Las Vegas Casino - The Mirage

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MGM closing Excalibur, Mandalay Bay, and Mirage poker rooms PERMANENTLY :(

MGM closing Excalibur, Mandalay Bay, and Mirage poker rooms PERMANENTLY :( submitted by chrispdx to poker [link] [comments]

Las Vegas Room Service

The catalyst I'm most excited for is the day when you can order oils, edibles and infused drinks from restaurants and the room service menu in your Las Vegas Hotel. We will see custom strains and products developed for each restaurant casino and hotel.
Although recreational cannabis use is legal in Nevada and has been since 2017, public consumption is not, and this includes at most hotel and casino properties. The safe banking act will get us one step closer but federal legalization will be required to allow casino hotels to allow this to happen.
Federal legalization will have a huge impacts on states that already allow recreational MJ products. Established producers will have a head start on getting partnerships with these large companies. Once a power house like MGM can be invested into its own supply chain of these products it will be rocket ships for all.
Covid will fade away and travel will return.
Biden/Harris will get the safe act through and follow Canada in full federal legislation.
My bet is on AMA, aka https://www.1933industries.com/ It has been a horrible performer and is currently beat down to all time lows. I predict they will be one of the biggest turn around good news stories over the next 3 months.

https://www.zippia.com/advice/largest-companies-in-nevada/

Las Vegas MGM properties:

submitted by thatguybuddy to weedstocks [link] [comments]

Ghastly gamble goes garishly wrong.

Doppel confidently strutted into the Mirage Hotel Casino. She was wearing the face of a ruggedly handsome man in a fine suit. What better to get in without being looked at? An earpiece connected to the cities police chatter droned into her ear as she sauntered through the front desk area into the casino floor proper. Making her way deeper into the loud game floor she seemed to make exact progress towards what she knew to be the hallway holding the counting and server room.
"Okay Dopp. Gotta get in, grab the cash, install the backdoor, and get out. Easy peasy. Security wont even look at me." She thought to herself. Remembering her research for this job. The casino has to have some dirty laundry to let out into the wind. And some easy cash that they wont miss once their info is leaked is just a bonus.
In her mind she made no mistakes, and her face had nothing but a quiet grin on it, but she was warily looking for any sign that she was being watched. Almost to the door that leads out of the game hall and towards the back server room and cash counting room, she passes a table of people that were making no conversation, and barely paying attention to their cards. One several paces away from them, half of them get up to follow.
"Caught, dammit. How did they figure out to look for me? Better abort and come back another time." She keeps walking, weaving between slot machines, as she changes her face and hair just enough that it wouldn't look exactly the same. She turns a corner and is surrounded by ten men in suits and one person that was quite obviously a cape. A hero in the local scene. They must have a quiet way of calling in authorities. Panicking, she puts on a winning smile and turns to the person obviously in charge, hoping to get out of this unscathed.
submitted by Argerro to wormrp [link] [comments]

Xavier DuPont de Ligonnès Article from Society, 6 Aug 2020, Part 2C [English]

Xavier DuPont de Ligonnès Article from Society, 6 Aug 2020, Part 2C [English]
Previous Section-Part 2B
[3/5]
Chapter 9

Highways and dead ends

The hunt for Xavier Ligonnès is enough to drive you crazy. It’s like looking for a lost object, a bank card for example, of which we can determine the exact moment of disappearance: we used it to pay, it was there, and the next moment it is not there anymore. Logic dictates that we look for it where we usually store it (a wallet, a handbag), then where it could be (a back pocket of pants, a hall cabinet), and the less we find it , the more we seem to see it everywhere. Faced with absence, the brain constructs images (the credit card in an office drawer, as a bookmark in a book, forgotten on the counter of the last store) but these are fictions or mirages; they encourage further research but they do not provide a solution. Xavier Ligonnès’s apparent volatilization follows the same logic and produces the same effects on the investigation. The more weeks and months go by, the more places to look get smaller. Emmanuel Teneur ends up leading the investigators to the Société Générale agency on Place Royale in Nantes, but the safe he holds there is simply empty. A request for information on Joven Soliman is sent to the security attaché for the French Embassy in the Philippines. He is a sedevacantist priest, a fringe of traditionalist Catholicism who considers the Pope to be an imposter. The attaché transmits the hours of mass where he officiates. A trip to the Philippines is being considered, but that would mean going to the other side of the world to look for a needle in the thousands of islands of the archipelago. If this track has never been closed, nothing has supported it to date.
Since we must push logic to the end, the investigators even contact the American authorities to corroborate or contradict the story of protected witnesses told by Ligonnès in his famous letter. The DEA has never heard of the individual, and the liaison officer based at the Miami consulate assures us that his last trip to the United States was in 2003: Ligonnès arrived in Florida on July 18 and left on August 22. The study of his entourage also did not highlight anyone capable of providing false papers to the fugitive, and if he had gone through a criminal network, the police believed that an informant would undoubtedly have warned them to protect himself.
Then there are the news reports: the portrait of Ligonnès goes around France, and even if he has undoubtedly changed his physical appearance, his hairstyle, perhaps had even resorted to cosmetic surgery, someone, somewhere, might recognize him one day. After all, that’s how John List, a New Jersey insurance salesman who killed his wife and mother in 1971, was arrested. He waited for two of his children to return from school to coldly shoot them, then attended his youngest son’s football game before shooting bullets through him at home. He evaded justice for 18 years until a co-worker recognized him from a report on America’s Most Wanted.
Rarely has a criminal case given rise to as many appeals as that of Ligonnès, because his stalking not only bewitches the police, it torments an entire country. More than 1000 reports, thousands of pages of depositions, letters, verifications. You have to imagine the miles of printed paper that this represents when they are stacked on a desk. The most recent: in July, after the broadcast of a Netflix documentary on the subject in the United States, the producers of the film claimed to have received an interesting lead in Chicago; but it’s just one more drop in the bucket. Xavier Dupont de Ligonnès has been seen in Annecy, Nancy, Cholet, Corsica (several times); on the side of a road, thumbs up, by a French tourist in Las Vegas; disguised as a chimney sweep in Nîmes; in a hotel in Cantal and in a pizzeria where he paid cash in a hurry; seen again in Germany, in Italy, and heard on the telephone by the reception of the psychiatric hospital of Troyes. Since he disappeared looking like the ordinary neighbor, since he was a representative and his profession has taken him to all corners of France, there is no less reason to see him in Mulhouse than in Roche-sur-Yon, and you can simply see him everywhere.
Aire de Lançon-Provence in July 2020
Extracts: “It was the same look, except that he looked very sad, in the west, but he had the same glasses as in the photo you are showing me”; “He looked like a man like everyone else, but there was something odd in his eyes;” “Yesterday, around 1:00 pm, I was watching the news on television on the TFI channel. I saw a report where an individual killed his children and his wife before disappearing into the wild. (...) Seeing the gentleman in the photo, I made the connection with the person whom I had crossed Sunday afternoon because he had the same smile.” At the Vauvert tourist office: “I hardly look at the news, but Thursday evening I saw the photo of Mr. Ligonnès, I had the impression of having already seen him, my heart was racing.” Between Carpentras and Avignon, when he comes back from the bakery, the manager of one of Nicolas Sarkozy’s brothers crosses paths with a man with a beige bob, which he is certain is the fugitive. “I flashed,” he says. “For me, there is no doubt. This is him.” Still more letters are sent to the police to offer them help. An amateur astrologer requests a copy of the suspect’s birth certificate to establish a birth chart, a woman in child-like writing recommended a great medium who had helped her find her daughter who had become a junkie in Marseille. A prisoner asked in writing to be sent to Guinea to go hunt him down in the jungle, attaching to his letter a list of the necessary equipment, including infrared glasses and a “samurai sword.”
With each letter, with each phone call to report a suspicious individual, investigators attempt to cross-reference the information. They patiently collect the testimonies of the depositors to know where Xavier Ligonnès was seen, if he was accompanied or not, what was his size and his outfit. Inconsistent testimonies or those referring to individuals who are too young (Ligonnès would be 59 years old today) and too small (he measures a little over 1.80 meters) are discarded. For the others, investigators check the CCTV recordings, when they have not been erased and when the cameras have actually recorded on tape. If the person has been spotted pumping gasoline, in a Géant Casino, or in a Courtepaille, they trace the means of payment used and seize the duplicates of bank cards. They give priority to the restaurants, especially the Buffalo Grill, Ligonnès’ favorite establishment. And when the trail is still hot and the dishes haven’t been done yet, they collect DNA from the plates and cutlery. A few months after the start of the investigation, the investigating judge in charge of the case will even be forced to ask them to slow down, the seals starting to take on the appearance of a china cabinet in a large restaurant.
The Total service station in Lançon-Provence, July 2020
The PJ of Nantes believed on several occasions to finally have in hand the winning ticket and to be on the point of intercepting Ligonnès. This was the case in Borgo, where a photo taken from the video surveillance of a supermarket in this small Corsican town was very similar. Upon verification, it was only a local. They believed in it even more in January 2018 when they were told that an individual with a strong resemblance to Xavier Ligonnès was at the Saint-Désert Notre-Dame de Pitié monastery near Roquebrune-sur-Argens. About twenty police officers raided and searched the premises until they came across Brother Jean-Marie Joseph, who certainly looked disturbingly like Ligonnès, but who was not him. In still other cases, the police were never able to “close the track,” and it is perhaps Ligonnès who was seen.
For example, in Lançon-Provence, April 26, 2011. That day, at 2:44 am, Mahjoub B., a handler by profession, parks his vehicle at the Total service station after the Lançon-Provence toll. He fills up, then goes to the store to pay. On his way, he passes a 45- to 50-year-old man, about six feet tall, who hangs out there between the gas pumps and the store. When he returns to his vehicle, his colleague asks him if he has seen the man, whom he is convinced is the one everyone is looking for, the one who killed his family in Nantes. Mahjoub then takes a new look at the individual, notices that he is wearing glasses, light jeans, that he has brown hair a little graying and a beard of a day. At his feet, four rigid shopping bags, one red, one white, one brown and one whose color he cannot distinguish. Inside the store, employees also noticed the individual. He’s been out for almost three hours. At one point, he walks in to ask for free coffee, as part of a promotion. Behind her cash register, Jocelyne H. notes a detail: he is missing a tooth. “The second on the left, I believe,” she says when heard by investigators. This is information that has never filtered out and yet, it’s true – a little detail, Xavier Ligonnès was missing a tooth. Little by little, the space has filled in, but you can always see it when he smiles. The images from the station’s surveillance cameras are confusing: if this man is not the one we are looking for, it must be his twin brother. At 3 a.m., the cameras show him hitchhiking by a Volkswagen Combi, which investigators quickly find. The driver’s name is Christophe B. He has not heard of the case, and he must be one of the only ones in the country; but Christophe is no longer listening to the news because, he says, “the news is bad all the time.” From the hitchhiker on the night of the 25th to the 26th, he remembers that he “did not smell very good” and that he had a growing beard. They didn’t discuss much. The man simply told him that he was coming from Paris where he had gone to see “his sick old father,” and that he wanted to take the train to Aix-en-Provence. Christophe dropped him off at a motorway exit, the 30 or the 31, between 4 a.m. and 4.15 a.m. The surveillance cameras at Aix train station allow you to get back on track. He is filmed on the forecourt at 6 am, he wears light pants, a dark jacket. He buys a ticket at 1.20 euro, free destination. Then we lose track.
Despite all the checks, despite all the cameras, it will be impossible to track this man perfectly resembling Dupont de Ligonnès, who could nevertheless have confirmed that he was, at least on this date, still alive.
How can one suddenly evaporate in plain sight, and how could a man who has collected chess all his life accomplish this feat? The XDDL mystery makes it possible to scaffold all the theories. These flourish in books, in docudramas and, of course, on the Internet. We imagine Ligonnès protected by the secrecy of a monastery, flown to the United States, where he can go unnoticed thanks to his English without an accent, or even on the escape alongside a woman he would have manipulated. The police officers in charge of the case do not work on theories or psychological profiles, but according to a scientific approach: they always start from a fact, which opens a track, which they then explore until the end, close, and move on to another. This method is also a way to protect yourself from endless guesswork, or insanity, but it doesn’t always work. Several times, the track looks like a highway towards the fugitive, and the police are convinced that they will finally close this investigation. But they end up stumbling upon the worst thing ever, as was the case with the allusion to Emmanuel Teneur’s sailboat: coincidences.
Coincidence number 1. When the Ligonnès C5 was discovered in the Formula 1 car park in Roquebrune, the night watchman informed them that two reservations had been made in the name of Dupont Xavier, one on April 5 and the another on April 14. The hotel manager then specifies that the first reservation was actually made for April 6. That day, however, XDDL was in Nantes, probably digging the grave of Thomas, murdered the day before. Had he thought of accomplishing his crimes earlier or had he reserved a room for an accomplice, who might have been hiding something for him? The videos of April 5 and 6 are no longer available, but payment for the room was made with a Crédit Agricole credit card. The number gives a name, Faiçal E., and an address. Could it be an accomplice? The checks are launched immediately lead to a man who simply used “Dupont Xavier” as an assumed name - like Ligonnès - to book a night in the same hotel, the same year, the same month, within ten days.
Coincidence number 2. The liaison officer in Miami launches research around the various aliases used by XDDL, for operations of “mystery shopper” or to stay in hotels. In the FBI file, he finds a certain Xavier Laurent, one of Ligonnès’s favorite nicknames, installed in Jacksonville, north of Florida. Jacksonville is not just any city. This is where Hugues, the cousin of XDDL lived, and it is also this locality that Ligonnès and his friend Michel Rétif declared to customs in 1990 during their trip to the United States. At the very end of the personalized letter sent to Michel on April 8, Xavier Ligonnès seemed to allude to it: “I will think about you there. (Not the right to tell you where, but you went there with me...in November 90…a clue to dig. LOL).” But this Xavier Laurent is another twist of fate: the police come across a certain Evan Shaffer, a petty criminal who has chosen this alias to commit crimes.
Coincidence number 3. Ten days before the crimes, XDDL reconnects with a childhood sweetheart, Catherine K., whom he met in Versailles in the 1980s. Between March 22 and 24, they exchange text messages and try to find a date to meet the week of April 12, in Chamonix. These messages intrigue the investigators, some answers seem surprising, almost illogical, and they suspect Ligonnès of having wanted to ensure a logistical relay in his escape. A little later, a certain Patrick O. reports having seen XDDL in the queue of a Sixt car rental agency at Nice airport on April 17, 2011. By peeling the names of dozens of people having rented a car that day, the police officers miss the infarction: in capital letters, white on black, appears the surname of Catherine, who would have rented a vehicle at 1:30 am. A few hours later, their heart rate drops again: it was only a perfect disambiguation.
Each coincidence causes the same chain of reactions. First a eureka!, the certainty of having finally found the tiny detail from which to trace everything. The police then cast their nets like fishermen on the high seas, telephone or banking requisitions, requests for listings, identity checks. Then they wait. It can last from a few hours to several weeks, and inevitably it is a burning, nagging wait, tense by the fear that the track will fly away. Finally, there is the immense disappointment and the obligation to face reality again: Xavier Ligonnès is still nowhere to be found, a track has flown again, and we have to hoist the rock up the mountain again. Those who have worked or are still working on the affair strive to maintain a cold, rational, police facade. But little by little, by dint of chasing a shadow - not even a shadow, a ghost - obsession lurks. One of them, a police officer with a professional Protestant pastor, now out of the investigation, still returned until recently to consult the investigation file every week, saying he simply wanted to put the 12,000 pages of documents in order. For a year, a criminal analyst has also been mobilized. He enters all the elements of the file in a software which digests them and spits out, perhaps, new threads to draw. In the meantime, the two police officers who are still following the investigation - one at the PJ in Nantes, one at the OCRVP, in Paris - “live” the case, as their colleagues say. Among these thousands of pages there is no doubt a clue that has gone unnoticed or, better, a lead that has not yet been explored.
Track number 1. Who typed “fraternité saint-thomas becket” on Google on April 3 at 11:34 pm, before clicking on a link in the Cité-Catholique forum? Is it the same person who, the same night at 2:01 am, from an iPhone, did the search for “communion state mortal sin,” bringing it to the same forum? On April 8, the user of this phone will in any case send the search engine the request “hello Chacou”, which will lead him (her) again to the Cité-Catholique forum. Chacou was one of the pseudonyms of Xavier Ligonnès. Investigators saw crazier coincidences, but still: can it really be someone other than Xavier Ligonnès, who himself connected to Cité-Catholique almost every day of his escape? The last article published on the site about Saint-Thomas Becket, an ultra-traditionalist fraternity which practices mass in Latin, dates from January 2009. It indicates the name of its founder, Father Jean-Pierre Gac, and specifies this: “Born in the diocese of Blois where there are two communities (…), the fraternity has also extended in the diocese of Toulon - a parish is also entrusted to them in Ollioules.” Ollioules is located six kilometers from La Seyne-on-Mer, where XDDL spent its penultimate known night, and 94 kilometers from Roquebrune. Jean-Pierre Gac was questioned by the police but claimed to have never been in contact with the fugitive. Investigators have always believed in the possibility that Ligonnès took refuge in a monastery in the Var. They considered to search them one by one, before understanding that there are dozens and dozens of brotherhoods and fraternities, that they are not always castles of the Purple Rivers but sometimes simple farms, lost in the hinterland. To mount a search, it would be necessary to ensure that they do not communicate with each other, and therefore to visit them all at the same time. The examining magistrate quickly tempered the fervor of the police and declared the operation impossible.
Track number 2. Xavier Ligonnès had two secret Facebook accounts. The first is named after his favorite country singer, Waylon Jennings. One of his nieces had also found him a month before the crimes, sending him a message, “but who is behind this nickname?,” to which XDDL had immediately replied “How did you manage to arrive on the Waylon Jennings Facebook profile? Too clever! Microsoft Advantage??? Kiss.” The second account concerns a certain “George Town” residing in Nantes and is linked to one of Ligonnès’ many email addresses, [email protected]. The police send a requisition to the management of Facebook in Palo Alto to obtain the creation and connection logs of the two profiles. The answer comes in days: the first was created in February 2010, the second in December 2007, when France had barely discovered the social network. Above all, the response indicates that Ligonnès connected to the two accounts on the night of April 4 to 5, between the first assassinations and that of Thomas. The profiles have since been deleted but suggest he could have used them to communicate with a third party. Catherine K., the youthful lover that XDDL contacted a few days before the tragedy, also reported to the police that she had been approached by a certain Philippe Steiner, whom she did not know, around May 20. He sent her a strange message, suggesting that they might have had a relationship in the past. When she went to respond, the profile had already been deleted. Today there are almost 100 Facebook accounts on behalf of Waylon Jennings, some are created and deleted every day.
Track number 3. When the Ligonnès family is having their last meal on April 3, 2011, around 9 pm, a young woman walks through the glass doors of the police station on Place Waldeck-Rousseau in Nantes. Originally from a small village near Vannes, Julie is a BTS student and comes to file a complaint: the Twingo that her father lets her drive has been broken into, probably during the night. There was not much inside, but Julie reported the theft of her car radio as well as the vehicle’s logbook, which she normally stored in a small Renault gray faux leather pouch. This same pouch was found on April 22 in the dresser of the Ligonnès living room where Xavier used to store his papers, during the investigation the day after the discovery of the bodies. The police did not follow this track: they put the break-in of Julie’s car on the account of one of the Ligonnès sons, Arthur, who had already been arrested for theft of a bicycle and driving under the influence of cannabis. But why would Arthur have taken the vehicle papers with the car stereo, and why would he put them in the middle of his father’s papers? And if the theft was committed by Xavier Ligonnès a few hours before killing his family, how can this be explained? Was he able to steal other identity papers to facilitate his escape?
In this case, it is always about cars. Those imported by XDDL from the United States, the Citroën C5 from the escape, the vehicles he claimed had been stolen over the years: the first at the Brest police station in 1998, while living in Pornic, a second at the same time at the Saint-Nazaire police station, and then again, in Nantes, on May 17, 2006, a Golf convertible finally found then sold a few months later to a mechanic, a friend of Cédric M.
Cédric M. is never far away when it comes to cars. He is also a mechanic, that’s how Ligonnès met him in Vannes a few years earlier. He is one of the recipients of the departure letter, therefore a close friend. He was even the first employee of the RDC. Ligonnès regularly went to visit him in Locmalo in the heart of Morbihan, a two-and-a-half-hour drive from Nantes. With Cédric and his partner, Renaud, they went to the local creperie. They had lunch there together on March 31, 2011, four days before the crimes. In the village, it is said that Ligonnès took care of the dark accounts of the “guys,” who have quite a reputation. Could he have built up a slush fund there that no one would have found until now? Cédric and Renaud’s garage is not indicated by any sign. It is at the end of a road. In the yard, wrecks of American cars and a goat on a leash. Inside, Renaud is working on a shiny yellow Cadillac. His attitude is confusing. He is angry with the police who have never come to question him when he is, according to him, “the last to have seen [Xavier] alive. But I will not tell you when, because that the date is important,” he adds before returning to his Cadillac, wrench in hand.
To date, Renaud has still not been heard by investigators.
At the same time, reports continue to flow.
Ligonnès seen in Mulhouse, on the four lanes between Saint-Brieuc and Rennes in a Peugeot 308 and overtaking on the right, Ligonnès seen again in Tunis and Toulouse.
Ligonnès seen, but never caught.

Next Section-Part 2D
submitted by Eki75 to DupontDeLigonnes [link] [comments]

Essentially staying in Vegas for free!

I'm pretty stoked right now. I finally cashed in my MyVegas and Wynn credits / gems to spend basically a week in Vegas. We're doing 2 nights at Wynn then we're heading over to Park MGM or Mirage for another 2 nights.
We're still trying to decide between Mirage / Park MGM. What do you guys think? I'm sort of stuck because I like Park's location but I hear the rooms at the Mirage are better. (I've never stayed at either obviously)
What do you think? Where would you stay? We also haven't been there in a few years so if you have any recommendations for a new attraction or good restaurant let me know!
submitted by Luimallozzi to LasVegas [link] [comments]

CampEDC - RV FAQ 2021

So you’ve gotten the idea in your head that you wanna use an RV for CampEDC, what next? That’s what this FAQ is gonna handle.

RV or Trailer?

For the uninitiated, an ‘RV’ in camp, doesn’t mean the typical bus-shaped RV commonly seen. It could be a trailer pulled by a truck, it could be a ‘class-c’ or the bus-style mentioned. Which option you bring to CampEDC doesn’t matter, it just has to all fit in 45’ of the parking spaces in camp. If you have a trailer and the truck towing it doesn’t fit, you have to get the Extra Vehicle option ($100) to then park the truck in the parking lot.

First Time RV Drivers:

Lots of people have never driven a vehicle this large in their life, so here are some things to consider: RV’s are tall, long and heavy. They have a lot of mass, catch A LOT of wind and have a BIG rear hanging over the rear axle.
What this means is you need 2-3x the stopping distance. This is not only to stop the RV safely, but also your passengers probably aren’t sitting and your luggage isn’t secured. So slamming on the breaks is going to cause people and dangerous things to come flying forward and someone WILL get hurt.
Speaking of luggage: always put your luggage on the floor with a wall between you and it. This way if it slides forward, it wont hit anything or anyone.
The RV will wobble a lot when driving, especially on the interstate as wind blows it back and forth….and Vegas is VERY windy in May. Because of this, keeping constant attention on being exactly in the center of your lane at all times is crucial for the safety of the smaller vehicles around you.
RV’s have multiple batteries: main battery and the coach battery (sometimes a 3rd as well). The main battery only powers the engine and items that would normally be powered as in a regular car. The coach battery powers mostly the interior lights, the status panel, electrical starter for the generator, the power awning and (rarely) the electrical outlets.
The generator powers literally everything else: electrical outlets, microwave, tv’s, water pump and hot water heater, etc. The generator runs off the primary gas tank of the RV. Generators are very efficient, usually only using, about 1/3-3/4 of a gallon of gas per hour running. In my experience, you will only use between 15-30 galls of gas running the generator for an entire weekend of EDC and RV’s have between 40-70 gallon takes, with most having a standard of 55gallons.

I picked up my rental RV a day/couple days before CampEDC opens, where can I park it?

There are several places around Vegas to park an RV either for short term or long term. Several of the hotels on the strip, such as the Mirage, allow for parking in their bus/group lot for a fee (Mirage is $30/day, fyi).
Places like Circus Circus and Main Street Station have a full on RV resort area that comes with power, sewage and freshwater for about the same price per night. There are other places like this that aren’t casinos/hotels sprinkled around Vegas and they’re easy to look up.
Lastly there are places that offer just plain regular parking for RV’s, but without the hookups. This option is good if you have a hotel room leading up to Camp and want to save fuel and other RV resources soley for camp. Main Street Station is one example.
How do I get to CampEDC with the RV? RV’s have a separate entrance to Camp than cars, ubers or walk-ups do. Typically, there are signs along I-15 indicating which exit to take, but just in case there’s not: Do not take Exit 54 (Speedway). Go past it to Exit 58 (Nellis Airforce Base). This takes you around the backside of the speedway and a much longer stretch of road that has more flexibility with RV’s than the main speed way entrance.

What happens during RV Check-in? What is security like?

Can we park next to our Friends RV?

Only if both RV’s check-in together, otherwise RV’s are placed in a sequence on first come first serve.

Can we park backwards in our spot to allow for a ‘space’ between our and our friends RV?

The staff is pretty flexible and will probably allow two adjacent RV’s to park closer to the edge of their assigned spaces to create a little gap between 2 RV’s for seating or whatever.
I have an RV with the Power Add-on. Are they going to put me next to all those noisy generators? No. The 30amp/50amp purchasers are in a separate area. In 2019, they were on the opposite side of the Mesa from the ‘dry’/generator powered RV’s. You will still hear music from The Mesa all day long though, so it’s not like totally silent.
How are the noise levels in an RV? Will I be able to sleep?
Bass is Bass. It carries. And RV walls aren’t really as insulated as you might think. You will still hear loud people, laughter and shouting. However, between the droning of the A/C units and the generators running, you’ll have more white noise to help mellow it out.
One thing to bring with you is an eye mask since most RV’s don’t have blackout shades and sunlight will be the biggest issue sleeping.

How do I arrange for the sewage pump out and water refill?

Starting on Friday or Saturday, you can go to the customer service booth in the mesa and buy pump out/refill services for $80.
One $80 voucher gets you 1 pump out AND 1 freshwater refill.
You have to give them your ‘address’ which will be a number painted in front of your RV on the ground and a temporary street sign nearby. (E.G.: 226 Wide Awake or 654 Sands).
Some time during that day, the truck will drive by and refill your water and pump out your black and grey water tanks.
You don’t have to be present for them to do this.

My trailer doesn’t have an integrated generator, but I have an external one, can I use it?

No, the generator must be fully integrated with the RV or trailer.

I have a camper van, does that count as an RV?

As far as I know, yes. In 2018, there was one parked right next to me in camp. It was allowed because it had an integrated roof A/C unit that didn’t require the van to be running to function. However, if you have questions, email Insomniac with the exact make and model you want to bring and then bring that email with you to Camp since most of the security and check-in teams aren’t privy to those emails or conversations.

What is this Turquoise Lot nonsense?

That’s the biggest question mark for Camp in 2021.
It’s basically al new expansion of Camp to allow for more RV campers.
It’s located to the east of the drag strip and its grand stands, but in the same parking lot as Camp EDC, albeit further away from the Mesa.
As far as we know, this new lot will have food options and chill zones.
We have not gotten any word yet on if people who bought the 30/50 amp option will be put with the other power purchasers or if the Turquoise lot will have it’s own grid for this.
submitted by DjSpectre to CampEDC [link] [comments]

An extensive list of features I would like to see implemented into TC2 or any future titles.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to The_Crew [link] [comments]

An extensive list of features I would like to see implemented in the next Forza Horizon or potentially added to FH4 as it is still receiving support.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to forza [link] [comments]

Hey Locals, what's your favorite Casino?

I have to hands down say The Golden Gate on Fremont Street is my favorite. It has history and is technically the oldest casino in Las Vegas. No, it isn't huge, it isn't modern like Caesars Palace, but it has soul. Also, I tend to have best luck at the blackjack tables there (& the D, which are both co-owned by the same company.)

What are your favorite Casinos?

On the strip, I like Planet Hollywood the best. The ambiance of the Palazzo gaming room is lovely, but I've always did nothing but lose lose lose there. I also did pretty well at the Mirage.

Typically I avoid the strip for gambling, and my last apartment was at Jones and Lake Mead, so I went to both Fiesta and Texas Station often, THAT or Arizona Charlie's. I've won more the not at Arizona Charlie's. As you can see, I don't have the most boujee tastes. But I do have a love for the Casino lifestyle, which is why I attended dealer school.

Tell me where your most positive casino experiences were, which ones you prefer, and the ones that you tend to avoid, please!
submitted by ZayZayBaddd to vegas [link] [comments]

With the next NFS in works, here is an extensive list of features I would enjoy seeing deployed into the game.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
submitted by jxfl to needforspeed [link] [comments]

Official Top 100 Albums of the 2010's - Nomination Thread #2 RESULTS

Welcome to the results from our second nomination thread for our Top 100 Albums of the 2010's project! Here's a short reminder of how this project works:
We will be collectively selecting and ranking the top 100 albums of the decade together over the next few weeks. The process will be broken into 3 phases:

  1. Nomination
  2. Top 100 Selection
  3. Top 100 Ranking

2814 - 2814 (2014)
Above & Beyond - Group Therapy (2011)
Against All Logic - 2012 - 2017 (2018)
Alix Perez - Chroma Chords (2013)
Alon Mor - Long Awaited Journey (2017)
Anamunaguchi - USA (2019)
Andrew Bayer - It's Artificial (2011)
Andrew Bayer - If It Were You, We'd Never Leave (2013)
Andrew Bayer - In My Last Life (2018)
Aphex Twin - Syro (2014)
Apparat - A Devil's Walk (2011)
Arca - Arca (2017)
Avicii - True (2013)
Baauer - Aa (2016)
Bassnectar - Divergent Spectrum (2011)
Bassnectar - Into The Sun (2015)
Baths - Cerulean (2010)
Ben Frost - A U R O R A (2014)
Bicep - Bicep (2017)
Blackmill - Miracle (2011)
Bluetech - Love Songs to the Source (2010)
Boards of Canada - Tomorrow's Harvest (2013)
Bonobo - Black Sands (2010)
Bonobo - The North Borders (2013)
Bonobo - Migration (2017)
Boyz Noize - Out The Black (2012)
Boyz Noize - Mayday (2016)
Breakbot - By Your Side (2012)
Burial - Tunes 2011 to 2019 (2019)
C2C - Tetra (2012)
C418 - Minecraft Volume Alpha (2011)
Calibre - The Deep (2017)
Calvin Harris - 18 Months (2012)
Calvin Harris - Funk Wav Bounces Vol 1 (2017)
Camo & Krooked - Zeitgeist (2013)
Camo & Krooked - Mosaik (2017)
Carbon Based Lifeforms - Interloper (2010)
Carbon Based Lifeforms - Derilects (2017)
Caribou - Swim (2010)
Caribou - Our Love (2014)
Cassius - Dreams (2019)
Chase & Status - No More Idols (2011)
Chrome Sparks - Chrome Sparks (2018)
Chromeo - Business Casual (2010)
CHVRCHES - The Bones of What You Believe (2013)
Clams Casino - Instrumentals (2011)
Com Truise - Galactic Melt (2011)
Cubicolor - Brainsugar (2016)
Daft Punk - Tron: Legacy (2010)
Daft Punk - Random Access Memories (2013)
Daniel Avery - Drone Logic (2013)
Danny Brown - Atrocity Exhibition (2016)
deadmau5 - 4x4 = 12 (2010)
deadmau5 - >album title goes here< (2013)
deadmau5 - While (1<2) (2014)
deadmau5 - W:/2016ALBUM/ (2016)
Digitalism - Mirage (2016)
Disclosure - Settle (2013)
DJ Koze - Knock Knock (2018)
DJ Rashad - Double Cup (2013)
Dj Shadow - The Mountain Will Fall (2016)
Duck Sauce - Quack (2014)
Dusky - Outer (2016)
Emancipator - Seven Seas (2015)
Emancipator - Baralku (2017)
Eprom - Metahuman (2012)
Eric Prydz - Opus (2016)
Feed Me - Calimari Tuesday (2013)
Feed Me - High Street Creeps (2019)
FKA Twigs - LP1 (2014)
Flight Facilities - Down To Earth (2014)
Floating Points - Elainia (2015)
Floating Points - Crush (2019)
Flume - Flume (2012)
Flume - Hi, This Is Flume (2019)
Flume - Skin (2016)
Flying Lotus - Cosmogramma (2010)
Flying Lotus - Until The Quiet Comes (2012)
Flying Lotus - You're Dead (2014)
Forest Swords - Engravings (2013)
Forest Swords - Compassion (2017)
Four Tet - There Is Love In You (2010)
Four Tet - Morning / Evening (2015)
Four Tet - New Energy (2017)
G Jones - The Ineffable Truth (2018)
George Fitzgerald - All That Must Be (2018)
Gesaffelstein - Aleph (2013)
Giraffage - Too Real (2017)
Gorillaz - Plastic Beach (2010)
Grimes - Visions (2012)
Griz - Say It Loud (2015)
Griz - Good Will Prevail (2016)
Grum - Heartbeats (2010)
Home - Oddysey (2014)
Iglooghost - Neo Wax Bloom (2017)
Illenium - Ashes (2016)
Ivy Lab - Death Don't Always Taste Good (2018)
Jack U - Jack U (2015)
James Blake - James Blake (2011)
James Blake - Assume Form (2019)
James Ferraro - Far Side Virtual (2013)
Jamie XX - We're New Here (2011)
Jamie XX - In Colour (2015)
Jon Hopkins - Immunity (2013)
Jon Hopkins - Singularity (2018)
Justice - Woman Worldwide (2018)
Justice - Audio, Video, Disco (2011)
Kavinsky - Outrun (2013)
Kaytranada - 99.9 % (2016)
Kill The Noise - Occult Classic (2015)
Knife Party - Abandon Ship (2014)
Koan Sound - Polychrome (2018)
Kuedo - Severant (2011)
Lane 8 - Rise (2015)
Lane 8 - Little By Little (2018)
Lapalux - Nostalchic (2013)
Lapulux - Ruinism (2017)
LCD Soundsystem - This Is Happening (2010)
Lone - Galaxy Garden (2012)
Lone - Reality Testing (2014)
Lutrell - Into Clouds (2019)
M83 - Hurry Up, We're Dreaming (2011)
Machinedrum - Room(s) (2011)
Madeon - Adventure (2015)
Madeon - Good Faith (2019)
Major Lazer - Free The Universe (2013)
Maribou State - Kingdoms in Colour (2018)
Mat Zo - Damage Control (2013)
Mat Zo - Self Assemble (2016)
Max Cooper - Yearning For The Infinite (2019)
Mefjus - Manifest (2018)
MGMT - Little Dark Age (2018)
Moderat - II (2013)
Moderat - III (2016)
Moody Good - Moody Good (2014)
Mord Fustang - All Eyes on Mord Fustang (2012)
Motor City Drum Ensemble - Raw Cuts Vol. 1 (2010)
Mount Kibie - Love What Survives (2017)
Mr. Oizo - The Church (2014)
Mura Masa - Soundtrack To A Death (2014)
Neon Indian - Era Extrana (2011)
Nero - Welcome Reality (2011)
Nero - Between II Worlds (2015)
Netsky - Netsky (2010)
Nicolas Jaar - Space Is Only Noise (2011)
Noisia - Split The Atom (2010)
Noisia - Outer Edges (2016)
Nosaj Thing - Fated (2015)
Odesza - Summer's Gone (2012)
Odesza - In Return (2014)
Odesza - A Moment Apart (2017)
Olafur Arnalds - Re:member (2018)
Oliver - Full Circle (2017)
Oneohtrix Point Never - R Plus Seven (2013)
Oneohtrix Point Never - Garden of Delete (2015)
Pendulum - Immersion (2010)
Photay - Onism (2017)
Plaid - Reachy Prints (2014)
Plaid - Polymer (2019)
Porter Robinson - Worlds (2014)
Pretty Lights - A Color Map of the Sun (2013)
Pryda - Eric Prydz Presents: Pryda (2012)
Purity Ring - Shrines (2012)
Ratatat - Magnifique (2015)
Reso - Ricochet (2015)
Rival Consoles - Howl (2015)
Rival Consoles - Persona (2018)
RL Grime - VOID (2014)
Royksopp - The Inevitable End (2014)
Rufus Du Sol - Atlas (2013)
Rufus Du Sol - Bloom (2016)
Rufus Du Sol - Solace (2018)
Rustie - Glass Swords (2011)
Rustie - EVENIFYOUDONTBELIEVE (2015)
SBTRKT - SBTRKT (2011)
Sebastian - Total (2011)
Shlomo - Bad Vibes (2011)
Skee Mask - Compro (2018)
Skrillex - Recess (2014)
Slow Magic - How To Run Away (2014)
Slow Magic - Float (2017)
Sophie - Product (2015)
SOPHIE - Oil of Every Pearl's Un-insides (2018)
Soulwax - FROM DEEWEE (2017)
Spencer Brown - Illusion of Perfection (2018)
Spor - Caligo (2015)
Swedish House Mafia - Until Now (2012)
T.E.E.D. - Trouble (2012)
Tame Impala - Currents (2015)
Teen Daze - All of Us, Together (2012)
The Avalanches - Wildflower (2016)
The Chemical Brothers - Further (2010)
The Chemical Brothers - No Geography (2019)
The Glitch Mob - Drink The Sea (2010)
The Glitch Mob - See Without Eyes (2018)
The M Machine - Glare (2017)
The Midnight - Days of Thunder (2014)
Thom Yorke - Tomorrow's Modern Boxes (2014)
Tipper - Forward Escape (2014)
Tipper - Jettison Mind Hatch (2019)
Todd Terje - It's Album Time (2014)
Tokimonsta - Half Shadows (2013)
Toro Y Moi - Outer Peace (2018)
Tourist - U (2016)
Tourist - Wild (2019)
Troyboi - Left is Right (2017)
Two Fingers - Stunt Rhythms (2012)
Tycho - Dive (2011)
Tycho - Awake (2014)
Tycho - Epoch (2016)
Tycho - Weather (2019)
Uppermost - Polis (2011)
What So Not - Not All The Beautiful Things (2018)
Wolfgang Gartner - Weekend In America (2011)
XXYYXX - XXYYXX (2012)
Yotto - Hyperfall (2018)
Zed's Dead - Northern Lights (2016)
Zedd - Clarity (2012)
ZHU - GENERATIONWHY (2016)
ZHU - Ringo's Desert (2018)

Come back here on Thursday for the final nomination thread. This is your last chance to get any album not listed above in contention for the top 100!
- The Mod Team
submitted by adirtybubble to electronicmusic [link] [comments]

As TDU3 is under development, here is an extensive list of features I would enjoy seeing and hopefully some can be implemented.

This list will consist of the beginnings of an outstanding open-world racing game from many of the features I've conceptualized. I've always had a thought/fantasy in my head of taking some of the best features from many racing games and rolling them into one fantastic game. There have been so many quirks and great things across many racing games and even non-racing games that could be implemented into other racing games to improve upon games. I think some game developers and creative directors owe it to themselves to play many other racing games themselves to draw inspiration from other games and they should directly use polls in social media to see what people want the most, so resources can be allocated in that direction. I will refer to many games throughout this as I feel a lot of racing games (and other games in general) made over the last 15 years or so have features that could contribute to the concepts that would create a great game. Game abbreviations will include MC (Midnight Club), NFS (Need for Speed), TC (The Crew) FH (Forza Horizon), FM (Forza Motorsport), GT (Gran Turismo), GTA (Grand Theft Auto) and TDU (Test Drive Unlimited). This list will not be suggesting any locations, vehicle or part manufacturers directly unless something is used as an example, this is just features that could be incorporated upon a base game. Developers will obtain whatever licenses they can and I don't see this as a thing to extensively cover. An example is that we would all love to see Toyota, but obtaining their license recently has been difficult for many companies. One thing that I can't speak of as I have no personal use, is steering wheels. I'd like to hear some feedback on how to create the optimal steering wheel experience in a racing game.
Physics: Driving physics control the entire driving experience of a racing game so these are ultimately the most important thing to get correct. There have been many games that have gotten so many things right with a mediocre or worse physics system that detracted from the experience so much that the legacy of the games it applies to are tarnished regardless of how many other things are done well, with TDU2 is a great example. Ideally, they would be on par with FH4. Some extent of arcade physics would be nice, but not to the extent of some of the Ghost produced NFS games to where there is some oddly conflicting attempt of two physics systems fighting each other to determine if you are attempting to drift or grip. There would be a difference in the feeling of drivetrains and the AWD wouldn't be dominant over RWD in paved road scenarios, tuning and efficient driving could make RWD better due to the car being lighter.
Controller mappings/settings: I will continue to reiterate the ability to customize things to the user's liking should be the biggest priority in many categories. The ability to enable and disable vibration in the handles and triggers individually would be nice. It's good to have the choice setting of linearity and inner and outer dead zones. I will be using an Xbox controller for my ideal pre mapped settings. I think FH4 has the best control scheme, but could still use some improvement (and features). To maximize the inputs available, the photo mode should be accessed through the start/pause menu, rather than having them mapped to buttons that could be useful for other functions. The standard LT brake, RT accelerate, LS steering and RS camera (with the click of it being a 180 degree look back) are a very simple base scheme. LB to use the clutch, X and B should be downshift and upshift respectable, RB for the handbrake, A for nitrous, Y for rewind, LS click for the horn, the "select" button would be for interact/map when there's nothing to interact with, left d-pad would function the same way GTA5's would regarding the radio (including holding it + RS to select a specific station), down d-pad would function as FH4 does, where you can choose telemetry or a gps assistant, up d-pad could enlarge and extend the mini-map to give an idea of what is ahead. right d pad could pull up a list of mini functions, such as blinkers, headlights, windows, convertible roof, neon lighting, engine off, hydraulics, air bags, cruise control, etc.
Map/Environment: The map can be a real place or a fictional place. Being able to visit a real place from the comfort of your home is nice, but visiting a fantasy land with no creative restrictions would be nice. Some really cool things that were imagined could happen because there is no need to resemble a real place. Day/night cycle with a weather cycle depending on which part of the map you are on, where snow can be on top of mountains. The map needs to be large, no smaller than FH4, ideally larger than the individual TDU2 maps with little to no exploration restrictions. I'd like to see a couple very long straightaways or near straightaways to allow cars to top out on speed. This could be combined with a highway loop system that can wrap around a large portion of the map. Beaches, bumpy terrain areas for intense offroading and of course tunnels for the sound of engines roaring through and echoing. A moderately large mountain would be cool for a hill climb and maybe somewhere to descend from the mountain with multiple consecutive hairpins from the mountain would be nice for drifting. I’d love for the map to have spots to evoke nostalgia for many of us that have played many racing games throughout the year, with an example being when I played TC1 for the first time and I was in LA, it brought back fond memories of MCLA. Even some areas do not have to be specific, but some areas on TC2 reminded me of the speed challenges on NFSPS. Having a/a few tuning shops across the map would be really cool, along with a few NPC cars completely RNG based on model and visual customization so that every time you visit the tuners, you see something new so the tuner feels less stale over time. Barn finds/TDU2 style wrecks. Having racing tracks incorporated into the map that are accessible while in free roam and used for races would be cool, like TC1/TC2, especially an oval track with an optional infield layout. Having a parking garage or two would be nice as you can do many things with them. I liked how there was one incorporated in MCLA and NMFSMW(2012) provided a good experience while in them. We should have a GTA5 style 48 minute irl day/night cycle with about 10 hours in game (20 minutes irl) of nighttime and 14 hours in game (28 minutes irl) of daytime to provide a balance most would find enjoyable. While viewing the full sized map in the menu, we should be able to zoom out a lot or zoom in to nearly street view, like TC2. Roads need to have believable lane width, unlike how the lanes have become wider and wider every FH installment. We should have some back roads that are very slim and have room to accommodate one car width covering both directions. Gas/petrol stations are nice to see as that is something that some games don't include enough. The planes flying in TC2 add to the immersiveness. Having an airport with a long airstrip is something that is seen as important. It was a place for people to frequently congregate in GTA4/FH2 and the lack of a nice, unobstructed airstrip in FH4 is seen as something that's a letdown. Real life traffic cars with several color options each to increase immersiveness, also cars represent surroundings (taxis in the city, utility vehicles in a rural area, etc). Having pedestrians on foot can also add into the immersive feeling, including them reacting to your presence by having dialogue and running away if you're being reckless. Some places will be in various stages of construction (similar to GTA) and over the course of updates they'll come further along and finish construction and some will become interactive spaces. Some places will also become the sights of demolition.
Camera settings: Getting the right view and feel for cameras is important to giving you the most comfortable experience to get the feel for where your car is at and focus on surroundings in the way that is desired. Importantly, having bumper, hood, cockpit (with and without steering wheel) and chase cameras is a great start. There should also be an "action" camera with additional sense of speed, sensitivity towards turns, etc. Although this isn't a racing game, Rocket League inspired me to take a deeper dive into the thoughts of camera perspectives. Adjusting RL camera settings can assist your ability to be aware of surroundings and I'm sure the same would apply to actual racing games. Settings for RL that would be nice to apply to racing games would be the ability to turn on or off camera shake upon collisions, the FOV, distance of the camera away from the car (and distance gain relative to speed, if desired), camera height in relativity to the vehicle (could be important with SUVs/trucks) and angle at which the camera points towards the ground/sky. I'd like to see settings to turn vignetting and motion blur from a 0-100% scale. This effect is often used to create a sense of speed, but is often found to be disruptive towards viewing surroundings and braking zones. As I feel this would pertain to the player's perception/camera adjustment, I think the cockpit views should contain an adjustable seat, such as TDU1. Keeping something like the drift camera for cockpit views, along with the settings they have related to it in FH4 would be nice.
User interface/HUD: I think being consistent to many other racing games would be good in many ways. Ideally, the ability to adjust which corner things are in would be the best, but if the customization wasn't an option, this is how I think it should be. Having the speedometetachometeodometer in the bottom right would be nice, along with the ability to display it in an analog or digital format, such as FH4. The map should be on the bottom left and should have two levels of details for options; one being a minimalist design with no border that gradually fades out (similar to Grid Autosport's track layout minimap, mixed with the off road icon detail of FH4). The second map option should be similar to a mixture of NFS Heat and TDU1 in terms of borders on the mini-map and detail to show side roads/terrains. The ability to adjust the map rotating or not would be nice. We should also be able to see our recent driving path in a thin line on the map, such as TDU2. The race position should be in the top right and all other race details (total time in race and sprint race % or lap count, best and previous lap) should be in the top left. Another thing that could add into the immersion would be changing the opacity of the HUD, from 0-100% so you could make it mostly transparent, but visible enough to be useful if that is what is desired. Having an odometer built into the HUD would be nice as well. Games such as TC2 have the speedometer and mini-map flipped from the standard positions and it is a minor grievance. The speedometers in non-cockpit views should be able to resemble the car's actual speedometer as seen in TDU and NFS Shift. We should be able to filter the map well when in that menu, similar to FH4.
Event Types: Blueprints (FH3), random events where you can taxi or tail someone (TDU2), Drag races with proper street light, track light or an NPC human signaling in the middle of the road making the countdown (also with burnouts like NFSPS), score based drift racing, sprint races, circuit races, speed trap races (NFSMW), pink slip and money wager races (MCLA), unordered races (MC3), rivals (FH3/4), true street races and official sanctioned races (FH3/4 and NFSH) and end the game with a goliath type of race (FH3/4). Off road racing in the form of sprints and circuits would be nice. Bringing over speed traps, speed zones, drift zones and danger signs/long jumps from FH4/NFSH would be nice. Removing the potential disruption of traffic would be nice by ghosting vehicles in these situations, as FH4 has done. A route creator along the lines of MCLA/FH4 would be nice with the ability to add/remove some objects like barriers and ramps. The TDU2 style limited time events would be cool. Maybe a certain event would be worth double money or level progression. Some of the limited time races would utilize the places being constructed and demolished.
Online Play: Free roam such as TC2/FH4 in terms of grouping with friends is ideal, but have the option to have private lobbies (up to as many players as the developers can make work) and the ability to search for public free roam lobbies based on preferences of drifting, car meets, cruising, etc. Free roamers should be able to disable or enable collisions with random players not in their group. Lacking the collisions removes some of the immersiveness and the ghosted appearance ruins things such as drifting tandems and trains with random players. Something similar to Forzathon from FH4 could help players unite and group together and optionally have something to do in the lobby every hour. Ranked and unranked playlist organization like FH4, but make completely separate on and off road playlists for online along with a voting system for the class of racing and location. Online race collision penalties and ghosting similar to FH4. Free roam quick 1v1 wager races against other players in cruises. We should have the option to play through the campaign in a cooperative fashion, similar to FH4/TC2. Cross play would be nice to implement.
Driving Features: Race Driver Grid style rewinds as they're probably the smoothest working rewinds compared to the segmented rewind system in other racing titles. TC2 back on track compared to FH4 weird reset, FRIM (TDU2)/skill chain (FH1-4) in freemode to reward in small XP/money. The ability to enable settings on a 0-100% slider would be nice as well as a detailed damage model. The ability to render in more tire smoke than other games would be nice. I'm aware it requires a lot of system resources, but I would like to see how far it could be pushed on next generation consoles/and always-improving top of the line PCs. Using the car with manual transmission would allow us to put the car in neutral. Some vehicles with visible engines/engine components have a noticeable shake while idle, so seeing that would be nice. Being able to enable/disable fuel management (both for cruising/racing) would be nice, along with gas/petrol stations to refill the fuel and nitrous (just a drive-thru required). Slipstreaming other cars will make your car faster, not give nitrous like NFS. Nitrous should slowly regenerate like NFSMW2005, where there is also a slight delay for it to begin regenerating again, unlike TC2 where it begins regenerating immediately. Difficulty settings to lower driving assistance, if desired. Wipers operating along with rain buildup would clearly add some realism. Reversing your car would add a backup camera in place of the infotainment system displaying the map until you've left the reverse gear. While driving in the cockpit, the wheel needs to be given a 900ish degree rotation from lock to lock to add into the realistic feeling of being in a car.
Non-Driving Features: Players should be able to enter their homes similar to GTA5 and TDU2 and they should be able to have a vast array of customization for their house and a trophy room, which can be earned from high tier sanctioned races/tournaments (inspired by NFL 2K5/Auto Modellista), photos taken in game can be framed and displayed around the house (TDU2) and multiple garages and garage types like TDU/GTA along with the ability to interact with and move cars around different garages and spaces within the garages. The ability to test drive any car at any level of progression and visit themed new dealerships and used dealerships would be cool (TDU/TC). Character customization would be nice to control the appearance of your character, such as a plastic surgeon and clothing stores. The ability to control blinkers, headlights, windows, convertible tops/sunroofs, neon lighting, turning the engine off, operating hydraulics and adjusting air bags. Having a large variety of standard and gimmick horns. Using horns to control police lights to flash rapidly upon the horn being pressed, along with the siren remaining operating upon letting go of the horn. The internal navigation/infotainment screens of cars show the in game map/gps (TDU2). We could see the drone from FH4 return as it’s a good way to view tricky areas and get a live view of other players without obstructing them. Wheelspins (FH4) exist, but guarantee car or money and have the potential of earning clothes as a side bonus. We could maybe have a casino (similar to TDU2/GTA5) with various attractions, such as slots, a daily wheelspin for a rotating car weekly, the ability to bet on real life PvP races that the large room would randomly put you into spectate and other casino based activities. Our character shouldn't be mute throughout the story, we should be given a few voice choices for a little more personality for our character (similar to how Saints Row operates its voices). Car clubs would be cool, similar to FH3, along with leaderboards based on the clubs. Oil changes at the performance shops and car washes would be nice. Garages/dealerships and tuning shops will have various ambient noises (hydraulic lifts, airsaws, torches, metal slamming, etc.) and subtle music.
Photo mode: This deserves its own category and also can help a company market the game by users sharing their photos if the mode allows such great photos people will be prone to sharing them. We should have a filtetime of day/weather system like TC2. The focusing and motion blur of FH4 is well executed. We should be able to zoom in and out (adjust focal length) without it altering our field of view. We should be able to apply different lens effects, such as fisheye, rectilinear, etc. The camera should have the ability to position freely, in terms of raise, lower, tilt, rotate, etc. The maximum height for the camera needs to be much higher than FH4. The camera should have the potential to be on a gimbal, so it can remain even while a car is going up and down a hill to emphasize how drastic the ascent or descent is. All these features on top of standard stuff such as exposure, saturation, etc. Also, the live rewind and fast forward again option in TC2 is amazing. It’s easy to miss that perfect single frame shot on other games, but the ability to do that solves it.
Soundtrack: It needs to be eclectic with hip-hop, rock and electronic (maybe 2 of each) like modern and classic hip-hop and rock and electronic can be split between chill and hype. Maybe we can get pop, country and classical stations? Have a mix of some lesser known songs and also some billboard topping hits. Don't have stations where many of their songs sound very similar. Something great that could be added could be Spotify integration if any company can figure it out/contract Spotify. Groove integration was a good idea on FH, but Groove wasn't successful. Having the ability to fully mute all music sounds would also be nice (unlike FH4).
Vehicles: As I said, I will not be going over brands, but I would like to see a variety of entry level cars, sports cars, super cars, hyper cars and full on race cars. Concept cars would be great, as they are seen in limited fashion on most open world titles. I'd like trucks and SUVs as well for off roading and to maintain a wide variety of vehicles on par with FH4. I’d also like to see a vehicle categorization similar to FH4 (i.e. Hypercars, classic muscle, etc.). While I'd like to see a variety of vehicle types, I'd still prefer to see quality over quantity. Each vehicle needs to be replicated well and many should have extensive customization. We should be able to favorite cars and also choose a random car (totally random or random from favorites for whatever vehicles are applicable to the given event or freeroam. We should be able to tag vehicles as designed for off-road, wet driving, drifting, drag, etc. These will just be two examples, but we should be able to provide donor cars to speciality shops and convert them into improved, rarer editions. Two conversions that I'll reference would be converting a Porsche Carrera GT into a Gemballa Mirage GT or a Mustang GT into a Saleen S302. A growing variety of vehicles over the course of time, similar to FH4 and TC2.
Visual Customization: No visual adjustments will relate to performance gains or losses (i.e. camber, wheel swaps/sizes, bodykits, etc.) other than you will need to equip some form of spoilewing to adjust rear downforce. We should be able to set wheels smaller than stock, as well as larger. Track width should be an option with multiple sliders (like NFS2015). We should be given manufacturer options for paint, wheels and interior choices, etc. (TDU2/TC2). We should be able to save paint colors (MCLA), instead of just having them in recents and eventually disappear (FH). We should be able to adjust trim as chrome, titanium, gold, black, etc. (MC3) The paint options of NFS Heat and MCLA would be nice, such as gloss, metallic flake with size options, carbon fiber varieties, chrome, matte, satin, fading from left to right as well as top to bottom and the ability to add multiple colors in a color shifting paint job (MC3), colored nitrous (MC3/NFSH), colored tire smoke (GTA5/NFSH) and backfire (NFSH), tire design (MCLA/NFSH), wide body kits (both from manufacturers and developer designed), bumpers, spoilers/wings, skirts, mirrors and fenders (non real life brands can autosculpt like NFSC). Neon colors designs and patterns (TC2/NFSH), hydraulics (MCLA) and airbags (MCLA/NFSH) Brake calipers should be able to be from brands (MCLA/NFSH) or painted (TC2). Interior parts such as steering wheels and seats (MCLA), along with materials, alcantara, suede, leather, plastic, carbon fiber, chrome, etc. (TC2). We should be able to chop the roofs of some vehicles (MC3). Cars have individual licence plates and can get multiple states/countries given they fit the spacing allocated on each vehicle for them (MCLA) Tinted headlight and taillight housings are great options along with light bulb temperatures. Although it isn’t the taste of many people, we should be able to do all kinds of unique styles, such as monster truck (or at least an extreme lift), donk, bosozoku and even NHRA style drag body modifications (with optional wheelie bar) for some of the vehicles you would see them on in real life, but modifications this drastic will impact performance and vehicle hit box/collision physics. Vinyls on widows should be a thing with the ability to make vinyls able to utilize different paint materials (NFSH). FH4 has the numerical system to mirror and scale things fairly well. I’d like to keep the placement system of FH4. Also, the FH4 marketplace to download tunes and designs is the best I've seen, so that can be duplicated. As this will blanket all of the above, some customization parts should be recommended by a popular magazine or website. MC3 did this with Dub and created a fantastic game with a lasting legacy and many of the style options were relevant when the game was released and for a while after. We should be able to adjust tire width and profile, similar to MCLA. The ability to paint engine bays and accent parts would be nice, similar to NFS UG2. Custom exhaust tips/mufflers would be something nice that many other games have incorporated.
Performance Customization and Tuning: PI system like Forza with classes (but actively tuned for balance), different turbos for rpm ranges/turbo lag, supercharger. We should have different tire compounds, even being able to set for front/rear separately. As mentioned earlier, a RWD car that is tuned well and driven well should have the potential to beat an AWD vehicle due to it being lighter. Keeping the tuning settings of what you can adjust would be ideal. We should have the ability to combine the live tuning of NFSH, but enhance it while at a test track (with an off road area in the middle) connected to the tuning shop. You can isolate many tuning options and slide them around while hot lapping. I’d like the ability to run fat rear drag tires, unlike FH4 where it’s just a tire compound.
Audio: This is something that will be very important to many, so great sounds like the noise of turbos on NFS2015 and raw engine noises of FH2 and other games held to a high standard will be important to nail. Exhaust tuning from NFSH was nice, but I would like to see a little more of a difference in the sound with this idea further improved. Getting the proper transmission noises can be useful for cars on top of just the engine noise. Tires skidding is nice noise to get correct for realism as well. Having nice ambient sounds will also be important for immersiveness, such as birds chirping, waves washing up on the beach, wind noises and great echo sounds for traveling through tunnels or densely surrounded areas, such as down a row of highrise buildings). Other than making a car sound how it sounds and making realistic sounds for the environment, there is not much more to be said. It's a moderately limited description, but still something that is pivotal.
Story/post launch content: I would like to see a sense of progression built up throughout the game by starting in a low end car as someone who freshly arrived in the are the map takes place in (MCLA), maybe the antagonist could be someone who scammed you in a previous city or dismissed your talent at the beginning of the game. For me, the outright story isn't too important, but can contribute to how much you will enjoy a racing game. Any DLC map expansion needs to be seamless and not require a separate load in, similar to Burnout Paradise Big Surf Island bridge or (MCLA South Central expansion) and unlike FH4 Fortune Island. The 1000 Club was a great thing that occurred on FH1 that would be nice to bring reason to use every car and for the 100%ers to have something else to chase. Police are something that hasn't been done extremely well in a racing only game in a very long time, in my opinion. I would ideally focus on everything else before attempting to add police in. If they were added in, something along the lines of NFSMW (2005) would be nice, but with higher stakes. We should have an end-game hero car, similar to the M3 GTR from NFSMW, but make it a car that isn't already iconic from another game, movie or real life racing, as people wouldn't think of the hero car associated to this hypothetical game, but related to whatever it was previously iconic in, as whatever work that went into making it that car would go to waste as people would want to overwrite that design. Alongside the hero car, we should also have a couple cars that are unique variations of pre-existing cars (Dub Edition cars of MCLA) for other special events (MCLA hard tournaments/FH3 street race bosses). The post-launch support needs to be good, unlike NFSH. Adding cars monthly would be a great start, along with any necessary QoL updates.
Sorry for any formatting or grammatical issues. I’d like to hear any additional features to add into racing games from the feedback of other people or changes that they would prefer. Also, if there are any ideas in here that others would like to emphasize. Any of this content is free for content creators to recycle if that is desired. I’d like to see some of these ideas be passed around and heard to developers on what could be improved upon. Many games have great ideas and I’d like to see them build off of each other’s greatness.
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