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Day 1 of Quitting- My story into gambling addiction

Hi everyone,
This is my first post so bare with me. It may be long so don’t feel compelled to read it.
I am 26 years old and in the midst of the Pandemic, I have been working from home since March. Before September, I would never have thought of myself having a gambling addiction. I remember being on a cruise when I turned 21 and put $20 in a slot machine and lost it and was so angry and disappointed in myself.
Then in September I kept seeing this ad on Instagram for an online casino. One day I succumbed and decided to sign-up because they had a $30 signup offer. I thought, ‘Hey what’s the harm?’ I wish I could go back and slap myself and say don’t do it.
I play through the free $30 and won $500. My whole body felt electrified. That went away when I realized there were wagering requirements (I have never been in/involved with casinos so I had no idea). By the time I met the wagering requirement, I had $75 of withdrawalable money. Still excited I made $75 for free I went to withdrawal, but found out the minimum withdrawal amount is $100. So I kept playing and eventually lost it. I wish I learned my lesson that this will be the reality most of the time.
For a bit of background, before this I was in a decent financial state. Pretty good job for someone my age, lived alone in a nice apartment, had some credit card debt, but overall manageable. I have some mental health problems (Bipolar and anxiety disorders) but received treatment and relatively stable compared to my early 20s.
As the days went on I couldn’t stop thinking about seeing that ‘big win’ flashing on my screen and kept thinking to myself, ‘that $500 could have been mine if I didn’t have that $30 bonus’. So, I decided to deposit $20 and bet low on the same game and won nothing. I felt sick like I did on the cruise.
This particular online casino gives you $1 every day, so for the next week I just played but $1 and won some, but not enough to withdrawal. About a week later, I got an email from the casino saying if I deposit $50, I’ll get an extra $50 with no wagering requirement. The thought of depositing $50 was crazy to me so I just deleted the email and continued with my free $1 a day. After about a week of that, I get another email, deposit $50 play with $200. I scoured the fine print and I only had to play through the extra $150 once, then any winnings I can withdrawal. I still hesitated until Friday night where I had a couple drinks and decided to go for it. Back then, I would say this was one of the most fun nights of my life. I kept landing the ‘fireshot’ feature and winning mini and minor jackpots. At the end of the night I won $1200 USD (I’m from Canada so it would be about $1500 CAD).
My body was so full of excitement I could barely hit the withdrawal button. When I did, I found out they had to verify my account and I had to send in the required documents. After I researched if this was standard for online casinos and researching this casino, I sent in my documents. I went to bed happy, and already had plans on what I was going to buy/pay off with this win. Unfortunately I was too excited to sleep. So I log back in and miraculously (at least to me back then), my $1200 was still there, and playable. So I thought why not play a few more rounds with a higher bet to get an even bigger win? Big mistake. By 3:00am, I was down to $100. I forced myself to stop so I could still withdrawal something. After about a week or two, I resisted playing/betting more and when I logged into my online banking and saw the $120 deposited, I think that’s when my addiction started.
I was no longer satisfied with my free $1 everyday. I started just depositing $20 here and there. On my lunch break or in the evening when I was bored. Then $20 turned into $50 and $50 to $100. After maxing my credit card with no significant wins, I decided enough was enough. And stopped for the rest of September.
Most likely because I had researched so much about online casinos, I had more ads than ever tempting me. One night again after a few drinks, I joined a different online casino. This one was completely different, with better games, a level up feature where you get to spin a wheel after each level and win free spins, cash back or free money, I was hooked again. I put in $50 and lost and was completely broke. So I patiently counted down the days until I got paid. I also sold about $500 worth of video games/consoles I didn’t want to sell, but did to have more money to gamble with.
On payday, I set an alarm for 4:00am when my pay is deposited. This was the first real sign to myself I may be becoming obsessed, but brushed it off. I deposited $100 and won $200. Same story, I had to verify my account but this was done within hours, and I got my money in two days VS a week and a half with my first casino. Stupidly, I put the $200 back in and lost it. I was back to being broke after only two days of getting paid. By the weekend, my credit card payment posted and in my eyes, I had money again.
That night I won most of what I lost back and learned my lesson and withdrew it. When I saw that sum deposited into my bank account, I was ecstatic. I first paid off my credit card I was using to make the deposits, and went out and bought AirPods Pro. I felt rich (even though the win was less than $1000). That evening I wanted to play again, but I had no money. This was the night I learned I could cancel a bill payment within 24 hours. Which I did. And played through all my winnings. Words can’t describe how disappointed I was in myself. I was broke. Credit card maxed. And the only thing I had to show for it were the AirPods. The next day I tried returning them but they wouldn’t accept the return because of their return policy on headphones. I vowed to myself to never gamble again, wrote a note in my phone describing what I was feeling so I could read it if I was ever tempted. That week I fell into a depressive episode. I couldn’t afford groceries, lied to friends and family for not spending time with them because I feared they would want to order food, I didn’t want to admit what happened, so I isolated myself.
That week was what I thought was the hardest. I just stayed in bed signing up to every casino out there for free spins no deposit sign ups to try to fill the void but you never actually win anything on no deposit spins. Finally, my good friend asked what is going on and I immediately bursted into tears and told her I was broke, and my credit card maxed. We work at the same job, and long story short, are both getting $5000 in retro pay because of a expired union contract. She told me she would lend me $5000 now, and I would give her my retro money when we get it in February. This was one of the kindest things anyone has ever done for me. Reluctantly, I decided to accept this kindness and we worked out a budget on how I would not let this happen again. Here’s the thing, and I will never forgive myself for, I didn’t tell her all this happened because of gambling. I was too ashamed and embarrassed.
Life was somewhat normal again for a couple weeks until one night I decide to just put in $100 and see if I can win some of what I now owed my friend back. After $500 lost, those same feelings came back, but worse since I felt I betrayed my friend’s kindness, and that this isn’t the first time this happened.
Fast forward to November - I won again (not nearly enough to recover my losses), paid my credit card and cancelled the payment, lost it all again. Then towards the end of November, my $1000 for rent sitting in my savings account kept calling my name. I have never ever been in a position where I would risk not affording rent, but my addiction was stronger and I lost $500 of it. I had about a week until my rent was due, I had nowhere to turn, I couldn’t ask my friend for a loan because in her mind, and from the few times she asked, I was sticking to my budget. My new way of handling stress was gambling, so I put another $100 in and won $600. I was saved and again vowed myself to never put myself into this position again and ‘quit’.
Now it is December, I guess this is my rock bottom. Not nearly as bad as some people’s, but here it is. I took out another credit card for ‘emergencies’ since my main one is maxed. I was good, and didn’t use it except to buy a few groceries which I swore I would pay off on payday. My mental health declined, and I deposited $100 and lost it. Then another $100. Lost it. Made another ‘promise’ to myself to stop and I did until last night. I now owe $1,000 on the new credit card, and my main one is now in a negative balance because of a subscription.
I am a liar, I take advantage of people’s kindness that I didn’t deserve in the first place, and now in more credit card debt than I know how to deal with. All I can wish for is I’ve learned my lesson. That the money I lost I will never get back, and to find some way to fill the void gambling has left in my life. After only the first day, I don’t know what will give me that feeling of excitement, the feeling of being alive. I had all my casino accounts deleted this morning, but I know there are more out there, I just really hope I can stop myself from ever going back on this path.
If you made it this far thank you for reading. If you have any suggestions on what I can do to not relapse, and any hobbies or activities that can fill the void please let me know.
submitted by evguy789 to GamblingAddiction [link] [comments]

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[Let's build D100] Ships you might come across in a busy port.

The party has come into a busy port and decide to visit some other ships. Who might they discover, what might they find?

d100 Interesting Ships in a Port


  1. Shani and Aurora's Tent of Two - The two goblin sisters Shani and Aurora sail providing services to port settlements. Shani claims to be a seer and charges 60gp for a "reading" of the future (she is not). Aurora 'The useful one' provides the service of casting identify for 20gp. She may also agree to sell some of her extensive library if offered the right price. [dweeb_bush]
  2. The Bones Brothers - The bones brothers are a travelling group of jolly bards. As their name suggests they are animated skeletons. Jimbo-double bass, Timbo-guitar, Limbo-vocals, Dimbo-marimba and Franky-drums. They are very hospitable and put on a show for anyone who comes and visits them! [dweeb_bush]
  3. The Lovers - A small nondescript boat lies just off the dock. The is no sign of activity on board apart from the dock inspector who is trying to find out who's boat it is. The truth is the owners of the boat died ten days ago and the boat has miraculously drifted safely into port. on a successful DC 10 investigation or perception check the party members discover two young male elves cowering in the cannonball chest. When the lid is lifted they start begging for their life. If pressed they reveal that the crew was attacked by sirens, the majority of the crew succomed to the siren's calls however the two young boys, deeply infatuated with each other did not care for their temptation. They ran out of food last night and thought they were surely doomed! [dweeb_bush]
  4. The Crows - A large black boat rests in port, neatly secured off one of the more expensive jettys. The most defining feature of the boat is that it is bustling with activity, not by humanoids but 3d12 black ravens. One wears a small captains hat and appears to undersatnd the party. If the party casts speak with animals they discover that the crows were awakened through a series of trials on a new spell aimed to mass awaken a group of creatures. The crows have varying degrees of intelligence and are all chaotic neutral alligned. The crows rebelled from, Hignory Flip, the wizard running the trials on a small island about 2 days sail from the port, and stole his ship. [dweeb_bush]
  5. Captain Redbeak! - A suspicious longship hovers low on the water. There is a steady stream of humanoids entering the covered boat and leaving a few minutes later with a small package. The ship belongs to Captain Redbeak, a feirce pirate captain who runs a drug trade: the drug in question is a relatively cheap drug called "Peak Water" and is collected dew from mountaintops, it gives the user a high that lasts 1d4 hours and gives the user a d4 of bardic inspiration. It costs 10gp per hit. The ship is manned by 2d6 Bandits, and if threatened or reported they will attempt to kill the party in defence of their lives. [dweeb_bush]
  6. Crazy Mr McGee - A delerious man stands warding off the dock guards with what looks like a loaded blunderbus. He's yelling about his notorious reputation as a savage pirate and keeps claiming they have come to "Take away my princess". The princess he's referring to is his boat- he imagines that it is a glourious gallion but in reality it's just a rowboat. If the party manage to subdue the man the dock guards thank them and offer to buy them a drink later that night in the tavern. [dweeb_bush]
  7. A Con??? - The players are drawn to a commotion hidden behind a crowd of people. A large goliath (Manneo) seems to have taken a small dwarf (Skalgrouth) hostage and is threatening to slit his throat if the dock guard do not meet his demands "I'll bloody well kill 'im if you don't give me what I want: 100gp worth of rubies and free passage out of this shit hole!". In reality the goliath and dwarf are working together pulling off this stunt at various ports in the area, so far, to great success! [dweeb_bush]
  8. The Rat's Den - The players follow a stream of rats on board a decrepid looking riverfairing vessel. When they make cross into the canvassed interior they see an old kobold playing the pipes, he seems to be a rat-catcher. If the party interrupt him in his ritual he turns the a swarm of rats against the party and runs off into the port. [dweeb_bush]
  9. Seeking Refuge - A smallish sloop titled 'The Diamond Endeavour' pulls into port, it's sinking and fast! A crew member (Emery Green) jumps onto the dockside and is yelling for help. The vessel was struck by a great storm while at sea and they sustained damage when they brushed by a reef. Luckily they werent wrecked but unluckily they could not repair all the damage with materials on board. They've been bailing for hours and can no longer bail as fast as the ship is filling up with water! If the characters wish to help they can make a DC 13 group athletics check to bail enough water to stop the crew from having to jump ship and leave it to sink. If the players are successful Emery thanks them profusely and offers them a map to a shipwreck they were on the way to dive at before the storm hit them. "It's rumoured that this is the wreck of the old pirate lord, Feather Toothed Bill's ship and may hold riches beyond imagine!" [dweeb_bush]
  10. The Gilded Sail - A group of merchants, all of various races, each offering unique, and expensive, magical trinkets. True to their name, their sail is actually a thin sheet of gold, and the rest of their ship is covered in valuable metals and gems. It’s also very well armed, as are the merchants aboard. Keep an eye on the rogue when this one’s around. [Dragon_Overlord]
  11. The Patchwork - A large ship which seems to have been destroyed and repaired numerous times with whatever material the crew had, from birch wood to copper metal to even welded armor and weapons. Speaking of the crew, they appear to be a mishmash of Kenku, Kobold, Halfling, and the occasional Tabaxi and Goblin. The captain appears to be a raccoon by the name of Majos, which, if your party stumbles upon the question of why and how a raccoon is a ship captain, she would respond with “a salty mage who didn’t know how to win a simple game of cards had a tantrum.” She would then offer the party a game of cards in which if the party beats Majos, she rewards the party a hefty sum of 100 GP, and if any party member is any of the races listed above, she rewards an additional magic item (DM’s choice) and offers a position to the party member for them to join her crew. Accept and the party is taken to an additional encounter to an island for treasure. Decline is acceptable and Majos would accept any favor from the party. [SpyroAndToothless]
  12. The Feyr Winds - An elegant ship that carries goods and treasures from far off Elven lands run by a mixture of elven and faerie creatures. Their most illustrious goods are fruits that can do many things such as heal wounds, cure poisons, or even granting stat bonuses for a minute! (Vendor: Fruits are magical and can take on the effect of any potion you want.) [OSpiderBox]
  13. Gnasher's Maw - A tribal-ized longship driven by a "merry" band of lizard folk. They obviously don't understand personal space or social norms, and are seeking people to help them with a Giant problem. (Hook: if your party is having downtime while they look for their next quest, this could be that hook they need.) [OSpiderBox]
  14. The Esteemed Steamboat - Artificers run this marvel of steam engineering. However... it's currently in a state of disrepair. Looks like heavy damage from some monstrosity. While they're extremely proficient in fixing it, they have no money and are looking for work to pay for supplies. (Allies: party could hire some of them for an upcoming task/adventure, or even offer to fund the repairs in exchange for favopassage.) [OSpiderBox]
  15. The Mainstream (You’ll never need a bigger boat!) - A casino cruise ship featuring a large game room, several bars, comfortable rooms, a pool and a hot tub fueled by a continual flame spell. It is captained by a tall, brown scaled lizardfolk woman named Kepesk. The dealers are kenku bards repeating rules and barking (“Step right up, try you’re luck at the Wheel of the Goddess of Fortune!”) There is also a large vault of gold on board, guarded by lizardfolk soldiers. One particular patron is looking for a few helping hands for a bit of a caper now that he knows the guards patrol schedules. [spiff2]
  16. Rocinante - A relatively fancy and expensive ship being up kept by the Quijano family and their servants. The last living member of the family is a young man, obsessed with swords and thirst for adventure. He agrees to let the team borrow the ship, in exchange for him coming with them on their adventures to wherever they’re going. [DrFishPhd]
  17. Deep Blue - In a corner of the harbour, a seemingly empty ship. Sails are neatly furled, crew seems to have left the ship mere hours ago. On the deck, small openings allows the visitor to enter the hold, in it, some barrels, hammocks. Beside one of the hammock, a book, quite old, written in an old version of Common language.In the middle of the hold, some blankets cover a group of trunks, under these trunks, another opening ... leading to another hold. In this hold, vessels, old fashioned lanterns, and some parchment written in ancient language. At the bottom of a bulkhead, an opening, some stairs gong down in another hold.Wood seems ancient, and strange figures are carved into the wooden parts of the boats. Some ancient runes are covering pillars. In the middle of the hold, a panel with nails made of some unknown metal, once open, stairs going down in the dark. From the shadows, the noise of little splaches. [doctor_providence]
  18. The Mosquito - Run by a crew of githyanki pirates. What seems like a normal battle vessel, once on the open ocean, the sails begin turning outward and suddenly the ship begins gliding above the waters surface at fast speeds. [GladiatorJustin]
  19. The C.H.U.D.- The Shell of a massive deceased Dragonturtle floats next to the dock, it’s ends sealed by mechanical claws, and a viewport fitted into the front. The C.H.U.D. (Chelonian Hammerworked Underwater Dirigible) was designed by the Gnomish Inventor Hector Copperspark. Crewed by gnomes and halflings as they are the only ones small enough to man the complex machinery crammed into the turtle shell, the C.H.U.D. is a mercenary vessel that hires out to perform naval attacks. Hector just got a lead on a new job, and he needs some muscle to pull it off... [Lakandalwa]
  20. The Temple - A ship that serves as a mobile temple to a water deity. It goes from port to port to carry services. [SMGB_NeonYoshi]
  21. Cloudscraper - One of the gems of the Romish Empire's formidable fleet, the Cloudscraper is a powerful warship specially constructed for defeating sea monstrosities of all kinds. Developed after the Queen's late husband was killed by an island feeder (colossal sea beasts known for swallowing swaths of land whole), this vessel with an imposing tower-like bridge is loaded up with all types of harpoons, cannons, and magical armor. Some even say that, thanks to a powerful magical engine, the top half of the ship can separate from the brig to chase after flying beasts attempting to get away. With how famous it is, plenty of townsfolk are eager to get a look at the shining bronze beast of a boat. But what's it doing here of all places? [MildlyConcernedGhost]
  22. The Wistful Wanderer - A small sloop with a single cabin in the middle of the deck. A skilled observer might note that the sails and rigging as well as the rudder occasional shift to right the ship or tighten and secure themselves more. The cabin is actually permanently enchanted with a Mordenkainen’s Magnificent mansion and the ship is handled by a permanent crew of 20 unseen servants. It is owned by the Wandering Wizard Wesley Wrycroft. He sails the world at his leisure, seeking trade for scrolls and arcane artifacts. He also regularly hires adventurers to gather difficult to reach artifacts from unworthy hands whenever he finds a lead on the location of such a relic. [Lakandalawa]
  23. The Magic Brawler - A merchant ship with a very strong looking captain comes to port. If the party chooses to look at their items the captain will challenge the party to an arm wrestling match. Beating a DC 20 strength check will award the party one minor magic item from the captain's personal stash, and beating a DC 25 strength check will award a magic item of the DMs choosing. [TheInstitute4]
  24. The Friend Ship - A comfortable looking wooden ship full of people just hanging out on the deck. While aboard this ship you find yourself under the effects of the Charm Person spell to make everyone friendly with each other. [Stormkiko]
  25. The Dragon Ship - Captained by a Dragonborn with a dragon head on the prow, this ship is a merchant vessel crewed by a muscular Dragonborn who sits on the deck smoking a long pipe. The ship has put down for repairs after grazing a rock which tore a few holes in the starboard side. [AndreTheSalty]
  26. Kender - A rag tag ship filled with swashbuckling Kender. The ship looks like it was made from bits and pieces of many different ships.The Kender are very drunk and have no idea how they got to this port. [Slainlion]
  27. The Poor Captain - A ship that looks broken and near sinking, in truth it's one of the most armed ship on the seas. It uses help calls or just their non threatening look to lure ships close so that they can attack them. [DungeonsAndScouts]
  28. The Fisticuffs- A medium sized rowdy ship sits a little way out from the dock. The ship has two massive hands stemming from the hulls on long mechanical arms. The hands have an AC of 25, a damage threshold of 5, and 30 health each. They ship can leave the water and "walk" on the hands. The ship is primarily a combat ship and is crewed by a band of mischevious gnome tinkerers. In addition to attacking (+10 to hit: 4d6 + 8 bludgeoning damage) the hands can also cast Bigby's hand once per day. [dweeb_bush]
  29. The Grain Barge - A large barge with a dirt floor and wheat growing. A single old man lives on the barge, and sells wheat for 2 pountds per copper piece. In the hull of the barge, accessible only by a trapdoor in the old man's shack, is a large pile of carrots. [serious_tabaxi]
  30. Sea Rot - A large gallion speeds into port with a yellow flag raised. As soon as they dock and have paid the docking fee the captain, a large half-orc woman called Mishka, starts calling for help! She reveals that over half of her crew has contracted a strange plague and she fears for her life. She came to port to seek medical assisstance but fears she is infected so dares not go ashore.The plague - Sea Rot - Is highly contagious and air-borne: if a creature comes within 5ft. of an infected creature they must succeed on a DC 17 Constitution save or become infected themself, symptoms take 1d10 days to manifest. The symptoms of Sea Rot are gruesome, starting with the extremities of the body, the body starts depositing water in cytoplasm-like sacks. At the end of every long rest the creature takes 2d6 cold damage and must succeed on a DC 13 Constitution save or suffer 1 permanent constitution damage, the infected creature also has disadvantage on strength and dexterity checks. It can only be cured by magical means that remove a disease.If the party fetches help she rewards them with a small favour and a pouch full of gemstones worth 50gp, in addition, if the party can cure the 20 crew members and contain the plague she offers them passage anywhere, offers an additional 100gp, and her cutlass- a +1 scimmitar that also increases the holder's charisma by 2 while holding it. [dweeb_bush]
  31. Grok's Galley - A medium-sized ship piloted by a Tortle named Grok(He Understands Things)11. The ship is a 2 sailed vessel with few cannons and other wartime mechanisms on them. The crew is very resilient and full of ragtag non-humaniods. Gnolls, Dragonborn, Ratfolk etc.He's about to set sail back home as he's heard of this group of ratfolk that are trying to overthrow the government in his home town. [VKilledTInternet]
  32. The Abigail - An old warship thought to be lost that had been renovated and turned into an inn. It’s run by two very attractive siblings, who turn out to be sirens and one night, they take the boat out to the sea and eat all the passengers. [TardyTortoise]
  33. The Comfort - This massive galleon is an independent freebooter that refuses to pay allegiance to any nation or city. Housing a collection of skilled healers and clerics, the Comfort sails to areas struck by famine, plague, and war, providing healing to whomever requests it. The sailors aboard the vessel have all sworn the same oath, to defend the healers and their patients with their lives no matter the cost.While the Comfort usually is accepted at any port, it sometimes comes under attack when it travels to war torn regions and as such is well equipped to defend itself should it come under attack. [Lakandalawa]
  34. Arabian Traders - An exotic merchant vessel filled with silks, spices, and strange spirits is disembarking. A dashing arabian prince asks basic questions about the city, potentially becoming enamored with one of the party members. He is rich and slightly crazy, and believes anything can be bought for a price. This gets him into trouble when he tries to buy someone's hand in marriage to add to his collection of luxuries and many wives back in his home port. [jfractal]
  35. Deep Sea Scavengar - Salty, untrustworthy sailors (who look like pirates) are disembarking/unloading from their latest voyage. They have been at sea for months, and haven't seen a woman in that long - they openly hit on and jeer at any females in the group with a CHA score of 11 or higher. One sailor tells a fanciful story about sirens that they encountered on their voyage, killing 3 of their men (it's hard to tell if they are serious or not). [jfractal]
  36. His majesty's secret - A heavily outfitted, small warship is in a secret mission from the king. Heavily armed/armored guards stand watch over the docks, turning away everyone, and refusing to divulge their purpose here. [jfractal]
  37. Smallminded Yokels - A small, local fishing vessel filled with xenophobic, small-minded fisherman. The make disparaging remarks about any non-humans if approached. If the party gives them lip, they will get jumped by the crew the next time they wander the harbor at night. [jfractal]
  38. Mussel's Mate - A large fishing vessel that has seen it's better days. Rigging is in tatters, masts are spliced together, mismatched patchworks sails. Oddly enough the captains quarters are extremely well apportioned not at all like the rest of the ship. [hamlet_d]
  39. The Wayward Lady - This ship has an all female crew. The species on board are the outcasts from different lands. They serve as a place for any who are lost to have a home, though men don't tend to stay for long for some reason. After a successful DC 20 insight check it can be found that men on board the ship for 4 months become women. [42firehawk]
  40. The Gypsy - On the deck is what appears to be a stage where beautiful female dancers perform to music provided by a small band of bards. One of the dancers, who is known as the Storyteller, tells stories through song as the rest of the dancers provide her the visuals/backup dancing. Her voice is noticeably quite low for a woman, but is very enchanting nonetheless. An insight check with a DC20 will reveal that all of the performers are cross-dressing men. [Crystalized13]
  41. The Stable - A ship of decent size that carries horses (or any other kind of mount in your game) from port to port and sells them at a decent price to tired and/or injured travelers. It is crewed by a family of six (mother is the captain, father, three sons, three daughters) and a few extras the gathered along their journey, namely; a nice old man who wants to see the world, a young woman with a fiery attitude and an obvious crush on one of the party members, a muscular Dragonborn who has obviously seen some action who now tends to the horses, a bard who offers entertainment to the crew on board and is particularly liked by the children, a mute Druid who helps the horses and is good friends with the Dragonborn (who interprets their sign), and an ex-pirate who loves the sea but wishes to leave their past behind them. [Crystalized13]
  42. The Penny Bucket - The penny bucket is barely a ship. It's looks like a wash-bucket with a wooden T nailed to it and has a large white shirt as a sale. As far as you can tell there's no way to steer, its an utter mystery to you how it ended up in port, let alone why the dock authority would charge it to dock. When you peer inside the bucket you see a small red pseudodragon peacefully sleeping on it's hoard, which consists of 3pp, 16gp, 103sp, and 56cp, 6 rubies worth 30gp, and a dusty diamond worth 300gp , and a small magical trinket of the DM's choice. If woken up the Pseudodragon wakes up and fiercely snarls , cowering, and protecting its stuff. The dragon will trade any of the items in its hoard if the adventurers offer something of value, or a large amount of food. If the party wants to adopt the dragon along with it's hoard it may be won over with gifts and a DC18 animal handling check. [dweeb_bush]
  43. The Crafty Raft - A makeshift raft has floated down the coast and slammed into the dock. There is no one on board and it appears to be unmanned. There is a note fixed to the mast with a tiny butterknife. The note has directions, "at the lightning stump follow the stream and rescue us". The raft, and attached note were made by crafty goblins attempting to lure creatures down the coast right into a trap. The goblins have made finding their hideout incredibly easy. With a DC 5 nature (tracking) check the party can find the tree and follow it down to the river. The real trap is a series of pitfall traps cleverly hidden in and around the stream. If the adventurers continue along the stream they must succeed on a DC18 Perception check to avoid it and must succeed on a DC14 Dexterity save or fall 10ft. into spikes and take 1d6 bludgeoning damage and 2d6 piercing damage. They are then accosted by 2d4 goblins. [dweeb_bush]
  44. The Illusory Boat - Moored in the port is a huge gleaming golden pirate ship, there must be at least 50 richly dressed halflings manning it. There's a long gangplank extending to the dock. Suddenly there's the noise of several cannons firing off. The guards rush over to the ship, fearing that they are attacking the port. They scream at the ship- "come down here and speak to us you cowards, we can't board your ship without permission but we will call the town guard!" A voice calls from the ship yelling insults at the guards aiming to infuriate them till they board the boat. If any one steps on the gangplank they must succeed on a DC 14 Dexterity save or fall into the water, as they do the ship dissapears and it's revealed that the entire ship is a major illusion cast by three giggling wizards who run away from one of the neighboring piers. [dweeb_bush]
  45. The Question - There's a metallic ship floating in the water. From it you hear loud beeping, chirping, and whirring noises coming from it and it's attracted a large crowd of 3d10 townsfolk, who are fearfully inspecting the ship. As you approach closer you begin to hear a voice in all the artificial noises. You hear it asking thousands of questions, in thousands of voices: "who am I?", "why am I here?", "What's that ugly thing over there?", "what is the meaning to life", "Why are there people watching me?", and other creepy remarks that give the idea that the ship is conscious and scared. When the adventurers look into the boat they see a blinking green, light with a swirling marbled texture on it. The light turns red and starts asking questions very specific to the party. Before long it begins speaking in tongues and a flash of blinding light appears. The adventurers make a DC13 constitution save. On a failed save they are blinded for a minute and take 4d4 psychic damage or half as much on a successful save. When the adventurers look again the ship is gone and there is just a small gemstone floating in the water, whispering to the party in tongues that are unintelligible. [dweeb_bush]
  46. The mistake -A small boat that seems to have been renamed fairly recently. The - ake part of the name is in a different calligraphy and color from the rest of the name [Ido97]
  47. The Barnacle - An old weathered gun-ship bearing it's scars from many a battle, but nevertheless being no worse for the wear. Built strong from some ancient hardwoods and it has been well maintained to the best a ship of that age could be. The crew is a rowdy bunch of salty Dawgs that work as hard as they play...and they fight even harder. They may squabble amongst themselves, but don't you dare mess with or insult one of their brotherhood. They have come to port ready to sell their wares, collect their bounty and spend it irresponsibly. All so they can find their next mission and do it all over again. [gothic03]
  48. The Bauntoo - A strange ramshackle ship occupied by amphibious humanoids that spend near their entire lives out at sea, trade in weird cool stuff they've found deep diving into cool underwater locations like ocean ruins, and wont be at port for long. [Swerve-Bro]
  49. The Leviathan - A huge ship listing hard to one side, its mast broken halfway up and the sails drooping to the deck. All of the wood is dark brown, slimy and rotting out. It looks like someone pulled a shipwreck from the bottom of the sea and it remained afloat by some miracle. If the party inspects the ship, they will find it has already been thoroughly looted and all that remains of the crew are skeletons. (Whether the skeletons are animated or not is up to you). The dock guards will tell you that a huge fog rolled in last night and this ship was there when the fog lifted. [painterinsomniac]
  50. The Menagerie - A decent sized merchant ship, this one is run by all sorts of different creatures though none are humanoid. This ship was originally a travelling circus showing off all manner of awakened animals who were kept captive. The animals are quite amiable and will offer carry passengers in exchange for assistance selling their goods in markets. [painterinsomniac]
  51. The Coffin - A casket-shaped ship that contains the body of a 21-ft giant. The top of the casket has been fitted with sails and rigging and is manned by a crew of humans who tell the party that the giant hired them before his death. He always wanted to sail around the world, so half of all his treasures would be given to the crew who sailed him around the world. The money is to be awarded upon the crews return to the giant's family home, and the crew must have an artefact from each land to prove their voyage complete to the family and get their loot. Of course, the crew isn't bothering with actually sailing around the world - they're content to just make port for a year and trade people for ancestral trinkets so they can return to the land of giants in a year and take their massive loot. They've been given a hefty advance to cover the cost of their long voyage, so money is no object. Adventurers can sell their items if the item is from a distinct background (eg a Dwarven Warhammer, an Elven scroll of healing, etc). [Anceaus]
  52. The Lighthouse - This ship is captained by a young cowardly wizard and an equally nervous-looking crew of young human men. Atop the central mast is a large lighthouse light, which the owner uses to keep other ships far away from him while at sea so as to avoid any trouble. If approached, the captain will immediately begin grovelling and handing over loot at the sight of the party's weapons, offering them any onboard services he can think of for his crew to do for them (shoeshines, blade sharpening, armour mending).Turns out it's all an act - the captain is actually a conniving trickster who transports and deals in Light Blue Light, a magical drug that induces paranoia/twitchy behaviour but grants a 1d6 bonus to Strength for a period of 1 hour. [Anceaus]
  53. The Nest - A vaguely ship-shaped bramble of collected branches and tar, this vessel doesn't look like it should even float, much less sail. It's run completely by Kenku's. They love to collect shiny objects and every nook and cranny of the nest is filled with glittering pieces of treasure and trinkets, among which are a range of magical items.Anything can be bought for a price, but what they especially want is for the adventurers to help them get a shiny old chalice that they've spotted beneath the waters of the harbour - they aren't big swimmers. [Anceaus]
  54. The Half-Pint - An average looking, 2nd-rate ship run exclusively by halflings and gnomes. The crew are rolling a large number of barrels off the ship. A DC 13 Investigation Check will uncover that the Half-Pint has almost twice as many decks as a regular ship of that size and the diminutive crew use the extra space to smuggle illegal magical ale that has explosive side effects. If approached, the first mate (a scruffy gnome named Sebastiano who trusts people a little too easily considering his trade) will ask the party if they are 'for hire' or just want a cask.If the party is looking to buy, refer to the http://dndspeak.com/2017/12/100-random-potion-effects/ to determine what effect their beer has.If they're interested in the job, he would have them guard a supply wagon transporting contraband IPA to an old wizard who lives in an ivory tower in the nearby forest for a sum of 25gp each. What the party doesn't know is that the wizard is in the process of transitioning into a Lich, and the beer is the magical conduit by which he has been transforming. The wizard has the stats of a Revenant if the party chooses to fight him. If an unconscious creature drinks the illegal beer, they will be revived and become Undead. [Anceaus]
  55. The "Blu Moon" - A two masted Caravel. An ocean going merchant ship, that has recently been damaged by pirates, but escaped because they dumped all cargo overboard. The ship is being repaired and expected to be ready in two days. The captain, Quintus "Full" Moon, already has agreed to transport 24 bales of dyed fabric to [INSERT DESTINATION] but is now looking for some more cargo for the same destination. The rest of the crew is: first mate Eldan Wind (m half-elf), bosun Karrla (f half-orc), helmsman Olfie Re (f half-elf), cook Carlin Zwiet (f gnome), and four human sailors: Frenk(m), Ra(f), Tjoris(m) en Huub(m). Huub is a 12 year old boy on his first trip. [Jeeve65]
  56. The Leatherback - A merchant ship from a faraway land. It is made of a beautiful reddish wood and adorned with many colorful flags. About half the crew is made up of tortles and the other half consists of various other races they picked up on their travels. They are very friendly people and will happily buy you a drink or two in exchange for stories of your adventures or of the places and cultures you’ve experienced. If they take a liking to you they're even willing to give you free passage to wherever you'd like to travel... as long as that place happens to be the next port along their voyage. [TheMightyLoaf]
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submitted by dweeb_bush to d100 [link] [comments]

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submitted by freespins1 to u/freespins1 [link] [comments]

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

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

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submitted by freispiele to u/freispiele [link] [comments]

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

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

Depositing and withdrawing are as easy as 1, 2, and 3 at Sloty Casino. The site includes only the most trusted payment options to ensure that all transactions are safely processed. To make a deposit you can use payment methods like Visa, MasterCard, Maestro, Paysafecard, Skrill, Neteller, Trustly and Zimpler. The payment methods available may differ depending on your region as not all regions allow transactions via the same payment options.
All deposits are processed instantly and there are no additional fees attached when making deposits.

WITHDRAWAL SPEED

Withdrawals can be made via the same payment options and will be processed within 3 to 4 working days depending on the method used. If you withdraw via E-wallets such as Skrill, Neteller, Trustly or Zimpler your pay-outs could happen within less than 24 hours.

CUSTOMER SUPPORT

If you run into any problems or you have some queries and questions you need answering you can contact the support team around the clock. No matter what time of day or night they will be ready to assist you via Live Chat, Phone, and E-mail. There is also a list of detailed answers on the most generic questions in their FAQ section.
Sloty also embraces modern technology and is already building a presence on social sites such as Facebook, Instagram, Twitter and YouTube. Give them a like or a follow to make sure you’ll be the first to hear of new promotions, game releases or giveaways.
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TRUSTWORTHINESS OF SLOTY CASINO

Promising you a gaming experience that is out of this world, Sloty makes sure that you get that experience in the safest and most secure environment. The site makes use of SSL digital encryption technology to make sure that all your information is kept confidential. Under no circumstance will your information be distributed to third parties. As a fully licensed site, Sloty adheres to all the necessary rules and regulations needed to ensure a safe and non-fraudulent gaming experience for all players.
The casino games are all run through a Random Number Generator that is certified and gets tested on a regular basis. This is to ensure that the gaming outcomes remain fair and untampered with by either the casino or the players. The casino also encourages players to stay responsible during their gambling experience. There are various options to help you limit your gameplay, deposits and play. For players who might be developing a gambling problem, there is also the choice of temporarily freezing the account. And there are helplines and sites linked to the casino.
Sloty Casino was only established in 2017 but since then has been making an effort to build a trustworthy and reputable brand. The casino is constantly looking at new ways to improve their services and give players even better gaming experience. Any complaints or problems with the casino is attended to promptly and resolved in a matter of days. Sloty Casino is one online casino where you can play with a heart at ease.

SLOTY CASINO LICENSE

Sloty Casino is owned and operated by Genesis Global Limited, a company that has created the massively popular Spinit Casino and Casino Cruise. The Casino is fully licensed and regulated by the Malta Gaming Authority. As a regulated and licensed online casino Sloty adheres to strict rules and regulations to ensure a fair and safe gambling environment for all players. Genesis Global Limited is incorporated under the laws of Malta (C65325) at registered address 28, GB Buildings, Level 3, Watar Street, Ta’ Xbiex, XBX 1301, Malta.
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Spinit Casino 21 Gratis Spins Bonus No Deposit Required

Spinit Casino 21 Gratis Spins Bonus No Deposit Required

SpinIt Casino Online Review
New players to Spinit Casino receive 21 Gratis Spins No Deposit Bonus just for signing up! Create a new account and you will get Free Spins on Book of Dead. You will get these credited at 12 PM (GMT) the following day after signing up with our link below.
Make your first deposit from just £/€/$10 and you will get a huge bonus! Get 200 Gratis Spins on Starburst + 100% up to £/€/$200!
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SpinIt Casino Review

Released back in 2016 this awesome casino was constructed by the talents at Genesis Global, the same people that have given us casinos like Casino Cruise, Pelaa, Casino Planet, VegasHero and many others. Well, this casino is just as tasty as it’s sister sites and with their great list of developers and massive new bonuses added you are going to love this offering.
New players can get a massive no deposit bonus and even more added value when you make your first deposit, but that not all, hang around for the long run and you can get reload bonuses on Mondays and Fridays as well as Free Spins on Tuesdays and other bonuses like the Live Casino exclusive offer! The team have also constructed a tasty VIP scheme for you high rollers, with cashback, birthday bonuses, exclusive offers, anniversary gifts, personal account managers, express support options and much more!
Security here at Spinit is no joke, you will find they have the latest firewalls and SSL encryption technology protecting you and your details here as well as being regulated by the Malta Gaming Authority and the UK Gambling Commission, meaning even more players can join the fun here. The games are publicly audited to ensure fairness of payouts as well as them using RNG technology meaning everything is completely random.

Casino Games

You can play some of the best slots and games around from providers like NetEnt, Microgaming, Evolution Gaming, QuickSpin, Play’n Go, Red Tiger Gaming, iSoftBet, Yggdrasil, Relax Gaming, Skywind and Pragmatic Play.
There are over 1,300 games currently, with Spinit hosting some of the best slots you can find, including popular hits like Fire Joker, Starburst, Dragon’s Luck, Book of Dead, Joker’s Luck, Gonzo’s Quest, Reel King, Reel Rush, Gemix, Dynamite Riches, Pirates’ Plenty, Rainbow Jackpots, Hot Spin, Twin Spin, Jammin’ Jars, Rise of Olympus and plenty of others.
Spinit also hosts some great table games and Live Casino options, with everything account for including loads of tables of Blackjack, Roulette, Poker and Baccarat as well as loads of cool game shows from Evolution like Deal or No Deal, MegaBall, Crazy Time and others.
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Casino Features

Spinit is fully mobile optimised, so you can play on the go, the team are available for support with the freephone or via email and you can access all the Spinit social media accounts via their website too. The website is available in a huge range of languages and there are loads of e-wallets and alternative payment methods available too.
Welcome & No Deposit Bonus
Sign up for Spinit Casino and you will get 21 Free Spin No Deposit Bonus to use on the awesome Book of Dead slot!
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Casino Categories
New Games, Video Slots, Live Casino, Card & Table Games, Classic Slots, Scratch Cards, Video Poker, VIP Games, Jackpots Games.
Casino Software
NetEnt, Evolution, Microgaming, Play’n Go, QuickSpin, Yggdrasil, Red Tiger, iSoftBet, Relax Gaming, Skywind and Pragmatic Play.
Banking Options
Visa, Mastercard, Maestro, Neteller, Skrill, Trustly, Sofort, Giropay, Paysafecard, Boku, Euteller, EcoPayz, Interac, iDebit, Instadebit, EasyEFT, Jeton, PayPal and EcoBanq.
Deposit/Withdrawal Terms
Players aged 18+ only, Min deposit & withdrawal £/€/$10. Max withdrawal £/€/$5,500
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casino cruise sign up bonus video

Casino Cruise features over 1000 games of slots, tables and progressive jackpots. This mobile casino provides unforgettable online gaming experience for which the credit goes to the list of software providers, backing it up with their fine technology, including names such as Microgaming, NetEnt, Evolution gaming etc. Casino Cruise Welcome Bonus Code: 100 match on deposit and 200 FS for Starburst Here is a deposit bonus offer. The promotion is available for new UK Customers who create a new account at the casino and obviously deposit their funds using payment methods, except Skrill and Neteller. Get your 100% + 200 FS as sign up offer in Casino Cruise. Min deposit to get your promotion is 10 $/€/£ . To take money, you must beat wagering requirements by B 40x. you can play with this 1st Deposit code in All except selected games (FS – Starburst) games. Casino Cruise does not stop at offering a welcome bonus of $1000 plus 200 free spins. It designs many seasonal promotions to give players an opportunity to win prizes. For example, players can win their share of a prize pool of €70,000. They can also win an iPhone XS and first class cruise tickets. Sign up and you can claim 55 no deposit free spins. This is an exclusive bonus that you won’t find by visiting the Casino Cruise website directly. Whilst there are is not a Casino Cruise No Deposit Bonus Code required, you will need to click though our exclusive link below. Casino Cruise sign up and login opens the door to a world or amazing online casino entertainment. Open an account quickly and log in whenever you want to play slots, table games, video pokers and other popular online casino games. Casino Cruise Casino Bonus. Casino Cruise offers a $1000 + 200 Free Spins Welcome Bonus Package. You can claim bonuses on your 4 first deposits up to a total of $1000. 1st deposit: 100% up to $200 + 200 Free Spins on Starburst (No bonus code needed) 2nd deposit: 50% up to $200 (Bonus code: WCRUISE2) 3rd deposit: 25% up to $300 (Bonus code ... Casino Cruise Deposit Bonus Codes. Welcome Package: $1,000 + 200 free spins in welcome bonuses. 1st Deposit Bonus: 100% bonus up to $200 + 200 free spins on Starburst slot Game. 20 Free spins will be credited per 10 Overview. Casino Cruise (casinocruise com) was founded in 2014, and it is still an emerging online casino run and owned by a company called Genesis Global Limited. Genesis group hosts several top gambling sites and offers the members one exclusive package. Casino Cruise is offered by EveryMatrix limited. Casino Cruise Bonus Breakdown. Casino Cruise Casino bonus is split in four parts. If you decide to use it in full, you’ll get $1000 of extra money to play with and a 200 free spins bonus. Here’s how it works: 1st Deposit: 100% bonus up to $300 + 200 Free Spins on Fire Joker. 2nd Deposit: 50% bonus up to $200. 3rd Deposit: 25% bonus up to $300.

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casino cruise sign up bonus

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