Board Thread:Game Discussion/@comment-28169398-20171028051641/@comment-28169398-20171029164346

Jackimo1999 wrote: You have to incorporate all players, not just the high level ones. Plus, from what you're saying, it makes no business sense for Firemonkeys to add this to their game. The development costs, both initial and ongoing, would translate to aproximately no income. It wouldn't provide an interesting or engaging expereince for the player. You've designed something for yourself. You need to look at it from their point of view. What's in this for Firemonkeys? If the answer is nothing or appeasing a tiny group of players who never spend money anyway then you don't stand a snowball's chance in hell of convincing them it's in their best interest.

1) Your proposal is basically trashing the Career Model. Mine keeps the importance of career advancement intact.

2) My proposal actually makes Career Advancement, SE and LTS participation, and Upgrade more relevant, not less. I am not FUing cars for ES, because there is no reward for doing it. With one or two exceptions, no races in the ES are comparable to the 10-Lapper, and most people aren't at the point where they can get passed the perpetual point in Endurance, so while those are possible, they are not a likely alternative to the 10-lapper. If I knew that I was guaranteed a high fame payout, most people would be more apt to try and find a way to upgrade those cars for 100% completion PR.

3) By your idea, when you first download the game, all players should receive the Nismo and have EC unlocked, because under the current model, it excludes the majority of players.

4) It is Legend Cars because that is where Enduro Races are. Parity.

5) Newer players level up far faster than people who have advanced in the game. The need for a farming race is because of this.

6) It is no different than the WTTT, except that if you have the car and the upgrades, then you actually receive a reward of value not a pile of BRL, whether or not you are competitive with the rest of the players or only one top tier car.

7) Unless you actually work for FM as an executive who has an intimate knowledge of their development costs and their revenue stream, then you are talking out of your backside.

8) Play a mandatory ad before the start of the race and at the end of the race before the payout. Not that difficult to think of ways to generate actual revenue. Also can provide opportunities for weekly sponsorships. Cars could be skinned with the livery of the sponsor when competing in the module. Billboards could display the Sponsorship ad, like in the Showcase for the Veloster.

9) The more we see how the game works, the more likely it is that In-App Gold Sales basically only contribute to the office Christmas party fund.

10) Instead of having to reopen all of the career series to add tiers to them with high fame races or create new series for cars with higher fame payouts, they make a centralized model where they plug and play a new car and a new track each week. How hard do you think it would be to modify the code for the weekly time trials for this purpose. It is the same with Party Play. How hard would it be to convert that to a single player practice mode? A month of dev and testing by a few of the software engineers on the team?

11) If you don't have the car or the upgrades for that week, then head for Le Mans.