Well, BeamNG IMO is one of the best games I have ever played but like every game, it has the flaws. So, be honestly, what do you hate about this game? For me: 1. There are good guides to make mods, but it's hella hard to make one. Especially vehicle mods. 2. Graphics wise, it's a bit crappy compared to NFS/Forza/GT. 3. It's a bit hard to control some vehicles (yes, I know it's a sim, not an arcade game, but it's a hard time driving with a keyboard) 4. Updates are a bit slow IMO (Sorry devs, I know you're working really hard to make everything perfect, if I have hurt your feelings, I'm really sorry to you) 5. I do feel that it's gameplay is a bit rough compared to the big titles. If you have any other flaws that is noteworthy, tell me on this post.
1. No one said you had to make mods for living. And no it's not that hard if you follow those tutorials. 2. This game isn't about graphics but physics, we all hope for better graphics obviously, but Torque 3D is a very limited engine, and the game can't be too demanding. 3. As you said, it's a sim, it's not made to be driving on a keyboard. Everyone have a controller somewhere. You can't complain about that since it's said in the requirements that a controller is highly recommended. 4. As said many times, every time there's more and better contents in them. You would rather having a weekly update with 2 bug fixes in it ? You need to keep people interested and hype them. 5. You don't compare an early acces game in Alpha to a "Big titles" A carrier mod is to come, as well as new campaigns. The thing is, there's a lot to complain about this game, but not what people always complain about.
The main thing I don't like about the game is the extreme lack of cars and maps, which are the hardest things to make. But wouldn't it be cool to have a car an update and a map every now and then? I know they're working super hard on West Coast USA and Italy and the Solidad Wendover so it looks like my dreams are coming true. I took a look at the "car suggestions" thread and there are some really good ones in there. Devs, if you see this, when you ever run out of ideas take a look there. (my personal favorite is the 2004 Barstow) I also hate the lack of optimisation for this game. I have a 2GB GTX 950 overclocked and an i5 4430, a 4-core 3.00GHz processor. Yet whenever I push a button the game lags like I just told it to spawn in every single car in the game at the same time. Often the game crashes when I try to load in a map.
on topic: I guess the AI, hard to create a good race/rally or whatever map with the ai smashing into walls, and (sometimes) vehicles still stick together, but it's fairly un common now.
I think that @Fera is correct in that adjusting your graphics settings could seriously improve your performance. I have a computer that's worse than yours (Dell Inspiron laptop with a stock i3 CPU and stock everything else, worth about $400 new), and yet it can run BeamNG just fine because of how I adjusted my graphics settings. These two screenshots were taken at Utah with 6 cars running, and yet I still was able to have it..err...playable enough, while having two great-looking screenshots. These were taken at Custom settings, and I turned the Gamma up to 1.00 and added Dynamic Reflections and shadows in (as those two make the biggest improvements in screenshot quality). With one car, I can get about 40-45 FPS on Industrial Site, with JRI and ECA dropping the FPS down to about 25-30 on these settings. OT: Some things that limit my gameplay are: 1. The AI aren't that great at taking corners quickly, and oftentimes they get confused. 2: The UI is super-laggy. 3. The graphics could potentially use some updates, such as better lighting. Other than that, though, I'm just fine with BeamNG as it is. And anyway, this is a beta game; this could heavily improve in the next two years with Torque3D's customizability. Who knows, by the time this game is released, it will be so different from where it is at right now that it will be like a whole new simulator.
The things that I don't like are just some lacking features which I'm sure will get added in the future. So, I'd say it's a bit unfair to judge a WIP game.
The lack of periodic updates. Personally, i'd rather have all the nasty bugs fixed in weekly updates in a bug fixing area reported by the community, then all the cars get released, maps, and new engine stuff in a big update. Then the change logs would be smaller and you could get to the meaty parts of the update without having to go through a giant list of bug fixes.
Then bug fixes would be CONSTANT, as new bugs would constantly be created, and it would become overwhelming after a short time.
Then make sure they work on the first time. Bug fixes on big updates create new bugs and soon be overwhelming too.
-Minivan will likely come, as it's the most-requested vehicle ever. -Multiplayer is considered, and it could happen. We have proof from chris_lucas that multiplayer is possible. -Engine limitation.
I'm not too sure if you're understanding me clearly. With long distances between updates, there is one list of bugs to deal with. With multiple updates in short time periods, there would be multiple things causing bugs, constant issues with users being behind update wise, and the game would be rather unstable. This was brought up a while back and the developers said that this wouldn't happen because of the instabilities caused. (Their example was the fact that a coding bug had made all dev copies of the game unusable. Would you want an update that did that?)
True, but then again, I think that multiplayer without collisions as a start isn't half-bad. And anyway, having no collisions would probably prevent trolls from coming along and wrecking up other people's fun.
I don't really see why would would need collisions except for the sole purpose of crashing into each other. You could race around Hirochi raceway and see who gets first. You could go offroading with your buddies. You can screw around gridmap and whatnot. And as @DriftinCovet1987 said, the trolls would be an issue too.