info I'm talking about). An all-time record for every track should always exist. It'll be the holy grail for anyone to try and acquire (no extra money beyond the week you set that record though will be in your welfare check). Otherwise, times should be reset every week I think.
Man I ramble a lot...
criss cross
01-18-2009, 07:35 PM
i think racing is where you should get rare parts.if a good time was set then the all can put in actions resale.
BlakjeKaas
01-18-2009, 08:00 PM
I liked the system in MCO. I recall there being a regular dealership that lvl 0 could enter and buy as many of those cars as they wanted. The good cars though they had to level up more (forget what) and they could only buy *1* of those from that lot. Wanted 2? Best be heading to the auction block! Of course, if you had a junkyard that you could buy those "special" cars (though with many miles already gone off of them), you could have them as soon as you had the money... but I think that belongs in a different thread... Leveling up could be done by distance traveled. 1 drag race would be say equal to 5 pts, one lap of a race equal to 7. After X pts, you level up. Leveling would allow for larger welfare checks and access to the dealership with the rarer cars.
Isn't it better to work JUST with money.
The level system just sounds a bit too much like: who plays the most is the best.
I think that KNOWING how your car reacts and skills and everything is more important.
A level system would be nice JUST to see how good people are, but I don't think you should restrict people to do things in a lower level.
This game should be open, buy and do what is possible, I think you don't need levels to do such things.
gcountach
01-20-2009, 10:52 AM
@BlakjeKass
The reason I like levels and the unlocking of things with levels is that if you are given at the start everything and only limited by money, it's sorta like you don't achieve anything by playing. Sure, you are working on getting that one or four cars you REALLY want, but after that you play a race from time to time and eventually get tired of the game and leave. Levels give you one more thing you play to "work for" and make you want to play so you can unlock the 70 mustang boss or 67 camaro, though you shouldn't have enough money to buy 5 of them or anything by the time you reach that level.
Example would be like Xbox 360 Achievements. Some people play games long after beating them (no, I didn't say you can beat MWO!) just to get all 1,000 points of achievements. The achievements force you to play a game a different way than you would or challenges you and makes you play it more.
Maybe instead of unlocking things with levels, there should just be basic levels for welfare checks and to show off how good you are, and some sort of achievement system to show off what all you can do (PS3 fanboys can call them trophies if they want :P). After thinking about it, that may just be the better route (in my mind) as it gives people goals but doesn't limit people from just playing the game how they want and that's really what's important.
BlakjeKaas
01-20-2009, 02:44 PM
Maybe skills is the way to go.
I recall it being said earlier though.
Like, racing more will give you more car setup ability
doing more on mechanics will get your repairing and equipping skills better.
Things like that.
Mainly the drawback on levels is the NEED to level instead of just being able to do what you want.
There will be a best way to get to the highest level in such cases, which I do not like at all.
Mobius
01-20-2009, 05:15 PM
I think skills and levels could be used to balance advancements in different ways. If you're trying to create a "realistic" racing environment then you could use levels to approximate veteran racing status by increasing the amount earned through racing. I like the idea of the welfare checks but I think there should be a cap on them at a reletively low level. If say the check is $250 at first level and goes up $100 per level then maybe the max check would be $2650 at level 25. This would take the emphasis off of leveling for the sake of leveling yet still give an incentive to continue to progress (i.e. earning more per race.) Also, if there is a bonus for leveling then I think it should be pretty low too, like $250 each and every level.
And skills could be used to approximate mastering a craft. Such as an engine specialist gains levels to get access to better engine parts; a body specialist gains access to better spoilers, chop tops, wheels, etc; and a paint specialist gains access to better paint colors(i.e. pearlescent, irridescent, etc) and paint schemes. Other specialist could be suspension/handling, transmission, and maybe even a restoration skill that allows people to take junk cars and refurbish them.
Just my take on the great ideas I've seen so far.
PS- Thank you for making this game. MCO was the greatest game I've ever played and it looks like this one could be even better. I can't wait!!
Wraith
01-20-2009, 11:43 PM
The concept of skills/jobs/professions has been done to death. RW has already said that no one will have any better abilities over anyone else other than what they are actually capable of. This balances gameplay, keeps teens who have 12 hours a day to play from dominating it, and is overall more pleasant (in my opinion). No one should be able to build a better engine based on some +25 engine building skill they gained from playing the game 24/7. They should be able to build better engines if they know what they are doing.
People will go into the "jobs" they like without game assisted benefits. If people like building engines, and are good at it, then they will succeed and people (who don't know much about building engines, but just like racing) will go to them to get their engine.
This is not an RPG, and the amount of money one has and one's knowledge and skill should be the only limiting factors in the game.
If a player has 50000 in cash, and is level 1, he should be able to build anything a level 100 could with that same 50000.
J_Simmons
01-21-2009, 04:57 AM
This balances gameplay, keeps teens who have 12 hours a day to play from dominating it, and is overall more pleasant (in my opinion).
I dont think its fair to punish people who have the time to play. If they play 12 hrs a day then they will get better stuff. I wont play 12 hrs a day, but thats their luck they get the perks of being able to play that long.
gcountach
01-21-2009, 06:27 AM
I dont think its fair to punish people who have the time to play. If they play 12 hrs a day then they will get better stuff. I wont play 12 hrs a day, but thats their luck they get the perks of being able to play that long.
The fact they'll be able to earn more money then everyone by being able to race more often is the perks of playing that long. No reason to give them MORE perks then that.
J_Simmons
01-21-2009, 08:31 AM
i ment better stuff faster, eventually everyone will get it as soon as t h ey play as long as the other players did. the unlocks will be to everybody just gotta get to em weather it be time or ur skill level and what not.
Wraith
01-22-2009, 04:09 AM
i ment better stuff faster, eventually everyone will get it as soon as t h ey play as long as the other players did. the unlocks will be to everybody just gotta get to em weather it be time or ur skill level and what not.
The only reason they should get "better stuff faster" is due to money. If they are playing more, then they should have more, and therefore be able to buy more. Parts/Cars should not under any circumstance be locked to higher level players. As I said before, a person at level 1 should be able to do anything a person at level 100 can do permitting they have the same money.
It is in no way "punishing" the higher level player. It is meant to not punish the lower level players. Dominate is exactly what would happen if parts, cars, etc were locked to higher levels. The people who play hours on end would severely imbalance the game. Again, this is not an RPG, and people with high levels should not have any advantage. The level system should only serve as a sort of symbol of status (but that is subjective, as it should be).
J_Simmons
01-22-2009, 04:18 AM
I dunno i think you should get things when u reach certain levels so you will be working toward something.
Wraith
01-22-2009, 08:12 PM
Well, the RPG type player (or MMORPG) will want to "level" up because he/she has it built into his/her head that it is what to do. That's why I keep repeating, "This is not an RPG".
There are plenty of things to work towards, and I believe the idea is to keep people from working towards "leveling". The only thing I can think of that doesn't hurt that much is if levels restricted tracks, but that still is questionable (they did it in MCO, so people might not mind it).
What can you work towards other than leveling? Here's a list: getting the best times; improving/tweaking your car to increase times; playing with friends; earning cash to build that second (or third, or forth, or fiftieth) car; helping newbies; chatting with other players; racing for pinks; recuperation after loosing your car in a pink race; building cars for others; finding a club to join; turf wars. The list goes on and on, and these are right off the top of my head. These are the things you should be doing.
You aren't working to get to level 100. You are playing to enjoy the game. The leveler mindset needs readjustment to play this game (you can still keep the mindset, but redirect it at earning money instead of gaining levels). The levels should only be a little indication of how much a player has played (and hopefully there won't be a whole bunch of level 100s right off the bat: it shouldn't be worked toward -- it should just happen).
Remember, these are my opinions (and there are those who agree with them), and I'm not telling you that yours are wrong. I'm just saying I disagree, and I'm giving the reasons why.
J_Simmons
01-22-2009, 09:33 PM
nah man im not mad, i understand not every body agrees to the same ideas.
Man, that took a little time to read all that!
Any ideas on how you like to see the level-up system work?
I agree that leveling shouldn't be a very important factor of the game. I would say take levels out but it does give you a rough idea of where you stand with your opponents
Weekly Welfare system - how much should weekly checks be? Should you get money and levels for participation?
From what I remember, not too many people really cared about the pay checks after playing for a couple of months.
However.... I, like many others, remember how vital they were when we were first starting out.
So...how about weekly checks only up to a certain level? (level 10 maybe?)
And bonuses every 5 or 10 levels after that to keep people from staying at level 10 intentionally.
This would also help keep inflation down
What about Race Payouts? Immediate payout on races or add them to the weekly check?
This one is obvious, no one will want to wait for their winnings
Here's your place to hold a discussion about how the gears in Motor World could turn.
I don't know if this has been mentioned in another thread or not yet but......Open Time Trials and payout of said time trials?
IMHO I think, if there are going to be open time trials, you should only be able to be rewarded (monetarily) once every 24 hours
You can run the trial as many times as you want to get atop the leader board but you don't get payed after the first time.
This would also help keep inflation down and promote multi-player racing.
Time trials (imho) changed MCO into an economically lopsided online single player racing game, where you could rarely find anyone to circuit race against.
I have more ideas but I don't want to make this post too long.
DreadZer0
05-07-2009, 10:55 AM
I don't think i'm in a position to comment on anything game related. However i say that:
1) Keep the welfare checks coming in weekly.
2) Make the cars into classes. However, allow all cars to race against each other, unless in a class specific race. Then add limiters/weight penalties to suit. So a big 700hp mustang racing against a small 289hp Bel Air would be limited to about 130mph and get a weight penalty, to balance it.
3) Make races pay out as soon as you've finished.
4) Test driving a car and taking it onto a track to get you some small $ if you're flat broke seems good. Sort of like a dealer test.
5) Bonus cars at level 10, 20, 30 and so on.
6) Not quite a gameplay thing, but support for gamepads and joysticks is a must.
Nova[RR]
05-07-2009, 04:21 PM
One question I have is this.
Damage:
will it cost money to fix your car?
if yes than we might have a problem ofa few newbs un able to repare totaled cars. And if thats the case than They would have to wait weeks upon weeks for the 250 to add up till they could get a new car, or make any progress in the game.
If this is true than I think there should be a system like "bankrupcy" where you can choose to wipe everything you own clean, start back with your original amount of money that you get when you start the game. This way you dont have to re-create a new character with a different name. and loose all of your levels and stats.
As for the welfare a small ammount is fine by me, But I dont think the welfare should increase as you grow in rank. I think your big payday should be from the races. This requires people to be on the game. If you take in 100000 dollars a week. Than you could say. Hey I think i'll wait two weeks to play the game so I can buy that Car. Rather having to populate the servers, and add to the excitement of what we all call racing.
car classes I think there should be 3 possible racing classes for cars
Classics (30-79)
Modern (80-)
Combined (all) - Note that this would require some highly tuned muscle to compete, but its up to the user. And it leaves the classic racing as a back up if you cant hack it against the new muscle.
As for WHO you are classed up to shouldn't depend upon your level. Who cares about your level. I could be a level one and could kick a lvl 100's butt with the right muscle. It should depend on the car. Not the user. So this would require like an Class A-D racing like the old need for speed series. A series of data could be combined to make up this rating. (weight, speed, accell, handling) so to break this down even more.
Classics CUP
class A
Class B
Class C
Class D
Modern Muscle CUP
class A
Class B
Class C
Class D
Universal CUP
class A
Class B
Class C
Class D
we could also only make 3 classes of cars to simplify it, either way 3 or 4 should suffice.
In all its very simple, allow those of us without a billion hours aday to play the game to level up, compete with those that do. If we make leveling up such an important part of being the fastest on the track, than we miss the point of this game.
See you all on race day
;6955']One question I have is this.
Damage:
will it cost money to fix your car?
if yes than we might have a problem ofa few newbs un able to repare totaled cars. And if thats the case than They would have to wait weeks upon weeks for the 250 to add up till they could get a new car, or make any progress in the game.
If this is true than I think there should be a system like "bankrupcy" where you can choose to wipe everything you own clean, start back with your original amount of money that you get when you start the game. This way you dont have to re-create a new character with a different name. and loose all of your levels and stats.
Maybe we need "insurance"? ;)
Could be a whole 'nother career. :D
Taigo
05-08-2009, 02:09 AM
;6955']One question I have is this.
will it cost money to fix your car?
if yes than we might have a problem ofa few newbs un able to repare totaled cars. And if thats the case than They would have to wait weeks upon weeks for the 250 to add up till they could get a new car, or make any progress in the game.
Yes, players will have to afford repairs but thatīs not a issue.
It wouldnt be easy to total a car and even if that happens, there will be some really cheap models on the market.
you should keep the level up system the same as motorcity on line was.the higher you went,the more points needed to go up a level.i was a level 57 on crossroads and when i saw other players at the same or higher,i knew the work it took to get there.
Marlboro_Man
05-09-2009, 04:15 AM
This may have already been discussed and I havent posted in quite some time, but why not set up the paycheck system based on how many hours or miles you rack up a week, and with each level you get a raise? granted precautions will need to be taken to keep people from taking advantage of the hourly wage, but im sure something could be done about that as in perhaps an anti idle system, which would watch for afk people or have a gump that pops up everynow and again with muscle car trivia :)
rebelstang
05-09-2009, 03:25 PM
I think the level up like MCO is okay, but agree the weekly checks should be only 100.00 a level starting at 250.00. As far as bonuses every fifth level, instead of cash why not receive a rare part.
BlakjeKaas
05-13-2009, 07:09 PM
Why would you receive cars or a rare part at a certain level.
It would make the game weird.
Or everyone would get the same car => that would be weird.
rare parts wouldn't be rare anymore.
Maybe some cash, but not stuff, you must search for and buy stuff.
Shay Feral
05-16-2009, 04:20 PM
I think a weekly payout might be a good idea for people just starting out, after you get a couple levels and a couple cars under your belt there would be no need for that assistance.
Race payouts should vary upon how many people are participating in a race and by the level of the drivers. Also personal races where you bet directly would be a good idea...
But for example if there are six racers in a drag race tournament, or a street race the payout would be either an entry fee/bet or like in the Forza system a calculation of their level and how many people are participating...
porsche_boy
10-02-2009, 03:05 PM
they're all great ideas but what i hate is a kind of "in level 2 this-or-that car gets unlocked, in level 3 this-or-that" and so on
i think the deal of that shold be saving for a good car from the beginning
if your dream car gets unlocked at level 70 and you don't have too much time to play its an unrecievable goal
what about every car unlocked in every level?
pls. tell me what you think
Wraith
10-03-2009, 03:18 PM
I don't think the idea of level locked cars has been accepted. Sure, people may have thrown the idea out there, but I don't think most of the people here care for that. As I understand it, levels are practically a novelty.
need4speed1299
01-24-2011, 07:19 AM
I don't think the idea of level locked cars has been accepted. Sure, people may have thrown the idea out there, but I don't think most of the people here care for that. As I understand it, levels are practically a novelty.
I agree with this. This thread really makes me look forward to MWO!
Also, a lot of this is hard to discuss without knowing the game economy. For example, if tires are good for 10 races and cost $500, the car (stock) was $10,000, and the starting cash was $20,000. Assuming just this example, I would have to say the welfare system should be based on participation. If I race 10 times in a day and earn $1,000 total in these races, I would have to buy another set of $500 tires for to race more. Getting back slightly less than or equal to the amount spent on tires would be great.
roadweasel
01-24-2011, 03:53 PM
If all cars were available out of the gate in some manner the game economy will have to compensate because in real life, when you get your drivers license, you are usually not in a financial position to buy any car you want, you buy what you can afford. THEN you work and save money to buy the grand toys. So you might be able to buy that car, but I highly doubt we will have rich mommy and daddy avatars to buy our toys for us.
No shiny new BMW for your 16th b-day here kiddies. You gotta work for your ride.
mtuggle86
03-09-2011, 09:59 PM
I really hope the levels and paycheck stays very similar to mco. I don't like the idea of unlocking cars at curtain levels at all. MCO made it so that you could buy any car you wanted at the auctions from the start as long as you could afford it. Having to make money in the game through racing or buying and selling to afford what you wanted was just another reason the game was so good.
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