I'm somewhat new to s2 but i've already noticed the community is great.
I've also read the suggested improvements (the log, most of the threads' titles, and what i've been actually intersted in reading about) and of course there are many i'd give a + and many i'd give a -, as anybody would. I know you can't satisfy everybody, so i can only wish the things i'd like are also wanted by enough people so we'd actually see (some) of them implemented.
LFS is great BUT you can notice it's NOT made as a product you buy play and forget. And imo that's a good thing. Take the NFS games. Whatever EA wants to throw, people buy, play and sooner or later forget. Doesn't matter they took out physical damage in NFS6 and totally removed it in later games, only visual damage coming back in the NFS:Carbon. Not much to do about it than complain. It's obviously getting aimed at the arcade racers that just want eye candy, and let's face it, that kind of game DOES sell. Feels to me LFS isn't that kind of game.
Also you can't compare outsourcing (or a lot of people at least) to a few of people working on a project. Thus my suggestion would be to allow the community to contribute not only by making suggestions. I've noticed there are a lot of very usefull user made software/additions. Why not 'take advantage' of this?
Let me give you an example...car skins (paintjobs). In theory you can simply copy the default skin, open it in paint, draw some lines and you've got your own (more or less crappy) skin. But i stumbled upon master skinners' kits (http://www.master-skinnerz.com/). Imo, that's a GREAT thing those guys did. Creating a good skin is simply easier. Creating a lot of crappy skins is also easier, but you don't have to use them. Anyway, i think everybody agrees it's a great thing you can upload your skin and others can see it. There will always be nasty coloured cars, but that's nothing compared to the great number of awesome paintjobs i've noticed.
I'd like to point out my favourite NFS game: NFS Porsche. Best physics in all the NFS series (imo at least). Main problem? Only porsches. Not long after the release talented coders made software that unpacked the paintjobs to something you can edit and packed them back to a file the game could read. You guess what happened: loads of awesome skins, loads (but fewer) awfull ones. Simple solving: don't download, don't use.
Short remark: you could only tune the downforce, toe-in/toe-out, suspension stiffness, gear ratio and tyre pressure iirc.
Next, a .sim editor was created. The sim file would be something like the .set file, only it also contained the default height of the springs, default damper settings, power output of the engine and a lot of stuff i forgot.
The game offers a list of parts that modify those default values when added to the car (for example car weight, engine power, etc.) but you could only tune a few of those parameters.
As soon as this simeditor was created, people started modifying the in-game cars and, along with the paintjobs, some GREAT new cars were created. Of course a whole lot of BS was also created.
If you've read this far, you might want to search for 'nfs cars' on your favourite search engine and check out some of the websites. Problem was, still only porsches.
In autumn 2006 a great guy (i can't remember his name) managed to 'crack' the code of the 3d models of the cars. I'm not sure if there's an editor out, but anyway, it didn't take long for Skylines, STI-s, EVO-s, Camaros, Corvettes, Vipers, Ferraris (and mostly anything that comes to mind) to be available. Same solution for the whole heap of crap: don't download.
Yes, i loved that game and i'm not ashamed to admit it.
Let's go back a bit now to NFS:High Stakes. Not long after its release there was a software called carcad (similar to autocad, yes) available that allowed anybody with a bit of knowledge to create a car from scratch. Great cars with high enough poly count to look very good but still low enough not to just sit and watch it spin in the garage were very soon created. I'm not sure if there ever was a way to create new tracks, but i guess there was.
Anyway, what i'm trying to point out is that the modding community contributed a LOT and i do mean a LOT to those games.
You might be thinking i'm a NFS fan that's in the wrong place, but i'm just doing my best to support my opinion.Here's (yet) another example...
Just in case any of you played any game of The Elder Scrolls series, you definetly know how the modding community can improve a game.
If you didn't, think of any single player RPG game. I've really 'felt' the modders contribution while playing TES4:Oblivion. The producers released minor add-ons at minor prices (5$ or so iirc) but a version of those was already available in different forms for free, thanks to 'people that have too much spare time'. To put it simple, their major quest add-on contains a simple and rather boring set of dungeons that, when completed, give a not-so-worth-the-money-and-time reward. On the other hand, there are a lot of player-made quests that are a lot more interesting to complete and that actually give you a feeling of satisfaction when you complete them.
This thread should've been named 'simple opinion with an afwully long support' .
Let me go on (with supporting) now by commenting on some suggestions from the log (http://www.lfsforum.net/showthread.php?t=2626).
Just imagine there's a way to edit the cars for example. In one week there will be 500 new cars available, most of which are not worth the time to look at. But there might be 10 or at least 1 that would be a great addition. Imo, if there would be at least 1, the purpose is achieved.
Look at the cars we'd want...karts, dragsters,trucks, baja bugs, diesel, rotary, soon somebody will post three-wheeled (bikes is already there).
Well, somebody somewhere will take the time to create these. Now, along with this, a nice feature for the server (host) would be to:
1. use add-on cars in multiplayer.
2. allow the players that joined to download it (think of the skin feature)
3. restrict usage to a set of cars (this would allow 'pure' servers to continue existing).
For example i don't agree with having bikes, i can't imagine how i'd drive a bike with a steering wheel, seems funny to me. No problem, i don't download and install any bike (or maybe just for fun) and never ever join a server that runs bikes.
The same goes for tracks. I for example would love to have rally stages (going from point A to point B type), along with rally cars, and in multiplayer the server option to enable/disable collision. Suppose we could edit the cars/tracks, after a while there would be some very good quality tracks and cars available, leaving the decision of which to use to the hosts.
This would very probably somehow split the community into grip racers, drifters, dragsters, rally-ers,... .
If this would be possible, then the devs could focus on the most important things: damage, weather, daylight (that could turn into night during a 24h moe race ), track surfaces (ice), and why not something that i thought was already in: after enough laps and rubber on the road you 'd have more grip on the optimum line. And on anything else on that suggestion log.
One might say there will be a lot more requests then, but i think that will only happen at the beginning.
For example,a few things that are already posted, but that i'd bet would come up anyway:
-locked diffs (requested for rally stages)
-button to toggle diff lock (rally stages)
-false start option(drag racing for the least)
-adjustable and/or on button rev limiters (drag racing)
-server option to disable collision (rally stages, drift races, opponents could be ghost cars)
-server option to force a setup or only allow some modifications
-along with the forced setup, the 'push-to-pass' (server enabled) would suddenly become a nice thing to have too.
I guess i've said too much already ...i'm putting on my flame-proof pants, egg and tomato protection helmet and pressing 'submit'.
I've also read the suggested improvements (the log, most of the threads' titles, and what i've been actually intersted in reading about) and of course there are many i'd give a + and many i'd give a -, as anybody would. I know you can't satisfy everybody, so i can only wish the things i'd like are also wanted by enough people so we'd actually see (some) of them implemented.
LFS is great BUT you can notice it's NOT made as a product you buy play and forget. And imo that's a good thing. Take the NFS games. Whatever EA wants to throw, people buy, play and sooner or later forget. Doesn't matter they took out physical damage in NFS6 and totally removed it in later games, only visual damage coming back in the NFS:Carbon. Not much to do about it than complain. It's obviously getting aimed at the arcade racers that just want eye candy, and let's face it, that kind of game DOES sell. Feels to me LFS isn't that kind of game.
Also you can't compare outsourcing (or a lot of people at least) to a few of people working on a project. Thus my suggestion would be to allow the community to contribute not only by making suggestions. I've noticed there are a lot of very usefull user made software/additions. Why not 'take advantage' of this?
Let me give you an example...car skins (paintjobs). In theory you can simply copy the default skin, open it in paint, draw some lines and you've got your own (more or less crappy) skin. But i stumbled upon master skinners' kits (http://www.master-skinnerz.com/). Imo, that's a GREAT thing those guys did. Creating a good skin is simply easier. Creating a lot of crappy skins is also easier, but you don't have to use them. Anyway, i think everybody agrees it's a great thing you can upload your skin and others can see it. There will always be nasty coloured cars, but that's nothing compared to the great number of awesome paintjobs i've noticed.
I'd like to point out my favourite NFS game: NFS Porsche. Best physics in all the NFS series (imo at least). Main problem? Only porsches. Not long after the release talented coders made software that unpacked the paintjobs to something you can edit and packed them back to a file the game could read. You guess what happened: loads of awesome skins, loads (but fewer) awfull ones. Simple solving: don't download, don't use.
Short remark: you could only tune the downforce, toe-in/toe-out, suspension stiffness, gear ratio and tyre pressure iirc.
Next, a .sim editor was created. The sim file would be something like the .set file, only it also contained the default height of the springs, default damper settings, power output of the engine and a lot of stuff i forgot.
The game offers a list of parts that modify those default values when added to the car (for example car weight, engine power, etc.) but you could only tune a few of those parameters.
As soon as this simeditor was created, people started modifying the in-game cars and, along with the paintjobs, some GREAT new cars were created. Of course a whole lot of BS was also created.
If you've read this far, you might want to search for 'nfs cars' on your favourite search engine and check out some of the websites. Problem was, still only porsches.
In autumn 2006 a great guy (i can't remember his name) managed to 'crack' the code of the 3d models of the cars. I'm not sure if there's an editor out, but anyway, it didn't take long for Skylines, STI-s, EVO-s, Camaros, Corvettes, Vipers, Ferraris (and mostly anything that comes to mind) to be available. Same solution for the whole heap of crap: don't download.
Yes, i loved that game and i'm not ashamed to admit it.
Let's go back a bit now to NFS:High Stakes. Not long after its release there was a software called carcad (similar to autocad, yes) available that allowed anybody with a bit of knowledge to create a car from scratch. Great cars with high enough poly count to look very good but still low enough not to just sit and watch it spin in the garage were very soon created. I'm not sure if there ever was a way to create new tracks, but i guess there was.
Anyway, what i'm trying to point out is that the modding community contributed a LOT and i do mean a LOT to those games.
You might be thinking i'm a NFS fan that's in the wrong place, but i'm just doing my best to support my opinion.Here's (yet) another example...
Just in case any of you played any game of The Elder Scrolls series, you definetly know how the modding community can improve a game.
If you didn't, think of any single player RPG game. I've really 'felt' the modders contribution while playing TES4:Oblivion. The producers released minor add-ons at minor prices (5$ or so iirc) but a version of those was already available in different forms for free, thanks to 'people that have too much spare time'. To put it simple, their major quest add-on contains a simple and rather boring set of dungeons that, when completed, give a not-so-worth-the-money-and-time reward. On the other hand, there are a lot of player-made quests that are a lot more interesting to complete and that actually give you a feeling of satisfaction when you complete them.
This thread should've been named 'simple opinion with an afwully long support' .
Let me go on (with supporting) now by commenting on some suggestions from the log (http://www.lfsforum.net/showthread.php?t=2626).
Just imagine there's a way to edit the cars for example. In one week there will be 500 new cars available, most of which are not worth the time to look at. But there might be 10 or at least 1 that would be a great addition. Imo, if there would be at least 1, the purpose is achieved.
Look at the cars we'd want...karts, dragsters,trucks, baja bugs, diesel, rotary, soon somebody will post three-wheeled (bikes is already there).
Well, somebody somewhere will take the time to create these. Now, along with this, a nice feature for the server (host) would be to:
1. use add-on cars in multiplayer.
2. allow the players that joined to download it (think of the skin feature)
3. restrict usage to a set of cars (this would allow 'pure' servers to continue existing).
For example i don't agree with having bikes, i can't imagine how i'd drive a bike with a steering wheel, seems funny to me. No problem, i don't download and install any bike (or maybe just for fun) and never ever join a server that runs bikes.
The same goes for tracks. I for example would love to have rally stages (going from point A to point B type), along with rally cars, and in multiplayer the server option to enable/disable collision. Suppose we could edit the cars/tracks, after a while there would be some very good quality tracks and cars available, leaving the decision of which to use to the hosts.
This would very probably somehow split the community into grip racers, drifters, dragsters, rally-ers,... .
If this would be possible, then the devs could focus on the most important things: damage, weather, daylight (that could turn into night during a 24h moe race ), track surfaces (ice), and why not something that i thought was already in: after enough laps and rubber on the road you 'd have more grip on the optimum line. And on anything else on that suggestion log.
One might say there will be a lot more requests then, but i think that will only happen at the beginning.
For example,a few things that are already posted, but that i'd bet would come up anyway:
-locked diffs (requested for rally stages)
-button to toggle diff lock (rally stages)
-false start option(drag racing for the least)
-adjustable and/or on button rev limiters (drag racing)
-server option to disable collision (rally stages, drift races, opponents could be ghost cars)
-server option to force a setup or only allow some modifications
-along with the forced setup, the 'push-to-pass' (server enabled) would suddenly become a nice thing to have too.
I guess i've said too much already ...i'm putting on my flame-proof pants, egg and tomato protection helmet and pressing 'submit'.