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GME: The HEDGE Funds GAME; Pigs Get Fat, Hogs Get Slaughtered

GME: The HEDGE Funds GAME; Pigs Get Fat, Hogs Get Slaughtered

Pigs Get Fat, Hogs Get Slaughtered
There are many different players in this game, all very complex with many levels similar to an onion.
Whether they are a market maker, hedge fund, quant, institution, etc they all most likely have a long and short book for their investments. The most common reason for this is taxes. The short book is usually based upon technical analysis and will be taxed as short term realized capital gains. The long book is based upon fundamental analysis and will be taxed as long term realized gains. https://www.investopedia.com/terms/c/capital_gains_tax.asp
The U.S. capital gains tax only applies to profits from the sale of assets held for more than a year, referred to as "long term capital gains." The rates are 0%, 15%, or 20%, depending on your tax bracket. Short-term capital gains tax applies to assets held for a year or less, and are taxed as ordinary income.
I'll stick with the short term for this piece and what may come next for the price of GME.
The last few weeks has given their AI algorithms a tremendous amount of data. One of the key data points that they have learned is that, in this instance, retail will buy no matter what the price is, for now. There is an extremely high emotional involvement with this stock and they can tell this by the feedback the system has received.
There should be a third wave up in the stonk, the question is how high will it go?
You have to come to terms with the FACT that the stock market is a rigged casino, but more importantly it is a fucking DRUG and you all are the money junkies. This is a major part of the GAME. They are money junkies too but in a more controlled manner. They work similar to how a pro sports team operates. They have management meetings where the best available info is presented to the Chief investment Officer of that fund. He collaborates with his crew making decisions with large amounts of capital (hundreds of millions to billions). The retail investor are self directed individuals that are more susceptible to emotion which makes them chase after the herd.
They jacked you up with the good shit for a few weeks, giving you hit after hit after hit of that pure Moon juice, making you feel like you are in a rocketship on autopilot to the Moon! Just like any dirty gorilla pimp they get you hooked then smack yo ass down...bitch. They made you watch as they took your money dreams and beat it with a red hot wire hanger for days. We know they are the bad guys in this movie and now you want revenge; your coming back for more. You need that hit again as you feel your brain shriveling up like a grimy old rotten prune. Another whole weekend jonesin' for that money drug hit. Sure, they'll put that wire hanger back on the stove to give you that rocket sauce again...the question is how much? Will it be enough to get you back to where you need to be? Could they be crazy enough to crank it beyond 483? 600? 1000!?
I don't think so, and I don't recommend that rocket dream to anyone out there even with money that they can afford to part with. Wall St. is famous for selling you that get rich quick money dream while giving you the fix you crave. That second big hit is usually never as good as the first, but you still crave it and they know that. Then using the old hood street hustle, a dude dressed like a lady at night, lures you in and clocks you over the head behind the dumpster at Wendy's and hot rods you for everything you got. Don't get tricked!

Elliott Wave Theory

They will use this against you almost every time.
Ralph Nelson Elliott developed the Elliott Wave Theory in the 1930s.1 Elliott believed that stock markets, generally thought to behave in a somewhat random and chaotic manner, in fact, traded in repetitive patterns.
Market psychology shows up on charts.
Elliott proposed that financial price trends result from investors' predominant psychology. He found that swings in mass psychology always showed up in the same recurring fractal patterns, or "waves," in financial markets.
I hope this can help bring some clarity to the situation. Its not the end all be all by any means, just another piece of the puzzle.
https://www.investopedia.com/articles/technical/111401.asp

Short Term Stonk Prediction

There should be a third wave up in a downward correction pattern. It looks like it has been accumulating and put in a quick bottom last week for the next run up. It looks like it can easily whipsaw back up to 212 - 222 and fill the previous gap down from Mon into Tues.
First, it has to run through 100 - 112, then test and break 150 - 158. There wont be much resistance if it can break through 158 then it should be testing 212 - 222 area in no time judging by the way this stonk moves. This should be the top of the third wave up.
If you see big volume come in at any point, knocking the price back and letting it rise over and over not allowing it to break out and run over any resistance level; that means its time to take your profits and hit the bid to get the fuk outta there or risk having "diamond hands" holding a leaky sack of stinky shit while your wife packs her suitcase and the kids to go stay at her mother's house "just for the weekend".
You may only have one or two days once it starts to be a hero and print a winning ticket, they do not give you much time to make a decision while your high on their Moon Rocks. Those that hold get the mental red hot wire hanger beating again. This time it goes even lower making you puke your guts out in the toilet with a fever as you rest your hot face on the cold dirty tile floor.
The fourth wave down, up, and down could go to 60-40, then bounce up to 100 area then down to 40-20 as it trickles off into the sunset. This will leave countless retailers holding shitbags for the long term. I'm not saying it's a bad stonk and we like the stonk but not at these levels for a long term investment. Its clear the big players don't either this is why it fell fast and hard on little volume. The smart money is not going to step in at absurd prices. They don't try and catch falling knives, they drop them on you.
Based on the options open interest for Feb (including weeklys) they would like it to close around the 40-60 range every Friday until Feb expiration. I would expect it to pop up and then get shorted hard into this Friday, then do the same the next week.
I wouldn't be surprised if it had a gap up this coming Monday 2/7/21 just to get everybody all hyped up on the rocket juice again.
You better believe they are taking rips up and down this bitch while selling you OTM options that they will make sure expire worthless.

Conclusion

Fundamentally GME is a turnaround play and that usually takes some years to make happen with the size of a company like this. They have a lot of brick and mortar to pear down over the years in their transition to digital. They should have followed the Gamefly or Steam model a long time ago. Then again, its very difficult to pivot a large company especially when they are heavily invested in physical locations as their primary revenue stream. It may not be too late, they already have decades long relationships with product distributors, they just have to build their online portal out better and cheaper than their competitors.
You can h8te on this post all you want if you're a GME fanboy. I like and play video games just as much as the next person and I bought many titles at GME. I am just trying to give you guys and girls a glimpse into how the pro's play major league ball. If you want to step out onto the field against the Wall St. gang be ready because NOW they are going to put an Ace out on the mound and hes' got Vaseline, sand paper, pine tar, and everything else up his sleeve.
BTW they own all the umpires too. Just cuz you think you got a grand slam in the first inning while their minor league tryout was caught sleepin' on the mound doesn't mean come second inning they are going to let you crack another one over the fence again. Don't fuckin' cry when the ACE sits your ass down in three pitches cuz you were dreaming of rocketships and drinking moon juice. That's on you.
Be smart, don't be a HOG, print a Winning ticket!!
Take Care,
DISCLAIMER: This is in no way intended as financial advice. I do not advocate anyone take action in response to this writing. This is a fictional post based on how I might play it. I do own the Stonk. Ask your financial professional if shit like this is right for you.

For more content like this please follow me and join Secrets_of_WallSt
submitted by WallSt_Sklz to Secrets_of_WallSt [link] [comments]

I am 36 years old, make $66,900, live in Portland OR and work as a Data Coordinator.

Section Zero: Background
Hello all, happy hoildays! I stumbled upon this subreddit not long ago and have enjoyed the commentary and experiences everyone's shared. Wanted to add another perspective from a mid-30s first-gen American. I've had some missteps regarding careers and finances, but I feel like I'm in a slightly better place now. I tried YNAB in the past but I wasn't consistent enough with it. These days I use Mint to monitor my finances and have a "Finance Friday" each month to review all my accounts and spending. I currently live with my partner TJ and his dog RR. We do not combine finances, but he has been unemployed since March. I have helped him with some bills and basic necessities here and there until he finds his next job or career.
My current financial goals are to just maintain a status quo and not get any debt until pandemic times are over. Then I will focus on a house remodeling fund and savings for taking care of my parents.
Growing up, what kind of conversations did you have about money? Did your parent/guardian(s) educate you about finances? My parents taught us about money from a frugal perspective. They are immigrants who worked in food service/factories. There was always this “save save save” mentality. Even when they started their own small business, we saved like there was no tomorrow. In high school, my calculus teacher bought us all “The Millionaire Next Door” book and had us read it as an assignment - that was my first structured introduction to finances.
Did you worry about money growing up? No, there was always food on the table and a roof over our heads. I knew that our extended family would support us if needed.
Was there an expectation for you to attend higher education? Did you participate in any form of higher education? If yes, how did you pay for it? Yes. My dad didn’t finish the high school-equivalent in their country, while my mom did finish high school, but no college. My older and younger siblings took a different path in life after high school. I am the first and only in my family to graduate from college. My parents covered all tuition for my two bachelor degrees with the agreement that I support them fully during their retirement and send them gifts/extra money whenever I can. I feel very lucky and privileged that they were able to provide that education for me.
At what age did you become financially responsible for yourself and do you have a financial safety net? 24 when I went on a work holiday abroad. My family was always available to help when needed, but the experience abroad helped me stand on my own feet. As an adult, I also inherited that “save” mentality and put a lot of my earnings towards savings. I didn’t date until my 30s, lived frugally, didn’t go out to eat/hangout with people, shopped thrift stores, and had very few hobbies. I am starting to “live a little” now though.
Do you or have you ever received passive or inherited income? Aside from the tuition, my parents have helped with a down payment for my first house and living costs during periods of unemployment.

Section One: Assets and Debt
Retirement Balance
If the place I was working at offered a 401k, I would always contribute up to the company match. I started my IRA in my mid-20s and would try to contribute the yearly max. I've stopped that the past 2-3 years though. My Other Brokerage is some play money, but I got tired of staring it and switched to index funds. I haven't contributed anything to it in a few years.
Equity if you're a homeowner
Purchased my first home for $382,000 with 20% down, right before lockdown earlier this year. Perfect timing, right?? I plan to live here until my retirement. My parents contributed $15k while I used most of my savings for the rest.
Savings account balance: $3,073
Checking account balance: $7,800
Credit card debt: I charge everything on my credit card for the points, then pay it off each month using my checking account balance.
Student loan debt: Traditionally no student loan debt as mentioned in Section Zero.

Section Two: Income
Income Progression (listed as gross income with cost of living area):
High School
College and first “career” job
Mental health break
College (again) and second “career” job
Third “career” jobs

Main Job Monthly Take Home:
Monthly Net (paid bi-weekly): $2,758
Deductions:
Side Gig Monthly Take Home:
No side gigs at the moment, but I am thinking of signing up on Upwork.com and doing Excel/data entry projects to help pay the mortgage.
Other Income: TJ’s friend will be staying with us for a month in January, who will pay rent of $800 including utilities. Depending on how that goes, we may take on a roommate in the spare bedroom long-term.

Section Three: Expenses
Mortgage - when I bought the house, the plan was that I would charge TJ a portion of the mortgage costs as “rent”, but since his unemployment I am now covering it all myself.
Regular Monthly Payment: $1677.57
HOA: $30/year
Retirement contribution: Nothing additional than what's been mentioned.
Savings contribution: I used to do $50-100/month, but since COVID I’ve stopped contributing to my savings account.
Investment contribution: None at this time.
Debt payments: $100/month towards TJ's credit card balance of $2,307.
Donations: $10-20/month, usually towards Omaze or Planned Parenthood.
Utilities:
Cellphone: On my parents plan.
Subscriptions:
Gym membership: Pre-COVID I did Orangetheory for a year. I started to pick up free exercise equipment from Craigslist this year, so we have a small garage gym now and utilize YouTube exercise videos instead.
Pet expenses: $10/month. TJ has stockpiled some Costco canned dog food before unemployment, but once that runs out I will likely cover the costs. We also started to make homemade dog food to help supplement.
Car insurance: $460 every 6 months. Car is paid off.
Regular therapy: I will start in the new year. Not sure what the costs are yet, but I will use my HSA to pay.
Vitamins/Medications: $20/month
Groceries & household items: $75/month
Miscellaneous (eating out, house purchases, gifts, etc): $100/month

Section Four: Money Diary
Monday
6:30am Neighbor starts up their truck. We joke that it's our natural alarm clock. They idle for about 15 minutes before heading off. I go back to bed.
9am My real alarm goes off. I put the electric kettle on for some morning tea. While it's boiling, I do my morning routine: drink glass of water, take synthroid, use bathroom, brush teeth, quick shower. I then make tea - Jasmine Pearl English Breakfast with dark forest mix. I started ordering loose leaf tea in large amounts back in March instead of small bags or single serving packets. Seems more economical since I drink it daily. I let the dog out into the backyard so he can do his morning routine.
9:30am I go through my daily tasks for work. They entail checking processes and reports to make sure they ran successfully overnight. I then answer some emails and catch-up on Slack channels.
12pm Lunch is leftover roast chicken and quinoa from Saturday. I heat it up in the instant pot. Love that thing! Almost every meal of ours involves the instant pot. We hardly use the stovetop. We then walk the dog to the business park across from our neighborhood. There's a very short trail that runs along a drainage creek by the business park. It's quite muddy, but has a nice woodsy feeling. Over the summer, we saw sumac trees there as well. Free sumac spice!
1:30pm Department meeting on Zoom. Our director announces his resignation on the call. Everyone is shocked! Layoffs were announced for next year but this was not a part of it. I think it's a good move for him and he doesn't have to have this worry of layoffs over his head.
3pm I meet with an engineer from another team and talk about a data source they are in charge of. He helps me out in understanding it and we identify most of the fields that I need for a project I’m starting.
5:30pm I check in with my partner. He's been watching LinkedIn tutorials on internal recruiting, job coaching and general computeoffice skills. It's a career change that he wants to make - something where he can talk to and help people. He doesn't have a bachelor's, only an associates, and hopes these tutorials will get him a leg up in the job search. I sent him some entry level HR admin roles the other day and remind him to apply. I then heat up leftovers: homemade chana masala and rice. I add some butter and coconut milk to thin it out, so there's enough for both of us.
10:30pm I take some magnesium, vitamin D and Airborne. I say goodnight to the dog who sleeps in the office. Then I say goodnight to TJ. He sleeps in the spare bedroom on weeknights due to his snoring keeping me up. I'm a light sleeper while he is a pretty deep sleeper.
Daily total: $0
Tuesday
9am I check Reddit Secret Santa. My match seems like a really good person. Not sure what to get, but most likely will purchase something off their wishlist. I wish I was more creative with my gift giving.
11am Meeting with business stakeholder. She submitted a few changes to an existing data process about a month ago. I make the change while on the call and have her test. Success! Marking it off the todo list. I love when we can finish things directly on a call.
12:30pm I come out of my office to make lunch. I notice my partner is not home. I check my messages and see that he's stepped out to pick up a few things. I ask for celery, carrots, and kombucha. $17. I make a quick charcuterie board for lunch: Costco salami, cheese, homemade hummus and Triscuits. It's a simple, fast meal that’s always in our rotation.
2pm My partner is back and we take the dog out for a walk and quick round of disc golf at a nearby park. We mask up and play only a few holes. Disc golf is a pretty frugal activity, you only need 2-3 discs to get started. TJ remarks that my throws are getting better, but then again they weren't great to start with. We talk about Christmas/Birthday gifts on the way back home since he was born on New Years Day. He mentioned snowshoeing but asked to not spend that much. I'll do some research!
5pm I think about personal career projects. Should I put up a portfolio of projects somewhere? I decide to try and pull some Yelp data. There’s not a lot of data points that I was interested in. Regardless, I tinker with it for an hour. TJ asks if I'm hungry. I said not so much, but felt thirsty. Maybe some ginger soup tonight?
7:30pm Dinner is served - ginger carrot soup made in the instant pot. We eat some rice crackers with it. Lately I feel like we've been eating more vegetarian dinners. It definitely helps stretch our food budget. We end the evening by finishing Fargo season 3 on Hulu.
Daily total: $17
Wednesday
1:30am I'm woken up by the dog. He's been sneezing a lot and wheezes at random intervals. TJ doesn't have the money for a vet visit but I've offered to pay as long as he calls to make the appointment. I give the dog some coconut oil, rub his belly until he seems better and go back to bed.
7am Garbage day. We usually put it out the night before but I forgot. I get up to go, but TJ handles it. I think, at least. I'm too sleepy to pay attention and go back to bed.
9am I wake up and rinse some dishes that have piled up and put them into the dishwasher. We both grew up in households that had a home dishwasher, but forbade from using it. It was drilled into us that hand washing saves more water, unless you had a restaurant/industrial dishwasher. I think with modern home dishwashers, that's changed, so I wanted to try it out with our dishwasher and monitor the water bill. Don't have any dishwashing pods or powder, so I put some OxiClean in it.
12:30pm I overhear TJ on a call with a recruiting agency. It seems to be going well, lots of laughing. I heat up some taco lasagna that I freezer meal-prepped last month.
2pm Collaborate on a project at work with an engineer. My manager put me on this project since I was asking for an assignment on a more technical team. I'm learning tidbits here and there, but I don't feel like it's structured enough.
5pm I do an Orangetheory-At-Home workout and try to break a sweat. It's not the same as going to their studio.
6pm Charcuterie for dinner. Our fridge is full of store-bought and homemade pickles that go super well on a charcuterie board.
Daily total: $0
Thursday
7am I wake up tired. The house has been feeling more cold, which woke me up a few times. We keep the temp at 72F during the day, at night around 68F since we thought the bedrooms keep the heat in pretty well. My mistake!
9am I do my usual morning routine and login to work. My team mostly spends the morning sending each other emojis.
11:30am Lunch today is mini quiche, frozen chicken and veggie entree, and hot dogs. Not the most cohesive meal, but it fills the belly.
12:30pm TJ heads out to his mailbox that's 30 minutes away. He is still waiting on his tax return and a 401k withdrawal. His taxes had to be filed by mail for some reason, then the IRS office shut down due to COVID. So he wanted to see if it arrived yet at the mailbox. He also takes the dog to the vet's urgent care on his way. They didn't have any regular openings available until the end of the year, and the dog seemed to be getting worse. I give TJ $40 to mail a gift package to a friend in France and also reiterate that I'll cover the vet bill when he gets it.
4:30pm I pay some bills, my favorite activity (not)! Sewer bill: $59.44 (billed every 2 months). Geico bill: $459.60 billed every 6 months. Then I follow up with my mortgage officer over email. I had sent her some documents for a refinance quote last week, but haven't heard back. Rates keep dropping, so I'm told, but what does that really mean? I do some research on realestate.
5pm TJ messages me and says he'll be back for dinner. I ask him to pick up some Popeyes via drive thru since we both don't feel like cooking today. Popeyes is currently our fancy “going out to eat” food. $24.17 for a 4pc dinner meal and a 2pc dinner meal.
Daily total: $583.21
Friday
8:30am Busy morning at work. My phone is buzzing with emails and Slack messages. I try to answer them while I make tea.
10am Zoom Department happy hour. We reminisce about our director and then play those Jackbox party games. Some of them are hard!
11am TJ asks if he can make me anything for lunch. He suggests savory oatmeal, quick and easy. I tell him that I really appreciate him making meals/doing chores/etc without me prompting. We've been having conversations about "house project management" and mental load because I did most of the chores or I had to continually remind/tell him to do it. I'm really happy to see us progress on this front. I decide to work through my lunch break so I can end the day early. I don't often do that, but I'm ready to get the weekend started.
2pm I check on TJ in the spare bedroom and ask if the dog has been fed yet, since he was nipping at my feet. I notice something off about TJ and ask how he is doing. TJ is depressed about his personal life, career, finances. He doesn't know what to do, spends half the day meditating and reflecting on past trauma. I've been prodding him to get a therapist but he is confused about his insurance. He makes an appointment with a primary care doctor first. I feed the dog some homemade dog-friendly beef stew.
4pm My mom swings by the house (but doesn't enter). She currently works at a school who distributes free USDA food boxes since March. There's often many boxes leftover that would go to waste, so she will grab a box for us. Onions, potatoes, beets, turnips, eggs, cheese, butter, frozen veggies and frozen chicken. She also brought her vintage pasta maker. I asked last week if she ever used it these days and her reply was “no, feel free to have it”. I love pasta and noodles and figure it would be great to make it ourselves as a frugal hobby.
8pm We catch up on Mandalorian and watch silly Youtube videos before heading off to bed.
Daily total: $0
Saturday
9am I open up my web browser and look at Craigslist and NextDoor for free stuff. I've been scouring for free landscape rocks, pegboards, and wood for house projects. I had this grand ambition to redesign our backyard. It faces our neighbor and currently the fence is pretty low. They can see into our kitchen and bedroom and we can see them. But y'know, COVID and going from dual income house to single income means it all has to be put on hold. So I've been looking for free items in the meantime. Over the past months, I've gotten planter pots, plant cuttings, a raised bed, stepping stones, all from free listings. I don't see anything worthwhile so I go and make some tea.
11am I look at Amazon and make some purchases for Reddit Secret Santa. A foodie kit, DVD of their favorite movie, and some cute pens for their writing hobby. $54. I hope they like it!
12pm TJ heats up leftover stir-fry for lunch for us. I put on some Binging with Babish and we watch how to make pasta. We have a plan - TJ makes the pasta, I make the sauce. Perfect date night activity at home. We watch some more videos on pasta and noodles to educate ourselves.
4pm I start prepping veggies. Big batch of onions, canned tomatoes, ground beef and butter in the instant pot. Meanwhile, TJ works on the pasta by following Babish's instructions.
7pm We gorge on fresh made pasta and bolognese sauce. It's so good! We end up watching Fargo.
11pm Usually I'll be in bed by now, but it's a Saturday and not tired yet (probably because of all that pasta). We play some Kirby's Dream Course on the Switch.
Daily total: $54
Sunday
10am Quick walk around the neighborhood with the dog. He's on a new routine now with the medicine he's taking. It seems to be helping his breathing issues.
11am The pasta maker and flour is still out since we didn't clean up yesterday. There's some old pie crust in the fridge so I roll it out with the pasta machine for mini quiches. (Sally's Baking Addiction blog is my go-to place for her all-butter crust and quiche recipes btw). TJ helps by mixing up the eggs.
3pm I play some Genshin Impact (GI) on my phone while TJ plays Starcraft in the office. I don't usually play gacha games, but the Zelda BotW-style of GI appealed to me. A gacha game is a game with randomized characteitem boxes that you use real-money to purchase a “pull” or to spin the wheel. I know the gacha parts of the game can be a real money sink if you get addicted to them, it’s almost like gambling. My main team is Fischl, Bennett, Barbara and Noelle. I level up to AR 22 and look up free-to-play tutorials for the game.
6pm There's some leftover pasta from yesterday, enough for both of us. I throw in some roasted beets to round out the meal. We watch more Fargo while eating. Almost done with Season 3!
10pm I find a tour operator who offers a small, socially-distant snowshoeing tour up on the mountain. I reserve for two people - this will be TJ's Christmas/birthday gift. $75. Off to bed for another workday.
Daily total: $75
Weekly Total: $689.79
Section Five: Reflections
Aside from the car insurance bill, this was a typical week for me, COVID or not. We make the majority of our meals at home and usually splurge on drive-thru/delivery once every other week. I may have overspent on the Secret Santa gift, but I don't often give gifts out to friends. It's not something our family does either. For TJ’s Christmas/birthday gift, we usually talk upfront about costs. I’ve gifted him fancy restaurant experiences the past 2 years, since we can share that experience, but obviously can’t do that now. Snowshoeing is a nice change of pace.
The conversations with TJ this week have given me thought on how to approach him differently about finances and working together in a relationship. I’m still unsure about the future financially, particularly as my parents near retirement age and that TJ has pulled out his 401k to pay his debts. I don't know if I can support both my parents and TJ together, so I am finding ways to upskill and/or side hustles without becoming a workaholic or bogged down by stress.
Writing this money diary was also the first time where I really paid attention to my past income and current income. I might be contributing too much into ESPP that could go towards the 401k or mortgage instead? I also seem to have been underpaid for what I did in past jobs, even in a LCOL area.
submitted by throwaway_md_182481 to MoneyDiariesACTIVE [link] [comments]

UnPoPuLaR oPiNiOn: connor is wrong

brought up some good points, but I disagree w/ some; it may be that gacha should have more regulation, but don't think he brought up enough evidence to justify all his proposed policies, some of which I feel would go against the essence of gacha
connor guesses 1/2 of spenders feel regret, and says you can see ruined lives all over the place; like garnt and joey, I really don't have this impression, and would put the estimates much much lower; but, I don't think we can be sure w/out data (which is why you should fill out this survey posted by u/kami4226 lol; data sciens rocks); w/out the aggregate stats on user behavior in gacha, it's really hard to make policies
unfortunately, these facts often don't surface until we see enough really bad victims; w/ this in mind, there's nothing wrong w/ discussing regulations before the heavy lawsuits come it; my disagreement, and where I think joey and garnt were coming from, is that some of connor's suggestions would critically interfere w/ the enjoyment of the gacha mechanic
the key sticking point for me is connor's hard spending cap idea; gacha's fundamentals are in the gambler's feeling of hope; if the game at any point tells me I cannot have what I want, regardless of how much more time and money I'm willing to invest, I would feel robbed of my freedom as an adult; even if the cap was set magnitudes higher than what I'd ever spend, it'll always be in the back of my mind that there might not be light at the end of the tunnel, and I think this breaks the core of gacha
this is my interpretation of what joey and garnt were trying to say, which I agree with
self-bans and self-limits definitely make sense though; since you're the one stopping yourself (w/ some help), the gacha mechanic isn't broken; it'd be a non-intrusive way to stop ppl who understand they have a problem, and it makes perfect sense to learn from the casino's precedence
as for connor's age restriction idea, I can agree w/ having parental caps; gacha is gambling after all, and I think it's up to the parents to decide how much exposure their kid should get; the core mechanic doesn't apply to kids since they're not yeeting their own income; I don't think it needs to be strictly 18+ though; if used properly, gacha might be a healthy/engaging way to help kids manage risk (or teach probability lol)
connor does bring up a good pt abt normalizing money burning; after playing arknights daily for a couple months, I recently became non-f2p by buying their anniversary pack (and still not pulling w lol); if I hadn't seen gigguk's video and found the online gacha community, would I have put down some $70 for a chance at a jpeg?
honestly probably not, but it was fun; I felt the hope of the pull (w/ the painpeko that follows) and got to experience being part of a new gambling tradition in a medium I love; tricked or not, I enjoyed bleeding money, and I'm guessing a good deal of others did too; while we can argue whether this is healthy, I really can't blame the bois for sharing a culture I've come to enjoy
thx for downvoting my clickbait; looking forward to reaction video
ps: I pulled weedy tho (like, twice...)
submitted by gnohuhs to TrashTaste [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]

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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Mega eTextbooks release thread (part-27)! Find your textbooks here between $5-$25 :)

Please find the list below:
  1. Managerial Economics and Strategy, Global 2nd Edition: Jeffrey M. Perloff & James A. Brander
  2. Information Technology and Organizational Learning: Managing Behavioral Change in the Digital Age, 3rd Edition: Arthur M. Langer
  3. Human Anatomy & Physiology Laboratory Manual: Elaine N. Marieb & Lori A. Smith
  4. Principles of Molecular Virology, 6th Edition: Alan J. Cann
  5. The Wiley Handbook of Global Educational Reform, 1st Edition: Kenneth J. Saltman & Alexander J. Means
  6. Prescott's Microbiology, 10th Edition: Joanne Willey & Linda Sherwood & Christopher J. Woolverton
  7. Systems Analysis and Design, 6th Edition: Alan Dennis & Barbara Haley Wixom & Roberta M. Roth
  8. Love and Intimacy in Online Cross-Cultural Relationships: The Power of Imagination, 1st Edition: Wilasinee Pananakhonsab
  9. The Human Organism: Explorations in Biological Anthropology, 1st Edition: Elizabeth Weiss
  10. Nursing Theories and Nursing Practice, 4th Edition: Marlaine Smith & Marilyn Parker
  11. Statistics for Nursing: A Practical Approach, 3rd Edition: Elizabeth Heavey
  12. Life Cycle Assessment of Energy Systems: Closing the Ethical Loophole of Social Sustainability, English Edition: Nicholas Sakellariou
  13. A Practical Guide to Welding Solutions: Overcoming Technical and Material-Specific Issues: Robert W. Messler
  14. Programming the World Wide Web, 8th Edition: Robert W. Sebesta
  15. Maternal and Child Health Nursing: Care of the Childbearing and Childrearing Family, 8th Edition: JoAnne Silbert-Flagg & Adele Pillitteri
  16. Cengage Advantage Books: Culture Counts: A Concise Introduction to Cultural Anthropology, 4th Edition: Serena Nanda & Richard L. Warms
  17. International Management Behavior: Global and Sustainable Leadership, 7th Edition: Henry W. Lane & Martha L. Maznevski
  18. Cultural Competence in Health Education and Health Promotion, 2nd Edition: Miguel A. P¿rez & Raffy R. Luquis
  19. Sub-seasonal to Seasonal Prediction: The Gap Between Weather and Climate Forecasting, 1st Edition: Andrew Robertson & Frederic Vitart
  20. Retail Analytics: Integrated Forecasting and Inventory Management for Perishable Products in Retailing, 2015th Edition: Anna-Lena Sachs
  21. Molecular and Cell Biology of Cancer: When Cells Break the Rules and Hijack Their Own Planet, 1st Edition: Rita Fior & Rita Zilhão
  22. Qualitative Marketing Research: Understanding Consumer Behaviour, 1st Edition: Dominika Maison
  23. Communicating in Small Groups: Principles and Practices, 11th Edition: Steven A. Beebe & John T. Masterson
  24. America's Courts and the Criminal Justice System, 13th Edition: David W. Neubauer & Henry F. Fradella
  25. Services Marketing: Concepts, Strategies & Cases, 4th Edition: K. Douglas Hoffman & John E.G. Bateson
  26. Kinematics, Dynamics, and Design of Machinery, 3rd Edition: Kenneth J. Waldron & Gary L. Kinzel & Sunil K. Agrawal
  27. Essentials of Cultural Anthropology: A Toolkit for a Global Age, 2nd Edition: Kenneth J. Guest
  28. An Anthropology of Learning: On Nested Frictions in Cultural Ecologies, 2015th Edition: Cathrine Hasse
  29. Health Promotion Programs: From Theory to Practice, 1st Edition: Society for Public Health Education (SOPHE) & Carl I. Fertman & Diane D. Allensworth
  30. The American Lab: An Insider’s History of the Lawrence Livermore National Laboratory: C. Bruce Tarter
  31. Food Security and Climate Change, 1st Edition: Shyam Singh Yadav & Robert J. Redden & Jerry L. Hatfield & Andreas W. Ebert & Danny Hunter
  32. Health Assessment for Nursing Practice, 6th Edition: Susan F. Wilson & Jean Foret Giddens
  33. Tobacco Smoking Addiction: Epidemiology, Genetics, Mechanisms, and Treatment: Ming D. Li
  34. Cultural Anthropology: Asking Questions About Humanity, 2nd Edition: Robert L. Welsch & Luis A. Vivanco
  35. Accounting for Governmental & Nonprofit Entities, 17th Edition: Jacqueline Reck & Suzanne Lowensohn & Earl Wilson
  36. Addiction and Change: How Addictions Develop and Addicted People Recover, 2nd Edition: Carlo C. DiClemente
  37. Culture and the Politics of Welfare: Exploring Societal Values and Social Choices: J. Hudson & N. Jo & A. Keung
  38. Essential University Physics: Volume 2, 3rd Edition: Richard Wolfson
  39. Publication Manual of the American Psychological Association, 6th Edition: American Psychological Association
  40. Concepts of Programming Languages, 11th Global Edition: Robert Sebesta
  41. Through the Lens of Anthropology: An Introduction to Human Evolution and Culture, 1st Edition: Robert J. Muckle & Laura Tubelle de González
  42. Practical Research: Planning and Design, 11th Edition: Paul D. Leedy & Jeanne Ellis Ormrod
  43. Environment: The Science Behind the Stories, 6th Edition: Jay H. Withgott & Matthew Laposata
  44. Environment: The Science Behind the Stories, 3rd Canadian Edition: Jay H. Withgott & Matthew Laposata & Barbara Murck
  45. Applied Calculus for the Managerial, Life, and Social Sciences: A Brief Approach, 10th Edition: Soo T. Tan
  46. Essential Environment: The Science Behind the Stories, 5th Edition: Jay H. Withgott & Matthew Laposata
  47. Leadership and School Quality: Michael DiPaola & Wayne K. Hoy
  48. Group Dynamics, 7th Edition: Donelson R. Forsyth
  49. Practitioners' Guide to Human Rights Law in Armed Conflict, 1st Edition: Daragh Murray & Elizabeth Wilmshurst & Francoise Hampson & Charles Garraway & Noam Lubell & Dapo Akande
  50. Educational Administration: Theory, Research, and Practice, 9th Edition: Wayne Hoy & Cecil Miskel
  51. Group Dynamics for Teams, 5th Edition: Daniel J. Levi
  52. Human Behavior and the Social Environment: Shifting Paradigms in Essential Knowledge for Social Work Practice, 6th Edition: Joe M. Schriver
  53. Economics of Development, 7th Edition: Dwight H. Perkins & Steven Radelet & David L. Lindauer & Steven A. Block
  54. Carbon Nanomaterials for Bioimaging, Bioanalysis, and Therapy, English Edition:por Yuen Y. Hui & Huang-Cheng Chang & Haifeng Dong & Xueji Zhang
  55. Canadian Essentials of Nursing Research, 3rd Edition: Carmen G. Loiselle & Joanne Profetto-McGrath & Denise F. Polit & Cheryl T. Beck
  56. Rock Dynamics: From Research to Engineering: Proceedings of the 2nd International Conference on Rock Dynamics and Applications, 1st Edition: Haibo Li & Jianchun Li & Qianbing Zhang & Jian Zhao
  57. Organic Chemistry As a Second Language: Second Semester Topics, 4th Edition: David R. Klein
  58. International Dimensions of Organizational Behavior, 5th Edition: Nancy J. Adler & Allison Gundersen
  59. An Introduction to Group Work Practice, 8th Edition: Ronald W. Toseland & Robert F. Rivas
  60. Bacterial Therapy of Cancer: Methods and Protocols, 1st Edition: Robert Hoffman
  61. Design Optimization of Fluid Machinery: Applying Computational Fluid Dynamics and Numerical Optimization, 1st Edition: Kwang-Yong Kim & Abdus Samad & Ernesto Benini
  62. Children, 13th Edition: John W. Santrock
  63. Retail Supply Chain Management, 2nd Edition: James B. Ayers & Mary Ann Odegaard
  64. Research Methods for Business Students, 7th Edition: Mark N.K. Saunders & Philip Lewis & Adrian Thornhill
  65. Fundamental Principles of Law and Economics, 1st Edition: Alan Devlin
  66. Principles of Economics, A Streamlined Approach with Connect, 3rd Edition: Robert Frank & Ben Bernanke & Kate Antonovics & Ori Heffetz
  67. Mastering AutoCAD 2019 and AutoCAD LT 2019, 1st Edition: George Omura & Brian C. Benton
  68. Finite Mathematics for Business, Economics, Life Sciences and Social Sciences, Global 13th Edition: Raymond A. Barnett & Michael R. Ziegler & Karl E. Byleen
  69. Managerial Accounting: Tools for Business Decision Making, 6th Edition: Jerry J. Weygandt & Paul D. Kimmel & Donald E. Kieso
  70. Modern Principles of Economics, 3rd Edition: Tyler Cowen & Alex Tabarrok
  71. AutoCAD 3D Modeling: Exercise Workbook: Steve Heather
  72. AutoCAD For Dummies, 17th Edition: Bill Fane
  73. Health Promotion in School: Theory, Practice and Clinical Implications, UK Edition: Antonio Iudici M.D.
  74. Criminal Justice: A Brief Introduction, 12th Edition: Frank Schmalleger
  75. Culture′s Consequences: Comparing Values, Behaviors, Institutions and Organizations Across Nations, 2nd Edition: Geert Hofstede
  76. Retailing Management, 9th Edition: Michael Levy & Barton A Weitz & Dhruv Grewal
  77. Cooking: The Quintessential Art: Hervé This & Pierre Gagnaire & M. B. DeBevoise
  78. Cancer Stem Cells: Methods and Protocols, 1st Edition: Gianpaolo Papaccio & Vincenzo Desiderio
  79. College Algebra, 3rd Edition: John W. Coburn & Jeremy P. Coffelt
  80. Algebra and Trigonometry: Real Mathematics, Real People, 7th Edition: Ron Larson
  81. Microbiology Fundamentals: A Clinical Approach, 2nd Edition: Marjorie Kelly Cowan
  82. Culture and Values: A Survey of the Western Humanities, 8th Edition: Lawrence S. Cunningham & John J. Reich & Lois Fichner-Rathus
  83. Operating System Concepts Essentials, 2nd Edition: Abraham Silberschatz & Peter B. Galvin & Greg Gagne
  84. Capitalist Family Values: Gender, Work, and Corporate Culture at Boeing: Polly Reed Myers
  85. Practical Homicide Investigation: Tactics, Procedures, and Forensic Techniques, 5th Edition: Vernon J. Geberth
  86. Research Methods For Business: A Skill Building Approach, 7th Edition: Uma Sekaran & Roger Bougie
  87. Fundamentals of Financial Management, 15th Edition: Eugene F. Brigham & Joel F. Houston
  88. Business Statistics: A First Course, 7th Global Edition: David M. Levine & Kathryn A. Szabat & David F. Stephan
  89. The SAGE Handbook of Qualitative Business and Management Research Methods: History and Traditions, 1st Edition: Cathy Cassell & Ann L Cunliffe & Gina Grandy
  90. Diversity in Organizations, 2nd Edition: Myrtle P. Bell
  91. Macroeconomics, 5th Edition: Manfred Gartner
  92. Goldman-Cecil Medicine, 25th Edition: Lee Goldman & Andrew I. Schafer
  93. Material Culture in Russia and the USSR: Things, Values, Identities, 1st Edition: Graham H. Roberts
  94. Cognitive Psychology: Connecting Mind, Research, and Everyday Experience, 5th Edition: E. Bruce Goldstein
  95. Handbook of Personality Disorders: Theory, Research, and Treatment, 2nd Edition: W. John Livesley & Roseann Larstone
  96. Transformations: Women, Gender and Psychology, 3rd Edition: Mary Crawford
  97. Culture, Leadership, and Organizations: The GLOBE Study of 62 Societies, 1st Edition: Robert J. House & Paul J. Hanges & Mansour Javidan & Peter W. Dorfman & Vipin Gupta
  98. Adolescent Rationality and Development, 3rd Edition: David Moshman
  99. The Wiley Handbook of Action Research in Education, 1st Edition: Craig A. Mertler
  100. Principles of Virology, 4th Edition: S. Jane Flint & Vincent R. Racaniello & Glenn F. Rall & Anna Marie Skalka
  101. Pilbeam's Mechanical Ventilation: Physiological and Clinical Applications, 5th Edition: J M Cairo
  102. Polyoxometalates: Properties, Structure and Synthesis, UK Edition: Aaron P. Roberts
  103. Learning & Behavior: 8th Edition: James E. Mazur
  104. Microeconomics: Canada in the Global Environment, 9th Edition: Robin Bade & Michael Parkin
  105. Fundamentals of Ship Hydrodynamics: Fluid Mechanics, Ship Resistance and Propulsion, 1st Edition: Lothar Birk
  106. Blind Peoples Pragmatic Abilities, 1st Edition: Jolanta Sak-Wernicka
  107. M: Management, 5th Edition: Thomas Bateman & Scott Snell & Robert Konopaske
  108. Munson, Young and Okiishi's Fundamentals of Fluid Mechanics, 8th Edition: Philip M. Gerhart & Andrew L. Gerhart & John I. Hochstein
  109. Conceptual Physics, 12th Edition: Paul G. Hewitt
  110. The Wiley Handbook of Vocational Education and Training, 1st Edition: David Guile & Lorna Unwin
  111. Principles of Marketing: 7th Edition: Gary Armstrong & Stewart Adam & Sara Denize & Michael Volkov & Philip Kotler
  112. Probability and Statistics for Engineering and the Sciences, 9th Edition: Jay L. Devore
  113. Management: Leading & Collaborating in a Competitive World, 13th Edition: Thomas Bateman & Scott Snell & Robert Konopaske
  114. Pediatric and Neonatal Mechanical Ventilation: From Basics to Clinical Practice, 2015th Edition: Peter C. Rimensberger
  115. A New Psychology of Women: Gender, Culture, and Ethnicity, 4th Edition: Hilary M. Lips
  116. Cognitive Psychology: Connecting Mind, Research, and Everyday Experience, 4th Edition: E. Bruce Goldstein
  117. Life-Span Development, 17th Edition: John Santrock
  118. Emerging Genres in New Media Environments, 1st Edition: Carolyn R. Miller & Ashley R. Kelly
  119. Polyunsaturated Fatty Acid Metabolism, 1st Edition: Graham C. Burdge
  120. Biological Psychology, 13th Edition: James W. Kalat
  121. Mosby's Respiratory Care Equipment, 10th Edition: J. M. Cairo
  122. Computational Electromagnetics with MATLAB, 4th Edition: Matthew N.O. Sadiku
  123. Database Systems: Design, Implementation, & Management, 13th Edition: Carlos Coronel & Steven Morris
  124. MATLAB® Essentials: A First Course for Engineers and Scientists, 1st Edition: William Bober
  125. American Corrections: Concepts and Controversies, 2nd Edition: Barry A. Krisberg & Susan Marchionna & Christopher Hartney
  126. Principles and Practice of Phytotherapy: Modern Herbal Medicine, 2nd Edition: Kerry Bone & Simon Mills
  127. Microeconomics, 7th Global Edition: Jeffrey M. Perloff
  128. Modern Industrial Organization, Global Edition, 4th Edition: Dennis W. Carlton & Jeffrey M. Perloff
  129. Chemistry: A Molecular Approach, 4th Edition: Nivaldo J. Tro
  130. Business Communication: Process & Product, 9th Edition: Mary Ellen Guffey & Dana Loewy
  131. Lehne's Pharmacology for Nursing Care, 10th Edition: Jacqueline Burchum & Laura Rosenthal
  132. Florence Under Siege: Surviving Plague in an Early Modern City, 1st Edition: John Henderson
  133. Cultural Anthropology: An Applied Perspective, 10th Edition: Gary Ferraro & Susan Andreatta
  134. Foundations of Business, 6th Edition: William M. Pride & Robert J. Hughes & Jack R. Kapoor
  135. American Law in a Global Context: The Basics, 1st Edition: George P. Fletcher & Steve Sheppard
  136. Psychology of Women and Gender, 1st Edition: Miriam Liss & Kate Richmond & Mindy J. Erchull
  137. All-In-One Care Planning Resource: Medical-Surgical, Pediatric, Maternity, and Psychiatric-Mental Health, 4th Edition: Pamela L. Swearingen
  138. Theoretical Basis for Nursing, 5th Edition: Melanie McEwen & Evelyn M. Wills
  139. Research Methods for the Behavioral Sciences, 6th Edition: Frederick J Gravetter & Lori-Ann B. Forzano
  140. The Practice of Public Relations, 13th Global Edition: Fraser P. Seitel
  141. Basics of Mechanical Ventilation, 1st Edition: Hooman Poor (Author)
  142. Public Relations: The Profession and the Practice, 4th Edition: Dan Lattimore & Otis Baskin & Suzette Heiman & Elizabeth Toth
  143. Introductory Chemistry, 1st Edition: Julia Burdge
  144. Essentials of Statistics for the Behavioral Sciences, 8th Edition: Frederick J Gravetter & Larry B. Wallnau
  145. Molecular Genetics of Bacteria, 4th Edition: Larry Snyder & Joseph E. Peters & Tina M. Henkin & Wendy Champness
  146. Essentials of Biostatistics in Public Health, 3rd Edition: Lisa M. Sullivan
  147. Essentials of Environmental Health, 2nd Edition: Robert H. Friis
  148. Introduction to Linear Algebra, 5th Edition: Gilbert Strang
  149. Positive Psychology: The Science of Happiness and Flourishing, 2nd Edition: William C. Compton & Edward Hoffman
  150. Essentials of Mechanical Ventilation, 3rd Edition: Dean Hess & Robert Kacmarek
  151. The Essential World History, Volume I: To 1800, 8th Edition: William J. Duiker & Jackson J. Spielvogel
  152. Chemistry: An Atoms First Approach, 2nd Edition: Steven S. Zumdahl & Susan A. Zumdahl
  153. An Introduction to Management Science: Quantitative Approaches to Decision Making, 14th Edition: David R. Anderson & Dennis J. Sweeney & Thomas A. Williams & Jeffrey D. Camm & James J. Cochran
  154. Leading and Managing in Nursing, 7th Edition: Patricia S. Yoder-Wise
  155. Fundamental Accounting Principles, 24th Edition: John Wild & Ken Shaw
  156. The Leadership Experience, 6th Edition: Richard L. Daft
  157. Horngren's Cost Accounting: A Managerial Emphasis, 16th Edition: Srikant M. Datar & Madhav V. Rajan
  158. Health Promotion in Nursing Practice, 8th Edition: Carolyn L. Murdaugh & Mary Ann Parsons & Nola J. Pender
  159. Interviewing: Principles and Practices, 14th Edition: Charles Stewart & William Cash
  160. The Wiley Handbook of Problem-Based Learning, 1st Edition: Mahnaz Moallem & Woei Hung & Nada Dabbagh
  161. Astrobiology: Understanding Life in the Universe, 1st Edition: Charles S. Cockell
  162. Plant Physiology & Development, 6th Edition: Lincoln Taiz & Eduardo Zeiger & Ian M. Møller & Angus Murphy
  163. Texas Politics Today 2017-2018 Edition, 18th Edition: Jones & William Earl Maxwell & Ernest Crain & Morhea Lynn Davis & Christopher Wlezein
  164. American Government: Institutions and Policies, Brief Version, 13th Edition: James Q. Wilson & John J Dilulio & Meena Bose & Matthew S. Levendusky
  165. The SAGE Handbook of Diplomacy, 1st Edition: Costas M. Constantinou & Pauline Kerr & Paul Sharp
  166. Astrobiology: An Evolutionary Approach, 1st Edition: Vera M. Kolb
  167. 5G for the Connected World, 1st Edition: Devaki Chandramouli & Rainer Liebhart & Juho Pirskanen
  168. Astrobiology: From the Origins of Life to the Search for Extraterrestrial Intelligence, 1st Edition: Akihiko Yamagishi & Takeshi Kakegawa & Tomohiro Usui
  169. Medical Terminology: A Short Course, 8th Edition: Davi-Ellen Chabner
  170. Financial Accounting: An International Approach: Jagdish Kothari & Elisabetta Barone
  171. Conceptual Physics, 12th Global Edition: Paul G. Hewitt
  172. Diabetes and Exercise: From Pathophysiology to Clinical Implementation, 2nd Edition: Jane E. B. Reusch & Judith G. Regensteiner & Kerry J. Stewart & Aristidis Veves
  173. West's Pulmonary Pathophysiology, 9th Edition: John B. West & Andrew M. Luks
  174. Liver Pathophysiology: Therapies and Antioxidants, 1st Edition: Pablo Muriel
  175. Pediatric Trauma: Pathophysiology, Diagnosis, and Treatment, 2nd Edition: David E. Wesson & Bindi Naik-Mathuria
  176. Pathophysiology: The Biologic Basis for Disease in Adults and Children, 8th Edition: Kathryn L. McCance & Sue E. Huether
  177. Fitzpatrick's Dermatology, Ninth Edition, 2-Volume Set, 9th Edition: Sewon Kang
  178. Stroke: Pathophysiology, Diagnosis, and Management, 6th Edition: A David Mendelow & James C. Grotta & Gregory W Albers & Joseph P Broderick & Scott E Kasner & Eng H. Lo & Ralph L Sacco & Lawrence KS Wong
  179. Pathophysiology, 6th Edition: Jacquelyn L. Banasik
  180. The Heart of Mathematics: An Invitation to Effective Thinking, 4th Edition: Edward B. Burger
  181. The Strategic Management of Health Care Organizations, 8th Edition: Peter M. Ginter & W. Jack Duncan & Linda E. Swayne
  182. Pathophysiology of Disease: An Introduction to Clinical Medicine, 8th Edition: Gary D. Hammer & Stephen J. McPhee
  183. Astrobiology: An Introduction, 1st Edition: Alan Longstaff
  184. Handbook of Astrobiology, 1st Edition: Vera M. Kolb
  185. Pathophysiology: A Practical Approach, 3rd Edition: Lachel Story
  186. Crowley's An Introduction to Human Disease: Pathology and Pathophysiology Correlations, 10th Edition: Emily Reisner & Howard Reisner
  187. Hemodynamic Rounds: Interpretation of Cardiac Pathophysiology from Pressure Waveform Analysis, 4th Edition: Morton J. Kern & Michael J. Lim & James A. Goldstein
  188. Real Writing Essentials: Miriam Moore & Susan Anker
  189. The Visual Investor: How to Spot Market Trends, 2nd Edition: John J. Murphy
  190. Principles of Microeconomics, 8th Edition: N. Gregory Mankiw
  191. Stanfield's Essential Medical Terminology, 5th Edition: Nanna Cross & Dana McWay
  192. Taylor's Power Law: Order and Pattern in Nature, 1st Edition: R.A.J. Taylor
  193. Medical-Surgical Nursing: Assessment and Management of Clinical Problems, Single Volume 10th Edition: Sharon L. Lewis & Linda Bucher & Margaret M. Heitkemper & Mariann M. Harding & Jeffrey Kwong & Dottie Roberts
  194. Pharmacology for Nurses, 2nd Edition: Blaine T. Smith & Diane F. Pacitti
  195. Kozier & Erb's Fundamentals of Nursing, 10th Edition: Audrey T. Berman & Shirlee Snyder & Geralyn Frandsen
  196. Essentials of Medical Genetics for Nursing and Health Professionals: An Interprofessional Approach, 1st Edition: Laura M. Gunder McClary
  197. Indirect Care Handbook for Advanced Nursing Roles: Beyond the Bedside, 1st Edition: Patti Rager Zuzelo
  198. Medical-Surgical Nursing: Concepts & Practice, 3rd Edition: Holly Stromberg & Carol Dallred & Susan C. deWit
  199. Honan Focus on Adult Health: Medical-Surgical Nursing, 2nd Edition: Lippincott Williams & Wilkins
  200. Human Resource Management: Functions, Applications, and Skill Development, 3rd Edition: Robert N. Lussier & John R. Hendon
  201. Environmental Science, 14th Edition: Eldon Enger & Bradley Smith
  202. School Public Relations for Student Success, 1st Edition: Edward H. Moore
  203. Human Resource Management, 15th Edition: Robert L. Mathis & John H. Jackson & Sean R. Valentine & Patricia Meglich
  204. Community/Public Health Nursing: Promoting the Health of Populations, 7th Edition: Mary A. Nies & Melanie McEwen
  205. Essentials of Nursing Research: Appraising Evidence for Nursing Practice, 9th Edition: Denise F. Polit & Cheryl T. Beck
  206. Community & Public Health Nursing: Promoting the Public's Health, 9th Edition: Cherie Rector
  207. Pocket Companion to Guyton and Hall Textbook of Medical Physiology, 13th Edition: John E. Hall
  208. Bates' Guide to Physical Examination and History Taking, 12th Edition: Lynn S. Bickley
  209. Interpersonal Communication: Everyday Encounters, 8th Edition: Julia T. Wood
  210. Understanding Medical Surgical Nursing, 5th Edition: Linda S Williams & Paula D Hopper
  211. Tall Building Design: Steel, Concrete, and Composite Systems, 1st Edition: Bungale S. Taranath
  212. A Topical Approach to Lifespan Development, 9th Edition: John Santrock
  213. Neuroscience, 6th Edition: Dale Purves & George J. Augustine & David Fitzpatrick
  214. The Cambridge Handbook of Expertise and Expert Performance, 2nd Edition: K. Anders Ericsson & Robert R. Hoffman & Aaron Kozbelt & A. Mark Williams
  215. Principles of Neural Science, 5th Edition: Eric R. Kandel & James H. Schwartz & Thomas M. Jessell & Steven A. Siegelbaum & A. J. Hudspeth
  216. Fundamentals of Investments: Valuation and Management, 8th Edition: Bradford Jordan & Thomas Miller & Steve Dolvin
  217. Dimensional Analysis for Meds: Refocusing on Essential Metric Calculation, 5th Edition: Anna M. Curren
  218. Aircraft Systems: Instruments, Communications, Navigation, and Control (Wiley - IEEE), 1st Edition: Chris Binns
  219. Diagnostic Gynecologic and Obstetric Pathology, 3rd Edition: Christopher P. Crum & Kenneth R. Lee & Marisa R. Nucci & Scott R. Granter
  220. Human Resource Management, 10th Edition: Raymond Noe & John Hollenbeck & Barry Gerhart & Patrick Wright
  221. Paralegal Today: The Essentials, 6th Edition: Roger LeRoy Miller & Mary Meinzinger
  222. Biology: How Life Works, 2nd Edition: James R. Morris & Daniel L. Hartl & Andrew H. Knoll & Robert A. Lue
  223. Automotive Electricity and Electronics Tasksheet Manual: CDX Master Automotive Technician Series: David M. Jones & Kirk VanGelder
  224. Principles of Life, 2nd Edition: David M. Hillis & David Sadava & Richard W. Hill & Mary V. Price
  225. Shelly Cashman Series Microsoft Office 365 & Office 2016: Intermediate, 1st Edition: Steven M. Freund & Mary Z. Last & Philip J. Pratt & Susan L. Sebok & Misty E. Vermaat
  226. Black's Veterinary Dictionary, 22nd Edition: Edward Boden & Anthony Andrews
  227. McGraw-Hill's Taxation of Individuals and Business Entities,2019 Edition, 10th Edition: Brian Spilker & Benjamin Ayers & John Barrick & Edmund Outslay & John Robinson & Connie Weaver & Ronald Worsham
  228. Calculate with Confidence, 7th Edition: Deborah C. Gray Morris
  229. Macroeconomics: Policy and Practice, 2nd Edition: Frederic S. Mishkin
  230. Advanced Structural Analysis with MATLAB®, 1st Edition: Srinivasan Chandrasekaran
  231. Structural Analysis of Historical Constructions: An Interdisciplinary Approach, 1st Edition: Rafael Aguilar & Daniel Torrealva & Susana Moreira & Miguel A. Pando & Luis F. Ramos
  232. Accounting, 25th edition: Carl S. Warren & James M. Reeve & Jonathan Duchac
  233. Structural Reliability Analysis and Prediction, 3rd Edition: Robert E. Melchers & Andre T. Beck
  234. Unified Design of Steel Structures, 3rd Edition: Louis Geschwindner & Judy Liu & Charles Carter
  235. Design and Construction of Modern Steel Railway Bridges, 2nd Edition: John F. Unsworth
  236. Ultimate Limit State Analysis and Design of Plated Structures, 2nd Edition: Jeom Kee Paik
  237. Financial Markets, SME Financing and Emerging Economies, 1st Edition: Giusy Chesini & Elisa Giaretta & Andrea Paltrinieri
  238. European Psychiatric/Mental Health Nursing in the 21st Century: A Person-Centred Evidence-Based Approach, 1st Edition: José Carlos Santos & John R. Cutcliffe
  239. Financial Markets & Institutions, 9th Global Edition: Stanley Eakins Frederic Mishkin
  240. Liaisons, Student Edition: An Introduction to French, 3rd Edition: Wynne Wong & Stacey Weber-Fève & Bill VanPatten
  241. Financial Markets and Institutions, 8th Edition: Frederic S. Mishkin & Stanley Eakins
  242. Strategic Management: Concepts and Cases: Competitiveness and Globalization, 13th Edition: Michael A. Hitt & R. Duane Ireland & Robert E. Hoskisson
  243. Foundations of Financial Markets and Institutions: Pearson New International Edition, 4th Edition: Frank J Fabozzi & Franco P. Modigliani & Frank J. Jones
  244. Financial Institutions Management: A Risk Management Approach, 9th Edition: Anthony Saunders & Marcia Cornett
  245. Neuroanatomy in Clinical Context: An Atlas of Structures, Sections, Systems, and Syndromes, 9th Edition: Duane E. Haines
  246. Structural Analysis and Design of Process Equipment, 3rd Edition: Maan H. Jawad & James R. Farr
  247. Introduction to Aircraft Structural Analysis, 3rd Edition: T.H.G. Megson
  248. Business Law Today, Standard: Text & Summarized Cases, 11th Edition: Roger LeRoy Miller
  249. Steel Design, 5th Edition: William T. Segui
  250. Psychiatric & Mental Health Nursing for Canadian Practice, 4th Edition: Dr. Wendy Austin & Cindy Ann Peternelj-Taylor & Diane Kunyk & Mary Ann Boyd
  251. Economics of Strategy, 7th Edition: David Dranove & David Besanko & Mark Shanley & Scott Schaefer
  252. Financial Markets and Institutions, 6th Edition: Anthony Saunders & Marcia Cornett
  253. Statistics, 13th Edition: James T. McClave & Terry T. Sincich
  254. Pocket Companion for Physical Examination and Health Assessment, 7th Edition: Carolyn Jarvis
  255. Physical Examination and Health Assessment, 7th Edition: Carolyn Jarvis
  256. Integrating Work Health and Safety into Construction Project Management, 1st Edition: Helen Lingard & Ron Wakefield
  257. Hopkins' Nonprofit Law Dictionary, 1st Edition: Bruce R. Hopkins
  258. An Econometric Model of the US Economy: Structural Analysis in 56 Equations, 1st Edition: John J. Heim
  259. Fractography and Failure Analysis, 1st Edition: Jorge Luis González-Velázquez
  260. Get Fit, Stay Well!: Brief Edition, 4th Edition: Janet L. Hopson & Rebecca J. Donatelle & Tanya R. Littrell
  261. Statistics, 12th Edition: James T. McClave & Terry T Sincich
  262. Statistics, Global Edition, 13th Edition: James Bohan
  263. Matrix Methods of Structural Analysis, 1st Edition: Praveen Nagarajan
  264. Public Health Research Methods, 1st Edition: Greg S. Guest & Emily E. Namey
  265. Asking the Right Questions: A Guide to Critical Thinking, 12th Edition: M. Neil Browne & Stuart M. Keeley
  266. Criminal Justice in Action, 10th Edition: Larry K. Gaines & Roger LeRoy Miller
  267. Internal Auditing: Assurance & Advisory Services, 4th Edition: Urton Anderson & Michael J. Head & Sridhar Ramamoorti & Cris Riddle & Mark Salamasick & Paul Sobel
  268. Fundamentals of Human Resource Management: Functions, Applications, Skill Development, 1st Edition: Robert N. Lussier & John R. Hendon
  269. Steel Structures: Practical Design Studies, 4th Edition: Hassan Al Nageim
  270. Human Anatomy & Physiology, 11th Edition: Elaine N. Marieb & Katja N. Hoehn
  271. Clinical Neuropsychology of Emotion, 1st Edition: Yana Suchy
  272. Traffic & Highway Engineering, 4th Edition: Nicholas J. Garber & Lester A. Hoel
  273. Medical Emergencies in Dental Practice, 1st Edition: Orrett E. Ogle & Harry Dym & Robert J. Weinstock
  274. Auditing & Assurance Services, 7th Edition: Timothy Louwers & Allen Blay & David Sinason & Jerry Strawser & Jay Thibodeau
  275. An Introduction to Statistical Methods and Data Analysis, 7th Edition: R. Lyman Ott & Micheal T. Longnecker
  276. Structural Analysis: In Theory and Practice, 1st Edition: Alan Williams
  277. Project Management for Facility Constructions: A Guide for Engineers and Architects, 2nd Edition: Alberto De Marco
  278. Investigating Social Problems, 2nd Edition: A. Javier Trevino
  279. Auditing, Assurance Services, and Forensics: A Comprehensive Approach, 1st Edition: Felix I. Lessambo
  280. Basic Guide to Medical Emergencies in the Dental Practice, 2nd Edition: Philip Jevon
  281. Medical Emergencies in the Dental Office, 7th Edition: Stanley F. Malamed
  282. Radiology for Undergraduate Finals and Foundation Years: Key Topics and Question Types, 1st Edition: Tristan Barrett & Nadeem Shaida & Ashley Shaw
  283. Hearing: Anatomy, Physiology, and Disorders of the Auditory System, 3rd Edition: Aage Moller
  284. Basics of Abdominal, Gynaecological, Obstetrics and Small Parts Ultrasound, 1st Edition: Rajendra K. Diwakar
  285. Pediatric Critical Care Medicine: Volume 2: Respiratory, Cardiovascular and Central Nervous Systems, 2nd Edition: Derek S. Wheeler & Hector R. Wong & Thomas P. Shanley
  286. Pediatric Critical Care Medicine: Volume 1: Care of the Critically Ill or Injured Child, 2nd Edition: Derek S. Wheeler & Hector R. Wong & Thomas P. Shanley
  287. Computers as Components: Principles of Embedded Computing System Design, 4th Edition: Marilyn Wolf
  288. Psychiatric Mental Health Nursing: Concepts of Care in Evidence-Based Practice, 8th Edition: Mary C. Townsend
  289. Cardiac Arrhythmia Management: A Practical Guide for Nurses and Allied Professionals, 1st Edition: Angela Tsiperfal & Linda K. Ottoboni & Salwa Beheiry & Amin Al-Ahmad & Andrea Natale & Paul J. Wang
  290. Color Atlas of Dermatopathology, 1st Edition: Jane M. Grant-Kels
  291. Obstetrics and Gynecology, 7th Edition: Charles R. B. Beckmann & William Herbert & Douglas Laube & Frank Ling & Roger Smith
  292. Primary Care: A Collaborative Practice, 5th Edition: Terry Mahan Buttaro & Patricia Polgar-Bailey & Joanne Sandberg-Cook & JoAnn Trybulski
  293. Pediatric Primary Care, 6th Edition: Catherine E. Burns & Ardys M. Dunn & Margaret A. Brady & Nancy Barber Starr & Catherine G. Blosser & Dawn Lee Garzon Maaks
  294. Design of Highway Bridges: An LRFD Approach, 3rd Edition: Richard M. Barker & Jay A. Puckett
  295. Atlas of Interstitial Lung Disease Pathology: Pathology with High Resolution CT Correlations, 1st Edition: Andrew Churg
  296. Atlas of Dermatopathology: Practical Differential Diagnosis by Clinicopathologic Pattern, 1st Edition: Gunter Burg & Werner Kempf & Heinz Kutzner & Josef Feit & Laszlo Karai
  297. Atlas of Dermatopathology: Tumors, Nevi, and Cysts, 1st Edition: Gunter Burg & Heinz Kutzner & Werner Kempf & Josef Feit & Bruce R. Smoller
  298. Atlas of Essential Dermatopathology, 2013th Edition: Kasia S. Masterpol & Andrea Primiani & Lyn M. Duncan
  299. Molecular Anatomic Imaging: PET-CT and SPECT-CT Integrated Modality Imaging, 2nd Edition: Gustav K. von Schulthess
  300. Gray's Anatomy for Students, 4th Edition: Richard Drake & A. Wayne Vogl & Adam W. M. Mitchell
  301. Taylor's Clinical Nursing Skills: A Nursing Process Approach, 5th Edition: Pamela Lynn
  302. Structural Concrete: Theory and Design, 6th Edition: M. Nadim Hassoun & Akthem Al-Manaseer
  303. Child Abuse and Neglect, 2nd Edition: Monica L. McCoy & Stefanie M. Keen
  304. Child Abuse and Neglect: Perceptions, Psychological Consequences and Coping Strategies: Michelle Martinez
  305. C++ Templates: The Complete Guide, 2nd Edition: David Vandevoorde & Nicolai M. Josuttis & Douglas Gregor
  306. Problem Solving with C++, 9th Edition: Walter Savitch
  307. Wiley Not-for-Profit GAAP 2018: Interpretation and Application of Generally Accepted Accounting Principles, 2nd Edition: Richard F. Larkin & Marie DiTommaso
  308. Social Problems: Community, Policy, and Social Action, 6th Edition: Anna Y. Leon-Guerrero
  309. Anderson's Business Law and the Legal Environment, Comprehensive Volume, 23rd Edition: David P. Twomey & Marianne M. Jennings & Stephanie M Greene
  310. Physician's Guide: Understanding and Working With Integrated Case Managers, 1st Edition: Roger G. Kathol & Katherine Hobbs Knutson & Peter J. Dehnel
  311. Management of Construction Projects: A Constructor's Perspective, 2nd Edition: John E. Schaufelberger & Len Holm
  312. International GAAP 2019, 1st Edition: Ernst & Young LLP
  313. Wiley Interpretation and Application of IFRS Standards, 1st Edition: PKF International Ltd
  314. BIM and Big Data for Construction Cost Management, 1st Edition: Weisheng Lu & Chi Cheung Lai & Tung Tse
  315. Social Media Communication, 2nd Edition: Jeremy Harris Lipschultz
  316. International Financial Management, 13th Edition: Jeff Madura
  317. Criminology: A Sociological Understanding, 7th Edition: Steven E Barkan
  318. Research Methods for Education, 1st Edition: Gregory J. Privitera & Lynn Ahlgrim-Delzell
  319. Cone Beam Computed Tomography in Orthodontics: Indications, Insights, and Innovations, 1st Edition: Sunil D. Kapila
  320. Applied Probabilistic Calculus for Financial Engineering: An Introduction Using R, 1st Edition: Bertram K. C. Chan
  321. Spencer's Pathology of the Lung: 2 Part Set, 6th Edition: Philip Hasleton & Douglas B. Flieder
  322. Project Management for Facility Constructions: A Guide for Engineers and Architects, 2011th Edition: Alberto De Marco
  323. Medical Ethics: Accounts of Ground-Breaking Cases, 8th Edition: Gregory Pence
  324. Gunderson & Tepper’s Clinical Radiation Oncology, 5th Edition: Joel E. Tepper
  325. Casino Operations Management, 2nd Edition: Jim Kilby & Jim Fox & Anthony F. Lucas
  326. Handbook of Clinical Psychopharmacology for Therapists, 8th Edition: John D. Preston & John H. O'Neal & Mary C. Talaga & Bret A. Moore
  327. Business Essentials, 12th Edition: Ronald J. Ebert & Ricky W. Griffin
  328. Electronic Circuits: Fundamentals and Applications, 5th Edition: Mike Tooley
  329. The Routledge Companion to Consumer Behavior, 1st Edition: Michael R. Solomon & Tina M. Lowrey
  330. Empowerment Series: Generalist Practice with Organizations and Communities, 7th Edition: Karen K. Kirst-Ashman & Grafton H. Hull
  331. Structural Analysis, 9th Edition: Russell C. Hibbeler
  332. Principles of Auditing & Other Assurance Services, 20th Edition: Ray Whittington & Kurt Pany
  333. Master the Boards USMLE Step 2 CK, 5th Edition: Conrad Fischer
  334. Value Management of Construction Projects, 2nd Edition: John Kelly & Steven Male & Drummond Graham
  335. Fundamental Accounting Principles, 22nd Edition: John Wild & Ken Shaw & Barbara Chiappetta
  336. Time Series Econometrics: A Concise Introduction, 1st Edition: Terence C. Mills
  337. Philosophy of Mathematics and Economics: Image, Context and Perspective, 1st Edition: Thomas A. Boylan & Paschal F. O'Gorman
  338. Elementary Number Theory with Programming, 1st Edition: Marty Lewinter & Jeanine Meyer
  339. Motor Learning and Control: Concepts and Applications, 11th Edition: Richard Magill & David Anderson
  340. Construction Project Management, 6th Edition: S. Keoki Sears & Glenn A. Sears & Richard H. Clough & Jerald L. Rounds & Robert O. Segner
  341. Fundamentals of Human Resource Management, 6th Edition: Raymond Noe & John Hollenbeck & Barry Gerhart & Patrick Wright
  342. Leadership: A Communication Perspective, 7th Edition: Craig E. Johnson & Michael Z. Hackman
  343. Managing Cultural Differences: Global Leadership for the 21st Century, 10th Edition: Neil Remington Abramson & Robert T. Moran
  344. Deep Brain Stimulation Programming: Mechanisms, Principles and Practice, 2nd Edition: Erwin B Montgomery
  345. International Business: Competing in the Global Marketplace, 12th Edition: Charles Hill & G. Tomas M. Hult
  346. International Business: Competing in the Global Marketplace, 10th Edition: Charles Hill
  347. Theories of Human Communication, 11th Edition: Stephen W. Littlejohn & Karen A. Foss & John G. Oetzel
  348. Designing the User Interface: Strategies for Effective Human-Computer Interaction, 6th Edition: Ben Shneiderman & Catherine Plaisant & Maxine Cohen
  349. Quality Management in Construction Projects, 2nd Edition: Abdul Razzak Rumane
  350. Skills Management: New Applications, New Questions, 1st Edition: Alain Roger & Didier Vinot
  351. Pig Disease Identification and Diagnosis Guide: A Farm Handbook, 1st Edition: Steven McOrist
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With the next NFS in works, here is an extensive list of features I would enjoy seeing deployed into the game.

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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