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Early Experimental Preview of Career Concept

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

  1. Mopman93

    Mopman93
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    That is actually correct, that small lip is the one that you bought presumably during the tutorial, so it has a low mileage.
    When you add another small lip to the shopping cart and then remove it from the shopping cart, the game will revert the spoiler to the one from before shopping, which was the spoiler from the tutorial.
     
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  2. Dothero

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    I have experience several time a bug that when you use your own car for a mission (eg : a race) and you crash it heavily, your car will be restored when you exit the mission but still suffer internal damage (can't turn on the engine for example).
    Overall, career mode is really great and I love it. Here are some ideas for it :
    - Adding to the milestone reward (2000 bucks for 10 deliveries for example) a reward that is granted every time you play (250 bucks for each delivery or something based on the distance). This would enable kind of a "grind" type of gameplay
    - Garages and houses : changing the spawnpoint like in the forza horizon serie
    - Rescue missions : You will retrieve crashed car with a flatbed
    Can't wait to see more !
     
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  3. Actionjackson83

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    Hi, let me say a few things real quick(a very much reduced version of this i posted on steam). I only registered to give feedback on the career mode as i absolutely think this has the potential to be a terrific addition to the single player, to bring all the game has to offer together, in one great game mode.
    I know everyone is looking for different things in the career mode, so i can just state what i am looking for or what i am missing right now, and what i think would be ideal. So, here are my 2 cents.

    The Problem
    - Right now the actual "career" part, is very much disconnected from what you are actually doing in the career game. In the career right now, at bare minimum, you spawn your car from quick travel point to quick travel point, this cost no money or fuel, and then drive a very short distance to a challenge, and once there your car becomes useless. If you crash it, it has no consequences, it hardly costs money.
    So, right now this kinda works "exactly" like free roam, with only minute difference in practice, differences that dont really matter at the end of the day. You are not invested in your car, not financially nor emotionally, the car is not important right now since you dont do anything meaningful with it.


    I think, in order to make the career mode more personal and attach the player to his(or her) investments(the cars), there need to be things at stake here. Money needs to matter, the player cars need to matter! A lot more than they do now.
    For me, ideally it would look like this.

    These are the cornerstones that need to be in place, one way or another ->


    - "The car you come in, is the car you get"
    Players should need to use his own cars at ALL time. If you come with a Pigeon to a crawl event, than this is what you get in the event(just an exampe). If you want a crawler, you simply have to buy a crawler car, switch to your crawler, and go to the crawler challenge, and then use the crawler you bought. This must be the whole reason for the economy, to buy cars because you want and need them, and the best tool to get the player invested in it, and by having the player use "his" personalized cars, it makes sure he is also emotionally invested(something very good for gameplay/immersion).

    If the player wants a free car "presented" to do an event, he can always play a campaign or a mission from the main menu, the career mode should not be a mere repetition of what you can do in the main menu already, it would be massively wasted potential.

    - Challenges should get progressively more difficult, to promote the player to upgrade his cars!
    Events should have a static difficulty, and it should be up to the player to "up his game", ie. tune his car or buy new models to make it work out in his favour. There need to be actual challenges for the player to adept to and to overcome, if things are effortless they have no meaning.
    Once you win an event by using your wits and your driving skill, sitting in the car you build up, "your car", it will be a very memorable experience and the player will get more and more invested in the career every time he does that, and he will grow attached to the car, it will become important to him. Right now(!), the car in your career has no significance as it does nothing for you.

    - The damage you take in challenges is damage YOU have to pay to repair. If you wreck your car in a race then this is on you.
    This is an important factor to get the blood pumping. Its not only your beloved car on the line, its also your money on the line to restore it.
    Of course there need to be some difficulty level selectable by the player. Not everyone wants to be financially challenged, but i would enjoy if a totally wrecked car sets you back a good amount of money.
    For this purpose it would be great if you could transport your "wreck" to a garage yourself, with a trailer or truck. Nothing should teleport or happen with magic, think a bit like "my summer car" i guess.

    - Quick travel point make sense in free roam, but in career they do not. Quick travel does not cost fuel. Quick travel should be either an option you can turn off or entirely removed(in career!).
    In short, quick travel circumvents a large part of the game mechanics and the resources you consume(fuel).
    So, in my eyes, career mode should be without quick travel, at least as optional toggle where you can turn it off for good.


    ---------

    With these cornerstones in place, the career would be absolutely independent from the other game modes already present. It would be unlike free roam and unlike the single missions that give you free cars you dont care about.
    The game play experience would be unique and it would invest the player in what he does and in his vehicles, and after all, the vehicles should matter a lot in this game mode.
    For me, this would be a terrific way to handle the career mode.

    Thank you very much,
    All the best
     
    #363 Actionjackson83, Oct 31, 2023
    Last edited: Oct 31, 2023
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  4. pole

    pole
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    hey do you know how i can get a demo because i want to test drive but i dont have the demo
     
  5. krallopian

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    Thank you for sharing your thoughts – your insights are greatly appreciated! Your post captures the essence of recent posts that have yet been answered. Let me jump into it:

    1. "The car you come in, is the car you get": Our official design goal aligns with this concept. However, due to ongoing work on core and supporting systems, it wasn't included in previous releases up to this point. We're hopeful to have it ready for the next release, or at least a version of it! After all, the idea of conquering challenges, earning money, and upgrading your vehicle but not using it can be quite dull. There are larger plans in the pipeline, but I'll keep those under wraps for now. I completely agree that this adds a genuine sense of investment and ownership of the player's vehicles. As for providing vehicles to players or not, this feature will remain to ensure that the game remains accessible to those with limited time to invest into a game's "grind." This allows those players to experience Career Mode's progression, albeit with lowered rewards. For instance, "use your own vehicle, earn 100% of the rewards" versus "use one of the provided vehicles, and you'll net only 70% of the rewards, with the other 30% covering the rental cost." It does get complex when considering crashes, repairs, and insurance systems, but we have big plans in this area. So using your own vehicle(s) is the goal, but the ability to use a provided vehicle will remain in the future, with slightly different game mechanics to sway players to use their own.

    2. "Challenges should get progressively more difficult, to promote the player to upgrade his cars!": This is indeed a focus for the future. So far, most of the gameplay has acted as filler or prototypes to expedite the development of UI/UX elements and the general workflow for gameplay design and management. The existing gameplay incorporates some rudimentary 'progression' systems for demonstration purposes, but it doesn't represent the intended progression feel. We have substantial plans in this regard, some of which have been explained in previous posts. It's vital to understand that in BeamNG, the true challenge lies in the act of driving itself. Whether you're behind the wheel of a slow or a fast vehicle, the level of "difficulty" is intricately tied to your skill as a player, rather than just the speed or power of the vehicle, as seen in many other games. Our approach to progression will place a greater emphasis on providing new and exciting driving experiences, offering more substantial rewards, and introducing advanced technical challenges. We won't be following the path of setting arbitrary time limits like "now beat it in 4 minutes, now 3 minutes, now 2 minutes," as this approach feels shallow and fails to do justice to BeamNG's intricate driving mechanics.

    3. "The damage you take in challenges is damage YOU have to pay to repair": This is where our insurance systems come into play, currently under development and expected in the next release. Different vehicle types will require various tiers of insurance, currently in the prototype phase as Daily Driver, Prestige, and Commercial tiers, depending on the player's chosen vehicles and gameplay style. Players will be able to personalize their coverage based on their playstyle, including higher or lower deductibles, renewal periods, roadside assistance, and more. This approach strives to strike a balance between the real world and game world. You won't need to be an expert in insurance to use this system, and it won't negatively affect the gameplay or players who aren't interested in it. Regarding a persistent damage experience, when you complete a challenge in a provided vehicle, the damage won't matter much to players, but they may lose rewards and bonuses if they finish with a damaged vehicle. If players enter a challenge with their own vehicle, firstly it will require repair before entering (due to technical constraints), which can be done using bonus stars. Secondly, during gameplay, if they crash, the basic "retry" option allows them to start over as if going back in time (classic game functionality). However, when the player completes a challenge, their damage becomes permanent. So, if they cross the finish line with a missing wheel or broken doors, that's how their car will remain. Some players may choose to keep the damage, while others may decide to restart and try to finish without any damage.

    4. "Quick travel points make sense in free roam, but in career they do not": On this point, we respectfully disagree. In the spirit of ensuring the game remains accessible to players with limited time, quick travel between designated points that players have already visited will remain. There are plans for a more sophisticated system, similar to solutions used in other games. For instance, it might begin with a high cost to move between points, which becomes more affordable or even free as the player progresses. Importantly, quick travel is optional; it's never mandatory and is offered as a convenience to accommodate a wider variety of gamers. If you would prefer to drive between the points and interact with police and red light cameras and other hazards, you may be earning other rewards and XP along the way!
    Thanks again for your valuable input! If I've missed anything, let me know! =)
     
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  6. bmwcrazy456

    bmwcrazy456
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    The thing with this line of thinking is that it's not as though BeamNG Career mode is going to be the only game mode (hopefully). I'd imagine that the standalone scenarios/missions (and having to load a map to get scenarios is getting a tad annoying) would stay, as would freeroam; meaning that a lot of the more casual players would stick with those modes, allowing BeamNG's career mode to be that rare game where career cars become an accomplishment.
     
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  7. pole

    pole
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    i need a demo link i want to test drive but i emailed the team and have not got the link yet
     
  8. SSRG

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    There’s no demo link.
    Open the game, then start spamming the „career” button until a pop-up appears. Then the rest is smooth sailing.
     
  9. pole

    pole
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    i
    cant i cant buy the game so i need the demo
    --- Post updated ---
    i cant buy the game
     
  10. SSRG

    SSRG
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    I don’t think there’s a free demo of the game, but I could be wrong.
    Could someone more smart please confirm or deny my statement?
     
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  11. pole

    pole
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    i cant i have no brain cells
    --- Post updated ---
    i wish beamng drive was free
     
  12. simsimw

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    Is insurance fraud finally coming in 0.31?
    --- Post updated ---
    There is a demo, but your limited to covet and grid map + it’s from 2015
     
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  13. krallopian

    krallopian
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    Yup, click the "Career Mode" button 6 times fast :)
     
  14. JowoHD

    JowoHD
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    just been playing a bit more recently and had a thought that i wouldnt mind you lot think about adding
    it'd be cool if you could load your user created configs and then the game calculates the cost of all the parts and if you have enough you can apply it all at once, similar to forza setups
    would just be helpful because i like to build cars in freeroam to test for career but it'd save a lot of time :p
     
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  15. simsimw

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    why don't you remove the coming soon... because the career mode is in a good state
     
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  16. matt_had

    matt_had
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    I assume because they have said there is a probability you will lose your save etc. By hiding it away it is obvious that you are entering an unfinished mode.
     
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  17. XenoYparxi

    XenoYparxi
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    In the future for introduction missions to drifting (and I'm guessing circuit racing as well) it would be nice to give more noob-friendly cars and have those missions structured like a driving school sort of thing. I mainly focus on circuit racing generally and I decided to try out drifting in career, but they teach you very little about holding a drift to say the least, so it would be nice if those kinda missions teach me how to drift more extensively lol
     
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  18. krallopian

    krallopian
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    BeamNG Team

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    Hello everyone,

    Apologies for the delay in my responses! I've been on the move and just this week have arrived in Bremen at BeamNG's HQ where I'll be stationed for the next month or so! We've been focusing on delivery gameplay within the Labourer Branch, and there are awesome developments that I can't wait for people to get their hands on! This is the first gameplay that we have developed specifically for Career Mode, it's a whole new beast in itself and will really set a tone for the quality of the other gameplay branches.

    It's an exciting time, and I'm eager to jump into your recent questions and comments!

    We completely agree @XenoYparxi and this is certainly in our future plans for all types of gameplay! Personally, I'm excited for our planned EVOC training within the Specialized Branch - though those plans are still later on down the road.

    You nailed it with your explanation @matt_had and unfortunately, that's the deal with work-in-progress development. As we roll out new features, some fundamental systems may need a revamp, making it tricky to maintain compatibility with previous saves. So we are always weighing the pros and cons of, "should we just remove the 6-clicks this release, or keep it?" and as you can see, for now we've decided to keep the feature as this allows players to have access and get a sneak peek of features as they develop. By keeping it behind the 6-clicks, we aim to avoid any confusion for the average user who might not be as plugged into the forum discussions.

    Thanks for saying, "because the career mode is in a good state." @simsimw I'm happy to mention that it is just barely a skeleton of our ambitious plans! If you're happy with it now, you'll be super impressed with what we have coming down the line!

    Fantastic suggestion! I'll chat with the gameplay team about this and see what we can whip up. It sounds like a super useful idea. Thanks for bringing it to the table @JowoHD

    Please, continue to share your thoughts, and let's keep the excitement going!
     
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  19. JowoHD

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    awesome. thanks for the updates :)
     
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  20. simsimw

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    to be 100% honest beamng current career mode would be perfectly acceptable for 2023 racing games standards
     
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