Like most pple here, I have been grinding away at the A and B spec versions of GT5 hoping the PSN will come back one day :-)
I have around 300 cars and am on L32 and L33 respectively for the A and B specs.
The biggest problem when you are at this sort of level of the game is lack of money and a good set of opponents to race in offline mode. Its just a bore to grind away at the same races (whether in B spec or A spec) to get the 200k needed approx min to spec up any half decent car.
The main pull for anyone at my level to keep playing is to tinker with and enjoy the cars. Grinding literally for days to get even one of the 20m credit flagship cars is just dull and unnecessary.
So the first thing I would do would be to "open" the game for anyone who reaches level 35 or so. Ie stop the silly need for money at this stage. Either that or increase the rewards for races in line with the +10% system they have in place for the increase in points between level ups, say, past L27 this could come into play.
Next I would make a section for practice races, where you would be able to select track and car to drive and also any combination of cars as oponents. The race would be saveable and changeable for future tinkering and testing. This way you could pit yourself against suitable levels of other drivers to keep things fresh.
Next, I would make the reward for each race as a function of PP and time taken and place. Higher PP for a slow race would result in less income, but offset by how much you beat the 2nd place driver if you win the race... So winning a race by a large margin in a less powerful car would result in a much bigger payoff. This aspect is just tinkering with variables to achieve a variable reward, but would spice up the game no end.
Finally, I would allow the user to return to the setup page for the car (Auto Parts section) directly from the start race menu OR within the car setup page and to return to the race from the parts purchase page. It's VERY tedious keep going through many layers of menus to get back and forth between these! It detracts from making subtle tweaks to cars; rather than make a small tyre purchase change or add a better exhaust, etc, just to increase a little, it encourages the tendancy to add everything in one go and spoils the fun of incrementally spicing up a car.
These are wholly reasonable and simple implementations to program.
Currently the poor combination of races/car choices and silly menu ergonomics, stops ultimate longevity in offline mode.
Final thought... there are probably 75% Japanese cars in the game but check out how many races in offline mode allow you to use them?
Any comments anyone, other ideas to SIMPLY transform this game?
I have around 300 cars and am on L32 and L33 respectively for the A and B specs.
The biggest problem when you are at this sort of level of the game is lack of money and a good set of opponents to race in offline mode. Its just a bore to grind away at the same races (whether in B spec or A spec) to get the 200k needed approx min to spec up any half decent car.
The main pull for anyone at my level to keep playing is to tinker with and enjoy the cars. Grinding literally for days to get even one of the 20m credit flagship cars is just dull and unnecessary.
So the first thing I would do would be to "open" the game for anyone who reaches level 35 or so. Ie stop the silly need for money at this stage. Either that or increase the rewards for races in line with the +10% system they have in place for the increase in points between level ups, say, past L27 this could come into play.
Next I would make a section for practice races, where you would be able to select track and car to drive and also any combination of cars as oponents. The race would be saveable and changeable for future tinkering and testing. This way you could pit yourself against suitable levels of other drivers to keep things fresh.
Next, I would make the reward for each race as a function of PP and time taken and place. Higher PP for a slow race would result in less income, but offset by how much you beat the 2nd place driver if you win the race... So winning a race by a large margin in a less powerful car would result in a much bigger payoff. This aspect is just tinkering with variables to achieve a variable reward, but would spice up the game no end.
Finally, I would allow the user to return to the setup page for the car (Auto Parts section) directly from the start race menu OR within the car setup page and to return to the race from the parts purchase page. It's VERY tedious keep going through many layers of menus to get back and forth between these! It detracts from making subtle tweaks to cars; rather than make a small tyre purchase change or add a better exhaust, etc, just to increase a little, it encourages the tendancy to add everything in one go and spoils the fun of incrementally spicing up a car.
These are wholly reasonable and simple implementations to program.
Currently the poor combination of races/car choices and silly menu ergonomics, stops ultimate longevity in offline mode.
Final thought... there are probably 75% Japanese cars in the game but check out how many races in offline mode allow you to use them?
Any comments anyone, other ideas to SIMPLY transform this game?