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Early Experimental Preview of Career Concept

Discussion in 'Microblogs' started by tdev, Sep 19, 2022.

  1. krallopian

    krallopian
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    I'm delighted to hear that you're enjoying the game despite its current limitations! Let's dive into your points one by one:

    1.) I understand your concern about the current use of owned vehicles in challenges. This setup is a remnant of our earlier gameplay design, which was developed before we had the technical capability for persistent damage and other underlying systems like parts and vehicle shopping. This isn't the planned behavior for Career Mode at all, and we have more exciting plans in store for this functionality.

    2.) The economy in the game is indeed quite rough at the moment. Our primary goal was to establish the framework for different reward containers, including money, BeamXP, BranchXP, and the upcoming SkillXP, which will track progression within each branch, such as Time Trials or Drifting. Balancing these rewards effectively couldn't be achieved until we had developed the foundational systems for vehicle and parts purchasing. Currently, you receive arbitrary XP and money rewards, but in the future, winning races won't earn you $5000 every time, as that would be unrealistic and diminish the experience.

    3.) The current insurance system is just the first step. We have more comprehensive plans for it, including various tiers, like "roadside assistance" coverage to handle towing fees, fluctuating premiums that can be reset with skill-based qualifications, and more. These ideas are on the horizon, but they aren't at the top of our priority list. We need to establish other core functions first.

    4.) The balance between realism and simplification in handling roadside assistance and other "instant actions" is indeed challenging and can be a real immersion killer. It's something we're always considering as we continue development.

    Regarding your secondary points: (1, 2, 3, 3, 4, 5 ;) )

    1.) Planned from the start, requires ai pathing and other tooling rework, so for now just know, we agree and are excited for this.
    2.) More tech required, more optimizations to the engine and levels.
    3.) This is what I am personally most excited for, big plans to start development on this some time next year, hopefully sooner than later! Our level artists were super excited for this and already started work on the updated police station on WCUSA, but it was left unfinished as other priorities took over - such as the delivery gameplay art additions, which too are still very WIP.
    3.) Big plans here as well
    4.) Explained in #2
    5.)Adding more maps to Career Mode at this stage of development would create some challenges for us. It's important to consider that doing so could lead to a constant demand for additional content, which in turn would affect our ability to focus on the core aspects of Career Mode. This might result in technical debt and require extensive level art reworking, potentially slowing down our overall progress. Our aim is to strike the right balance and avoid overwhelming the experience with unfinished or unpolished content. While we understand the desire for more map options, we want to ensure that when we do introduce them, they'll actually enhance the overall gameplay experience.

    Our ultimate goal is to create a driving experience that blends the best elements of games like Need for Speed: Underground 2 and SLR with the realistic physics and dynamics systems of BeamNG. We're actively exploring various gameplay options, including traditional racing, police scenarios, deliveries, stunt driving, criminal activities, drag racing, bus and taxi driving, ambulance missions, rock crawling, rally races, circuit races, and more. Each of these activities will offer unique gameplay mechanics, allowing players to choose what resonates with them the most.

    Our approach is to offer a flexible "take what you want, ignore the rest" style of gameplay. This approach ensures that players with different driving interests can find something enjoyable for them specifically in our Career Mode. To achieve this, we're committed to building robust and detailed core systems right from the beginning, and this takes time and careful preparation. We want to create an immersive experience that goes beyond simply tossing random gameplay elements at a basic progression system and saying, "There go win some races, earn money, and buy a new car!"

    We appreciate everyone's understanding and support as we work towards realizing this vision. I'm excited to be working on this and always looking forward to
    delivering a comprehensive and engaging Career Mode that caters to the interests of our entire player community!
     
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  2. DriftinCovet1987

    DriftinCovet1987
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    So, I have a question related to the Wydra:

    AFAIK, so far, it has featured in no time trials, missions, scenarios, campaigns, or anywhere in career mode. It seems to me like y'all added it in just because it would be fun, and I certainly would not want to see it gone from the roster, but if career mode is the main focus of BeamNG.drive development...why add it in the first place when it doesn't seem to have any place in the core gameplay?

    I get that it's slow and not exactly the easiest vehicle to drive, but it just seems so bizarre to me that every other vehicle has featured in at least one mission, time trial, scenario, or campaign at some point. The bus got a whole campaign and mode to use it in - and even the Covet Unstable got a couple missions in 0.29.

    Is this lack of gameplay for the Wydra down to a lack of features necessary to make gameplay for it work well (like being able to place checkpoints on water), or is it due to the Wydra being incompatible with the direction intended for gameplay development (like being too slow and unstable to force players to use in a mission or scenario)?

    I ask all of this because a while back, James wrote this sentence about the Adventure branch:

    It seems to me like an amphibious ATV which can go practically anywhere around any map would fit perfectly into the "Adventure" branch quite nicely, but I can get why the Wydra's probably not the main focus for now - I just want to know if it will ever feature in any of the official gameplay stuff.
     
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  3. krallopian

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    Heya @DriftinCovet1987

    The absence of the Wydra isn't intentional, and it's not part of our plan for Career Mode. Currently, some vehicles lack the necessary meta data for Career Mode to recognize them. We're aware that certain vehicles are missing from the dealerships right now, and we want to clarify that this isn't a deliberate choice. It's simply because Career Mode is still a work in progress.

    Our intention is not to block any vehicles from being accessible in Career Mode, whether they're mods or part of the base game. Our goal is to provide all vehicles for players to choose from. Right now, the vehicle shopping experience is quite basic and mainly serves as a way to give players access to some vehicles initially.

    Keep in mind that Career Mode is still in development, and it's hidden behind six clicks for a reason – it's not yet ready for a full playthrough. We're working on refining features like vehicle shopping, and the Wydra will be available in Career Mode once these systems are more developed. We appreciate your patience! :)
     
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  4. CBeTHaX

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    Thank you for the thorough and fast response (considering it's the weekend). I'm very happy that this is the direction you are going for and I've been always dreaming of BeamNG providing that experience. As for the last point, I am completely fine with WCUSA being the only focus for the time being. I'd much rather prefer a single fleshed out map with lots of interest points and a dense featureset, than 10 maps with thrown around challenges and an integrated map changer (basically what you can already do with freeroam). After all, SLR and NFSU2 maps aren't bigger and they never felt limited.

    Overall I think that BeamNG has a strong RP side that hasn't been explored yet and Career is where it's gonna shine at. So far it has always been Freeroam and Challenges that plop you in and provide you with all the tools without consequences of your actions. It's cool to see the cars crash, but it's a lot cooler when it unexpectedly happens. It's also very satisfying to be feathering the throttle around the city and finally be able to unleash the beast. I've been playing BeamNG for hundreds of hours and have always been either at 100% throttle or 100% brake, and as I played in Career Mode, I realised the feeling of actually driving the car like a real car. Changing the gears at 2.5k rpm, staying inside the lane, parking in a spot in reverse, following traffic and keeping distance. And then letting it loose - dropping the clutch and having fun in the 90bhp FWD car spinning its left/right tire, weaving between traffic, etc, but still being careful to not obliterate my car. The current Career mode while barebones provided an insightful perspective of actually 'driving realistically' in BeamNG. And with all the current systems it will lead to fun stories of when you upgraded your turbo, but not your radiator and then went on to race, only to find out on the 2nd lap you are overheating. Or trying to pull a large load, but your clutch is slipping. Things that most games don't even bother to simulate, and others like SLR tried to, but poorly.
     
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  5. krallopian

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    I'm so thrilled to hear this @CBeTHaX ! This is exactly the kind of response we're hoping for from players. We want you to realize that just mashing the throttle and steering recklessly won't get you far – this is a realistic driving game, and we hope players will learn to want to treat their cars with the same care they would in real life! It's fantastic to see your excitement for what's ahead, and we're equally excited to bring it to you! Enjoy your weekend :)
     
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  6. simsimw

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    PWEASE I PAID TOO MUCH FOW MY HDR MONITOR
     
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  7. TROPtastic

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    Thank you for your thoughtful and detailed response, and I'm glad to hear my Garage quick travel issue was a bug!

    Your reasoning to not have immersion-breaking instant repairs on the road makes total sense, and I think is indeed a good fit for career mode. Freeroam will always exist for people to go wild in and reset whenever, and making crashes have consequences in Career mode is a good distinction from Freeroam. :)

    I'm also happy to read from another of your comments that "[the current use of owned vehicles in challenges] isn't the planned behavior for Career Mode"! That was honestly my biggest concern, but this point and others you made in post #321 set me completely at ease. I'm also glad the team is going to be focusing on Career Mode in WCUSA before extending it to other maps.

    Your energy for Career Mode is contagious, and I think BeamNG's arguably most important game mode is in great hands with you and your vision. Keep up the great work and community engagement! :cool:
     
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  8. krallopian

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    Thank you for the very kind words @TROPtastic and it's feedback like yours that inspires us! :cool:
     
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  9. youwerelucky

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    Career mode is fantastic, even in this early stage, and I bet that is showing in your statistics.

    I agree with most of the feedback already provided but I would add:

    1. There should be some data (power, torque, weight...) in the parts menu so you could see the results of your choices. It should also be available for your garage, on sale cars, etc.
    2. Probably planned, but taxi, bus driving and similar "unlimited" play modes in addition to missions would be great to earn money and extend gameplay. In fact most "grinding" play modes (hauling, garage to garage...) could be part of that, leaving missions for more singular play modes (racing, pursuit, etc)
    3. It would be nice to have a more simy, less arcadey interface at least as an option so you don't always have uninmersive arrows, points, etc. That interface could be based in a GPS unit that can be added to every car.
     
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  10. bussin.buses

    bussin.buses
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    It’s in Garage to Garage…
     
  11. DriftinCovet1987

    DriftinCovet1987
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    Hello!

    First off: OMG YES HOLY SHIT WYDRA IN CAREER MODE

    Second: that's understandable - I'm guessing it's because the Wydra's population values are too low for it to show up in the dealerships? That's probably why the other off-roaders (Stambecco, Piccobuggy, Aurata, Dunekicker, Rockbasher) also don't show up in the dealerships?

    Third: Will there be water-based missions for the Wydra? While I don't really expect them to show up in WCA (there's not enough deep water for it to have much use), places like JRI, Italy, ECA, and Utah all have great rivers/river systems which the Wydra is adept at navigating.

    Ah - I don't tend to do G2G, so I wasn't aware of that. I was also more referring to missions specifically made for the Wydra (or at least, being able to purchase it in the dealerships) - randomly getting it in a G2G mission isn't really what I'm after, and honestly, I wouldn't mind if the Wydra was removed from G2G, as I doubt it's fun to get it for that mission type.
     
  12. TROPtastic

    TROPtastic
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    In the latest version of the career pre-alpha, I did see a 6x6 Stambecco once on the laptop car purchase menu, but not in subsequent uses of the laptop. I think the Stambecco and other off-road vehicles just have (appropriately?) low appearance chances at the moment.
     
  13. Mopman93

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    Yes, this is a known bug. electric vehicles wont have any charge after buying.
     
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  14. TdW

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    Sorry if someone already mentioned it and I don't think it is a feature.

    I noticed that you carry over point from one drift mission to the other.
    As example: I played "Parking Lot By Night" and got about 10k points (2 stars). After that I played "Dockyard Drift" (7k points = 3 stars) and already had the number of points from the previous mission.
    But if you fail a drift mission the points will be deleted.

    I must admit, for a bad drifter like me it really helps to achieve better results :D
     
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  15. nawa

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    Ahhhh so that's where those points come from, I was really scratching my head about them :D Great find
     
  16. krallopian

    krallopian
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    Wait, isn't that how drifting is supposed to work!? o_O

    Haha, thanks for the report, I'll pass it off to the appropriate devs!
     
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  17. Nacho Problem

    Nacho Problem
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    Ive played the career mode for a good bit now and i gotta say that im very very pleasently surprised how well it already works!

    • I love the presentation of buying a car, the little camera going around after you buy the car is really cool and makes it feel like an achievement
    • while i feel like money is currently earned a little too easily i do think that the general gameplay loop is fun even if its a bit faster than i would like. Some people dont like long grinding but im personally quite fond of it
    • I like the selection of cars for sale, nicely balanced and they fit their respective dealerships well.
    • I feel like the benefits and progression of the Branch XP and why you should care to play all types of events is not really that obvious to me and i feel like that needs a little more work, clarifying why one should get more xp of each branch

    Though one thing has been bugging me a little:
    We have not heard anything about a story being in development for a long time and i dont know if there still is plans for one. I personally really love the way the story is told in "A Rocks start" and the bus campaign. While it surely doesnt need like anything huge, something of an end goal, motivation to keep playing and somethign to get invested in would be really nice. The issue with many modern racing games is that you just lose motivation quickly without an actual goal or story to guide you along your gameplay. Even just a basic goal like winning a race, or getting a certain ammount of money would be sufficient but SOMETHING should at leats be there, otherwise it just feels a little empty and pointless, even if it is very fun.
     
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  18. JlnPrssnr

    JlnPrssnr
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    BeamNG.roguelike confirmed
     
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  19. driftinsnip4r 2

    driftinsnip4r 2
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    if you go to map and set the computer as a waypoint it works again
     
  20. krallopian

    krallopian
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    Great feedback @Nacho Problem and thank you for taking the time to share your thoughts! I love to hear that you're already enjoying what's available, there's even more to look forward to in the pipeline!

    Now, about BranchXP: I completely agree that it might seem a bit vague and underdeveloped at the moment. From a development perspective, it's currently functioning as a container for various types of gameplay, but the presentation and supporting gameplay elements are still works in progress. The majority of what you're experiencing now is filler content, not representative of the final intended gameplay. So, consider it more of a technical framework that merges different foundational systems rather than a complete, "Career Mode is fully ready, go dive in" scenario. It's hidden behind six clicks because we're actively crafting and fine-tuning the core systems to present a more cohesive and enjoyable experience.

    Now, concerning the story aspect, it's a bit of a mixed bag for both the community and our team. We understand that our players have diverse interests, whether it's simply driving and crashing, building their dream garage, embarking on rock-crawling adventures, or role-playing as expert drivers. Personally, I lean toward the idea of a very loose narrative, and we do have some concepts in mind. However, at this stage, it's still quite distant on our development roadmap. We want to avoid getting locked into a linear development cycle where we're building tech only to fit a predetermined story. Therefore, for now, we're keeping the story aspect separate to ensure it doesn't interfere with the core tech development. Rest assured, as we progress, we'll explore ways to integrate a suitable narrative into the experience.
     
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