Never recall that being an issue with Crash. If you want to see a game that's not got it's economy sorted, go look at the new Hot Wheels Unleashed which has an active Idling Problem with it's online servers at the moment. Even coming last you get 75% of the coins you would have gotten if you came first so the coins aren't supremely hard to get. The offline mode payouts could be better, but I do feel most of my issues with offline payouts were resolved with the Golden Wumpa being added (200 coins every 7 or so races does help you get a lot unlocked fairly quickly). If that's going to keep people playing online and make sure the lobbies remain populated, by all means allow it. I don't really have an issue with online having a higher coin payout. ![]() I've definitely wondered if perhaps NF would even been a better game if blue flame didn't get turned into a proper mechanic at all in this remake, it's hard to say at this point as it's such a love/hate relationship I had with it. As cool as blue flame is, I definitely feel like the multiplayer was way more fun anytime you're on a track that didn't have blue flame, as you actually have interactions with other players on those tracks. Just something that avoids just completely lapping players and make all other kart mechanics apart from driving irrelevant. ![]() ![]() Like I said before, it doesn't need to be removed completely, perhaps a hard cap of ten seconds on the blue flame where it turns back to regular sacred flame, or perhaps a global speed increase to the base speed of the game but make the differences between types of flames smaller. But I feel in the end it definitely hurt the player base more to have such an insane skill gap between the good and bad players and really restricted with what friends you can actually enjoy the game with, where other kart games do a better job keeping the backline engaged with a race. Don't get me wrong, I did love smooving with blue flame and it can make for some tense racing when you're surrounded by other no-lives in the lobby. Gaps between the backline and frontrunners just become ridiculous and there really isn't that much interaction at all anymore between players, which is just a weird feeling in a haha funny kart game. Items become mostly irrelevant during blue flame and you really just time trialing once you get away with it. Once you get to holding blue flame none of the regular kart mechanics really work anymore. Don't get me wrong, I've enjoyed my time absolutely smooving on everyone online, but overall I feel like the blue fire mechanic kinda ruined the multiplayer for most of the casual audience. Here's probably a controversial opinion, but perhaps remove or change the blue fire mechanic. More singleplayer stuff would be cool in any form though. Maybe retell the CNK story in a different way. I guess create-a-cup could work for that if I can make the cup 40 tracks long and randomized.Īdding the CNK campaign makes obvious sense if they wanted to do a proper expansion, though I'd be down for a completely new campaign as well if that could involve all the tracks available. I personally just want a mode that after starting your first race just goes through all the tracks in a random order without ever having to return to the menu, just back-to-back racing. I'm in the 'I'll be happy with short loading times and 60fps' group lol. Obviously hardcore fans deserve stuff too, but they're the people who'd upgrade no matter what. On that note though, CNK boost gauge should be an option, even if it is just an obstructive nitro wheels taking up screen estate haha. I don't really think it's in the spirit of this discussion, but I think CNK tying Fake Crash and Pura to consecutive drifts/boosts was a really organic way to showcase just how important they are to do. As someone who loves the racing series, I genuinely think it's super unapproachable for newcomers once you get past the initial fun mascot kart racer aesthetic, and while I don't want to see it dumbed down (patch the nonsense tech like where you map left to down or whatever it is out though), I feel like any new update or sequel needs to focus on bringing in players who were either put off completely from even trying it, be that due to difficulty, lack of content, grinding, MTX etc., or players who dropped it due to that stuff. Tutorials are good, but you run the risk of immediately putting newcomers off when they find out that accelerating and the odd drift isn't gonna cut it. Click to shrink.A CNK Adventure is obviously the best new idea for casual content, but I'm not really sure what else to suggest.
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