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June 2020 Roadmap Discussion

SystemSystem Posts: 15 admin
This discussion was created from comments split from: 2020 Update Discussion.
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  • Hutch_RobinHutch_Robin Posts: 940 admin
    edited June 22
    Post edited by Hutch_Robin on
  • AslanVAslanV Posts: 826 ✭✭✭
    On Usability, i would check some thread on the forum too :)
  • mauro07mauro07 Posts: 2,964 ✭✭✭✭✭
    flexible criteria means no sedan or roadster or the same criteria you use now? it's easy, you have a lot of tags not used in events..
    and Tune in future? no thanks...
  • mauro07mauro07 Posts: 2,964 ✭✭✭✭✭
    @Hutch_Robin why don't sell the car we need for gold tier directly? maybe the business growth and no complaints.. only the game will be idle... you buy and you have your prize car... no fun
  • 0171801718 Posts: 502 ✭✭✭
    edited June 23
    All of this sounds very mystical and I'm not looking forward to any of it... 🙄

    Edit: A bit more detail, what's in it?

    - more frequently updates in 2020 :) really well done, we notice the difference.

    - Retuning & Engine Improvements :)

    Robin says they are testing whether the tuning options are interesting and different tunes are viable. I'm not sure what to think about that. I would hope, that not improving one of the 3 categories for the final tune would have specific effects. I'm want the engine to produce reasonable and comprehensible results.

    different UI :| I don't think this should be a priority. Of course I don't mind if it improves

    higher fidelity to races  :| Whatever that means...

    better appeal to new and old players alike :) important but not specific

    what improvements can we make to the 3D car models? :)interesting but not important to me. Im pretty sure TD will not have good 3d models of 2000 cars. I would much prefer better 2d pictures on the cards.

    Flexible Criteria :| I have no idea why this would be a big deal, I have never understood why it was not possible to apply more flexible criteria in the past. on the plus side, this might make the game more interesting and different cars (like Volvos, maybe they wil be giving out the BTCC VOLVO!?!??). On the other hand, specific criteria mean that you need new cars and you need to upgrade them. it's a squeeze tool.

    Tune In To The Future :| This part is still hard to grasp. I fear it might alter the game in a way alienating veterans.



    Post edited by 01718 on
  • gegegege Posts: 9
    HeissRod said:
    Not too crazy about that 'Tune Into the Future' section.

    1) The post discusses being able to earn a "variant" of the 991 Turbo S, to go through some story/challenge mode. Does this mean a pack could drop a 991 Turbo S that can't go through this mode?

    2) The post also discusses earning tuning parts, which could be applied to any vehicle, which improves it's stats. You wouldn't be able to just look at a car and know you could beat it. The vehicle would need some sort of identifier on the front of the card saying that it had a tuning part or you'd have to flip the card over and search.  Even if it did have the identifier tag, you'd still need to flip and study.  Not exactly good when trying to race quickly at event ends.

    3) In addition to to having to take time to flip and study, for those people that test and capture times, this would make that process exponentially larger as there would be many more combinations. :(
    1) Similar to other ideas, the effort to do something will be designed as let's say '5 weeks'. If none of that effort is in the acquiring of the car, all that time will be in the 'upgrade journey'. If acquiring the car is half the effort, the upgrade journey can be shorter. I imagine car variants would be similar to prize cars or available to earn in a specific mode. Some tuned cars' originals are likely to be Rare to Ultra Rare, we lose an interesting part of the journey if earning those isn't part of it, as many players would already own the original car.

    2) I agree, we would want better messaging on setting a player's expectations on what would win, if we change the performance in subtle ways

    3) In another thread, it's discussed how a compiling of a list of times will affect the game. Notably, more strategy with tiny performance upgrades would weaken the power of such a list.
    mauro07 said:
    flexible criteria means no sedan or roadster or the same criteria you use now? it's easy, you have a lot of tags not used in events.
    I use every tag I can make good events out of. Good events means 'lots of people can join', and that's the challenge for smaller groupings of cars. Events are, in part, balanced by how many players join the event. The strategy the few months has been to construct events that more people can join - not sure the long term effects of this, but more people do play these easier to enter events.
    As for wanting tuners? I’ve never heard anyone mention this, just seems an over complication for the sake of saying you’re adding something new.  

    I wish the fixes and corrections on the basics of the game that people actually want would get priority, sorting clubs, changing things up in events on a regular basis, fixing late joining fiasco properly, that kind of thing. 
    Lots of tuners are suggested in the car lists we compile. It's not particularly complicated or novel. Features are in part determined by how complicated they are and their relative risk, based on whether they work well in other successful games.

    But the reason we have a full team on Top Drives is to make big moves, so we do want to add big new parts to the game. We've grown the product the last 2 1/2 years, which means lots of those small issues and quality of life fixes have gotten fixed too. Like all games, there are always more that could be made.

    Top Drives' popularity also comes from its deep selection of cars. As we exhaust most available manufacutrers, aftermarket tuner companies rise to the top of the list of desirable, future brands. Ideally, I want to do something special with them, hence the post thinking aloud on the options available.

    it will be possible that a well tuned SR becomes superior to a UR

  • Hutch_RobinHutch_Robin Posts: 940 admin
    gege said:
    it will be possible that a well tuned SR becomes superior to a UR
    Certainly. I don't know if you're posing this as a positive or negative, but I'll lay out some of my competing thoughts on such a feature. They won't all necessarily be consistent with one another, as they can push in different directions.

    1) Like upgrades do, it will make lower Rarity cars more competitive with higher Rarity cars
    2) With a new system, can come new rules. Maybe you're only allowed to use Tuned cars in Tuned events, maybe you have a limit on Tuned cars in regular events.
    3) If Tuned cars are only used separately, do we have an entire tuned campaign that takes you on a journey to start upgrading your cars? So a hard mode, but with the added spice of things to earn that can help out the strength of your currently owned cars.
    3) Maybe RQ changes for cars once Tuned
    4) If we're moving towards more ties/draws, we can avoid this with you earning a part from a challenge that gives you the ability to edge out your opponent's Datsun 240Z Rally Car, 
    5) It's an alternative to going wider and wider with TD. The only reason TD does this is: part of our appeal is our wide selection of cars, but also, our upgrade system is very short compared to similar games. So instead of wider, we go deeper, where you can do more with the cars you already own. Special versions of tuned cars are a barometer of how far you've taken a particular car.
  • BasilBasil Posts: 366 ✭✭✭
    gege said:
    it will be possible that a well tuned SR becomes superior to a UR
    Certainly. I don't know if you're posing this as a positive or negative, but I'll lay out some of my competing thoughts on such a feature. They won't all necessarily be consistent with one another, as they can push in different directions.

    1) Like upgrades do, it will make lower Rarity cars more competitive with higher Rarity cars
    2) With a new system, can come new rules. Maybe you're only allowed to use Tuned cars in Tuned events, maybe you have a limit on Tuned cars in regular events.
    3) If Tuned cars are only used separately, do we have an entire tuned campaign that takes you on a journey to start upgrading your cars? So a hard mode, but with the added spice of things to earn that can help out the strength of your currently owned cars.
    3) Maybe RQ changes for cars once Tuned
    4) If we're moving towards more ties/draws, we can avoid this with you earning a part from a challenge that gives you the ability to edge out your opponent's Datsun 240Z Rally Car, 
    5) It's an alternative to going wider and wider with TD. The only reason TD does this is: part of our appeal is our wide selection of cars, but also, our upgrade system is very short compared to similar games. So instead of wider, we go deeper, where you can do more with the cars you already own. Special versions of tuned cars are a barometer of how far you've taken a particular car.
    Point 5) => what about my idea of upgrading = https://forums.hutchgames.com/discussion/10060/fusing-system-rq-update#latest

    I'm a bit afraid that with expanding tuning we will loose the overview and , like said before here , you will have to flip the card or run over 20 stats to see if you can beat a car. I understand the reason behind (sell tuned parts :-) ), but keep it simple or people will loose interest in the game. That's my opinion.
  • Hutch_RobinHutch_Robin Posts: 940 admin
    Basil said:
    Point 5) => what about my idea of upgrading = https://forums.hutchgames.com/discussion/10060/fusing-system-rq-update#latest

    I'm a bit afraid that with expanding tuning we will loose the overview and , like said before here , you will have to flip the card or run over 20 stats to see if you can beat a car. I understand the reason behind (sell tuned parts :-) ), but keep it simple or people will loose interest in the game. That's my opinion.
    I like the idea of fine tuning an upgrade and slowly being able to slightly improve existing cars. I'm really looking for new gameplay and new metagame depth to add to the endgame here.

    The system you propose while having a very hard to maximise top end, is very hard to understand the consequences of i.e. how good does a specialist uncommon get when you apply Epics/Legendaries to it. It's certainly interesting! It rewrites too much of TD to be used in this particular game though.
  • Hutch_RobinHutch_Robin Posts: 940 admin
    edited June 23
    No Robin, they didn't suggested, they've been asked, you asked from the players for a list of tuners and community answered to that,
    nobody asked to introduce tuners in the game, they all been asking about manufacturers, either new ones or add new cars in the existence ones. RUF is the red line as a "manufacturer"....
    There is a gray area already with the motorsport and concept cars that we can't find real life stats to compere them with the in game ones, imagine having tuners with their "wish dream car never test it" claiming that produces 3000 bhp and 0-60 in 1 sec in a simulator.

    -Lets be honest, licensing of tuners are cheaper or even free and manufacturers aren't.
    -with the imaginary cars you can play the stats without control of the community

    -and last but not least, the whole road map describes a different game, please don't take it too far, begin to develop top drives 2 if you want but don't ruin this one.

    You've been suggested how the upgrading part could change without ruin the game(Ozzman presented it very well)
    You've been suggested how you could fix over fill brackets, plz consider this changes first.
    Yes, they have. I have asked for community help on prioritising tuning companies. That helps inform which tuner companies we should prioritise reaching out to from the list of suggestions.

    In terms of new manufacturers we can licence, that list is getting smaller. There are fewer manufacturers ahead of us than behind us. We will seek to get additional models in line with new models, manufacturers suggestions and player suggestions, as we have been doing for some time. As above, we will also be seeking models from aftermarket performance tuners.
    -Lets be honest, licensing of tuners are cheaper or even free and manufacturers aren't.
    That is not true.
    -and last but not least, the whole road map describes a different game, please don't take it too far, begin to develop top drives 2 if you want but don't ruin this one.

    You've been suggested how the upgrading part could change without ruin the game(Ozzman presented it very well)
    You've been suggested how you could fix over fill brackets, plz consider this changes first.
    It describes a game that is looking at growing further. This is why we have a full team on the game, not to only add quality of life changes and bug fixes, but to grow the game and its audience. As we have grown, we're able to spend more time making those smaller improvements. If we hadn't grown the game to where it is today, most of the quality of life changes we've made wouldn't have been made.

    If you are against big new features and think we should stop the growth of this product and release a separate, new product, I'm not sure what to say to that. I would rather keep a full team on TD and grow the team and game further than work on a TD2.
  • D3nzelloD3nzello Posts: 126 ✭✭✭
    I use every tag I can make good events out of. Good events means 'lots of people can join', and that's the challenge for smaller groupings of cars. Events are, in part, balanced by how many players join the event. The strategy the few months has been to construct events that more people can join - not sure the long term effects of this, but more people do play these easier to enter events.
    obvsly the more players enter an event the better, but at some point you just hit that wall where you cant climb up the ladder due to a weak deck and a player is stuck around rank 80 to 120 for example. which takes out the motivation to keep on playing further and just deal with 7 tickets played.
    now, Im not complaning about that, its totally normal, if you have the best deck you win, its ok....but will the tuning aspect have such an impact for us lower trophy folks to actually have some sort of motivation to keep on playing for the whole duration of an event and not just 1h over a 2 day period?
    been playing for almost a year and I find it not very appealing logging in to play events where I know theres no chance getting pass rank 150 or something.
  • MrpiratepeteMrpiratepete Posts: 968 ✭✭✭✭✭
    I would rather keep a full team on TD and grow the team and game further than work on a TD2.
    I personally like the sound of that.
  • AndreasSimmerAndreasSimmer Posts: 1,927 ✭✭✭✭✭
    edited June 23
    Well said Ozzman and Yama San
  • REALAISREALAIS Posts: 904 ✭✭✭✭

    I can relate to events. If I am in top30, I will spend more tickets. I am Top10, I will use close to maximum tickets.
    If I am in T4 at best, I am not playing more than 5 tickets. And just wait to collect rewards. Yes, I am low Trophy player, 7k. But I need to race 10k, 20k, 30k players...

    I am actively playing around 30% of events, because I am f2p. And I have around 1k cars, mostly low RQ ofc. Challenges are keeping me active for now. 
    If I would look to year ago, I am playing game at least 3x less. Yes, mostly because of nerfing smurfing. I dont need to hustle so much to earn cash.
    I dont play clubs for 3 months already because it is unplayable of Connection bug all the time. It sounds ridiculous, but to have this particular bug for 3rd month in a row it is fustrating. 

  • gegegege Posts: 9
    gege said:
    it will be possible that a well tuned SR becomes superior to a UR
    Certainly. I don't know if you're posing this as a positive or negative, but I'll lay out some of my competing thoughts on such a feature. They won't all necessarily be consistent with one another, as they can push in different directions.

    1) Like upgrades do, it will make lower Rarity cars more competitive with higher Rarity cars
    2) With a new system, can come new rules. Maybe you're only allowed to use Tuned cars in Tuned events, maybe you have a limit on Tuned cars in regular events.
    3) If Tuned cars are only used separately, do we have an entire tuned campaign that takes you on a journey to start upgrading your cars? So a hard mode, but with the added spice of things to earn that can help out the strength of your currently owned cars.
    3) Maybe RQ changes for cars once Tuned
    4) If we're moving towards more ties/draws, we can avoid this with you earning a part from a challenge that gives you the ability to edge out your opponent's Datsun 240Z Rally Car, 
    5) It's an alternative to going wider and wider with TD. The only reason TD does this is: part of our appeal is our wide selection of cars, but also, our upgrade system is very short compared to similar games. So instead of wider, we go deeper, where you can do more with the cars you already own. Special versions of tuned cars are a barometer of how far you've taken a particular car.

    I see it in positive
  • mauro07mauro07 Posts: 2,964 ✭✭✭✭✭
    fix bugs... no small team? now you have a team only fot TD... come on.. fix this bugs and this issue as Ozzman and other players write
  • Hutch_RobinHutch_Robin Posts: 940 admin
    mauro07 said:
    fix bugs... no small team? now you have a team only fot TD... come on.. fix this bugs and this issue as Ozzman and other players write
    We are fixing bugs and releasing updates more frequently to do so. This is a thread discussing big picture features, part of continuing to grow the game.
  • thebigbadwolfthebigbadwolf Posts: 230 ✭✭✭
    And how long is that "Tune in to the future" update away? Any estimate?

  • chemineecheminee Posts: 145 ✭✭✭
    - EXPAND CHALLENGES LIKE THE ONE-77 CHALLENGE. i did not even get the bulldog but i m hoping for more events like that and i m hoping to have the required cars next time

    This! More challenges like this please.
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