New Motorsport Improved Vehicle Upgrade System

The underlying point relating is that, no matter how we call it, the system is ill-designed for both career and outside of it, largely because it confuses watching the Car XP bar fill up with engaging gameplay that will make you care about digital cars.

I’d note that what you did with your Miata, you could have done without this system. That wouldn’t have prevented others from going straight with a 500 PI build if that’s their thing.

And I’m dead serious here, if you feel an affinity for a car, it should be natural to spend more time playing with it. Like I want to drive all the cars at least once, but there are still some cars I’ll drive again and again, and spend more time on the build, and spend time on a livery. Not because the game forces me to grind for springs and a turbo, but because I “fell in love” on my own terms.

A game cannot decide for you when that happens. And it cannot be designed with the assumption it will happen, or die trying to make it happen. That can never work. And here, it clearly doesn’t.

You say it yourself, you had to find a way to enjoy this system. But I submit that really, you don’t enjoy this system, you instead enjoy spending time with the Miata. Not because the system made you like it, but because you actually just like it.


At the end of the day, it’s abundantly clear to me that not much thought has been put into the whole system, nor its recent patch, when I’m going through the vintage hatch series with an AE86 that now has access to most handling upgrades and a good chunk of power upgrades after 3 races, and I’m 298 PI, with a limit at 400 that might be going up to 500 after the next race. In fact, so far, only one series (out of 12) had me hit the PI limit.

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I don’t think I would have felt the same level of progression had I done the same thing without the car leveling system, but I do agree that there are many elements of the system that feel ill conceived. Namely, I don’t think the macro and micro progression systems are well integrated into campaign.

My main point is that I think the car leveling system could be made better without removing it. I totally understand the knee jerk reaction to want to get rid of it, but I think it is a system worth exploring since there are things about it that some people enjoy.

Regardless if you like the leveling up system or not…
What worries me the most is that, T10 advertised the “built not bought” concept as “PROGRESSION”…
& The justification for there new ‘progression’ system was to make you fall in love with the car like an RPG player would love their character they leveled up & spent hours playing with…

Hate to break it to you T10, leveling is not ‘progression’, leveling is ‘time-gating’… what makes RPG players love their characters was “THE JOURNEY”, commonly known as the “progression system”.
If you wanted to make players love xx car, you should of spend ALOT more time on the career-mode and made it an Actual-CAREER as an example:

CURRENT SYSTEM: (example only)
All cars start at Level 1 with 1-2 upgrades unlocked, after 3hrs driving that car you can now fully customise it, but during the levels 1-50 the same upgrades are unloacked at the same time FOR EVERY CAR making the system a copy/paste game, each level you will upgrade the same things on EVERY car,is it because you think the car needs it? NO, its because thats all im allowed to do… So for 500+ cars you will build them the exact same way over and over and over and over again until the car it around 45-50 when you will actually custom ise it properly -
To aid in helping players build the car here are a small series of meaningless races you can do…

PROGRESION SYSTEM: (example only)
All cars start at level 1 with every upgrade unlocked but you have minimal car-points (CP) as you level you gain more CP but EVERY car can be tailored from level 1 as no upgrade is restricted behind a level wall, if you have enough CP - apply it!..
To aid players in building/learning the car, here is a championship where after a few races your given a choice, you could choose option A - “built for speed” so next few races are speed tracks, option B - “built for handling” so next few races are technical tracks, after which you enter a “battle of the brands championship”, your cars brand is pitted against other brands, if you win that championship you get additional discounts for cars under your cars brand ie: my Nissan 240 won so i now get 5% off every nissan - the more i win with nissan, the more discount i get and when i reach enough i get a reward rare-nissan car…
so its now in the interest of the player to start building more Nissans as they are cheap for them and getting cheaper the more they win, but at somepoint to start also unlocking discounts for other manafacturers too… “THE JOURNEY is progression NOT the leveling!!”

(the above is just an example of journey vs leveling, not saying thats the actual career mode we should of got)

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With the changes in CarXP and unlocked parts in Update 6, we’re closing this topic. The topic reached 136 votes.

If you have additional suggestions related to the revised system please upvote existing topics in Economy / Progress or create your own. For new topics be sure to clearly identify the single idea in the subject line.

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