The long story short is that I’d like to enter a suggestion, but I have a lot of ideas and thought it might be worth having a discussion here first, collect some feedback and ideas, and then make a suggestion with less chaff and more broader appeal.
So I’m gong to expose the problem, then offer some suggestions, and then let’s talk about it.
The problem, in one sentence
The game simply isn’t designed to support players buying parts, and my credit balance is definitely feeling it.
The problem, in a lot more sentences
Hi. You chose to read the long version. Don’t blame me for it.
The game was designed with the idea you wouldn’t pay for parts. Then, the upgrade system was widely panned as a terrible idea, and parts are now available to buy for credits. This is a significant change for the economy, and yet it hasn’t been rebalanced.
Indeed, now that I can actually buy a car, prepare it, and then drive it (in that order, i.e. the correct order), I notice my credit balance is taking some serious hits, and the reason is quite clear.
There are only three sources of credits in FM23: races, leveling up, and UGC (user-generated content, i.e. liveries, decals, tunes) rewards.
UGC rewards aren’t exactly viable for most players. It is a very capitalistic income source: you have to offer something other players are looking for, and while talent certainly matters to a point, there is still a great deal of luck required to have your creation picked over others.
For the majority of players, races and leveling up will be the only income source.
When all you had to buy was (virtually) all your cars, with a price point up to 500k, minus manufacturer discounts, this was an acceptable balance.
However, you have more things to buy now.
My builds are mostly focused on platform, handling, transmission and aero upgrades. Overall, the cost of such an upgrade is higher than on FM7 or FH5. I’m fairly certain it is in the absolute (race tyres are the most expensive upgrade outside of conversions and turbo upgrades) more expensive, but more importantly any upgrade will be much more expensive relative to income because FM7 and FH5 simply have a lot more ways to give you credits and cars so the cost of upgrades is almost trivial.
For reference, grinding for Car Points is not a viable alternative income stream. Let’s not rehash why that system was a bad idea, but there is a reason people asked for change.
I will also freely admit that I paid real money for a game and its content, I’m mildly amused when a game isn’t allowing me to access the content I’ve paid for at my pace, which is what makes the economy problem a problem and not just a slight inconvenience.
The suggestions
So here is the bunch of ideas aforementioned. Most wouldn’t be sufficient on their own to rebalance the economy, but they can combined for that purpose.
-
Option 1: Increase payouts. Races and driver levels could simply payout more. The increase could be either flat, or proportional to driver level.
-
Option A: Update part prices. There are a lot of parts that could be cheaper, like tyres, and maybe a few parts that could be more expensive, like engine swaps.
-
Option Beta: Update CP-to-CR exchange rate. More CP for less credits.
-
Option Gimel: Remove Car Points completely. Car Levels would then payout credits instead of CP, creating an extra source of revenue that is more global and usable than per-car CP rewards.
-
Option Tha: Daily or weekly payout boosts. E.g. flat reward for completing a career series or tours; income multiplier for finishing the first X multiplayer races; income multiplier for completing the first X rival laps. This would also encourage players to come back, without creating fear out missing out.
-
Option Ssangdigeut: More free cars with Forzathon. Free cars are cars you don’t have to buy or that you can sell for an extra source of income. This could be the perfect opportunity to bring back fun little Forzathon challenges.
-
Option Soou: Commodify Car Points. Putting CP into a common pool instead of a per-car pool would allow players to offset the cost of future upgrades. Being able to sell unused Car Points would have a similar effect, though less user-friendly.
-
Option VIII: More granular car discounts. Instead of a 5% discount for a level 50 car, give players a 1% for every 10 levels of a car. Having 5 level 50 cars would then be equivalent to having 50 level 10 cars, which I would argue is more brand-loyal. This would make access to car discount easier, thus lowering the general cost of acquiring cars.
-
Option Four coils of rope and two cattle hobbles: Global car discounts. Instead of a manufacturer discount, have a global discount. Leveling up any car would apply a discount on all cars and not only on cars of a specific manufacturer. This would be helpful for brands with only one or very few models where the current discount model isn’t really applicable.
-
O9 The Option Saga: Auction House. This allows players to sell and buy cars for profit (or not).
-
Nuclear option: Allow players to obtain infinite credits through a special menu item. This would allow players to opt-out of the economy entirely, and would remove the need of rebalancing.