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InhumanPwnage
"MeltGreen" stars
Number of posts : 2907
Age : 31 Join Date : 2009-03-08
| Subject: What is NFMM lacking? Mon 28 Jul 2014, 1:17 pm | |
| Old intro: - Spoiler:
- Spoiler:
It is soon NFM's 10th birthday, anniversary. Can we all think of features or aspects, that NFMM, as it is, is missing since it's inception and what would put it on par with other modern day racing games without deviating from its own theme? Why don't we gather up ideas, which we can pitch to Omar, so that by it's decade old birthday, we can see them happen? He may not listen to us, but we can say, that at least we tried and cared.
This topic is for gathering up ideas/suggestions that could make NFMM a better experience for everyone! What is NFMM lacking in your opinion?
NFMM is missing ( my opinion, post yours below): - UI: Keyboard Controls & Instructions, Icons
- Spoiler:
We should be able to navigate through the NFMM menu using the keyboard only, just like we can navigate through the Single-Player section with the keyboard, that is if you don't want to use the drop-down. There should be something that navigates through the option, say using the tab key to change selection between arrows and drop-downs (draws selection over current selection).
Also, the NFMM lobby should have icons as notices. For example if a game is private, a padlock should show next to the name. Or if fixing is allowed, a small icon of the fix hoop and a tiny number for the amount of fixes.
- Options Menu (thanks A_Dynamite)
- Spoiler:
Under the Credits option, another option can be put in that leads to changing the various settings that affect NFM all throughout. These being Music, Sound Effects, Smoothing, Screen-Size, Motion Effects.
Maybe we could have a volume bar for music and sound effects? This would require an overhaul in the interface as currently NFMM (since NFM1) can only pause and play music/sound effects.
Even have remappable controls, say if the space bar isn't what you want to use, or change the C, M, N, Z, X keys too!
- Dynamic Sound Effects
- Spoiler:
The option to hear other collisions or engine sounds in proximity. Goes hand in hand with the Interface idea.
- In-game Recorder (thanks A_Dynamite)
- Spoiler:
NFM since the beginning has had a small part of code dedicated to recording our last actions. It stores them temporarily in the JRE, until the game is over. With this code already in place, Omar could easily make it so that it exports our game-play into a playable video file.
The problem is the lower-end computers. It will probably be turned off by default, and the user will have to turn it on, to protect them from recording unintentionally. This goes hand in hand with the Options Menu idea.
- Joystick/Controller support
- Spoiler:
Traditional idea to experience NFMM using a plug-in controller/joystick, this would certainly be more entertaining than the motion effects!
This could beset in the Options Menu. NFM uses only the arrow keys, space bar, muting sound + music, opening menu, look around keys, open/close chat.
- Ability to add people to an ignore list
- Spoiler:
Basically disallows people to pm you or show their messages in rooms.
- No going out of bounds!
- Scenery: Weather, Cities...
- Spoiler:
It's been widely debated that NFMM should cater for weathering, a very sweet feature which would help NFMM look more realistic (even though this is deviating from NFM as a whole). If it the weathering is to affect gameplay actively, meaning if it's raining we have a chance to skid out, then this would be game changing, and IMO, shouldn't be considered, however, if it's done to add atmosphere, then I'm all for it. This does not need to be server-side, meaning the server animates the rain for each and everyone of us, but instead, should be client-side (our own computers) so that it will be different for each one according to our computers doing the processing, not the servers.
In the distance, instead or beside mountains, we could have cities in the distance, or thunderstorms. Possibly even the sea/ocean! HOWEVER: there would have to be limitations, so that we never come in contact with them. They are meant to be for viewing pleasure, not interactivity.
How about having the moon show up, and if we really wanna be carried away, why not the Aurora Borealis? Obviously happening to tracks which should be on tundra! Tracks should be split into one of 5 theaters: -Urban -Plains (grassland, hills) -Tundra/Arctic -Desert -Badlands (volcanic, ash)
With certain environmental/weathering effects happening to specific theaters!
- Driver Perspective
- Spoiler:
We can see our car from a variety of perspectives, why not one from a driver's window view?
The problem is that this is too extreme, literally, as calculating how far away from the ground we actually air during air-time, would become frustrating.
- Car & Stage Sandbox
- Spoiler:
I'm not referring to the single-player mode. I'm referring to the original idea Omar shared with us regarding custom cars. This had to with people publishing cars and we played with them in an offline setting, using the proposed car stats the creator gave the car, and then we as players, give our own rating to the car to see what and how it should drive.
Similarly can be said about stages, we could have a directory for us to play random public stages to test them for certain players, or else we pick from a handful randomly chosen from the server, not all of them at once!
- Open Clan Games
- Spoiler:
Instead of organizing wars between 2 clans, why not create a game where anyone who is a clan joins, and whoever wins, wins it for their clan? This would go hand in hand with "Further Unlock-able content"
- Further Unlock-able content (NOT DLC)
- Spoiler:
First things first, I think NFMM is NFM3 in all it's right. It's the current project, and has more than NFM2 and NFM1 can offer.
The idea is that players create a game using only game stages, and either; -The player who wins unlocks a new game car which they can use on their account. -The player who finds the car and touches it first, unlocks it. The car will be hidden somewhere randomly.
As to which car, it should be a progression. Unlock 1 car, unlocks the first, 2nd unlocks the 2nd, so on so forth.
How many more game cars? Well, there are 5 new game stages, why not an additional 5? Who makes the cars? leave that to Omar, if the same person makes the cars (Omar), then the consistency is kept as should be. As for stats, they should simply be variations of other cars. the classes of the cars should be from Class C to B. So that it's not such a MUST to hunt these cars.
- Clan Colors
- Spoiler:
Each clan should have it's own colors. Alternate colors, in case a clan goes up against another clan with similar colors. Just like football teams.
- Clan-based events/modes/activities:
- Spoiler:
Yes, I originally didn't agree with "modes" from other games like NFS, and the sort. However, if handled by clans (since clans where never meant to be part of NFM), then these events could be what drives NFMM away from its predecessors.
Instead of simply "battles" in the default NFMM fashion, players would be able to play organised modes between other clans or inter-clan. The modes I had in mind are: -Hide And Seek: Clans start in different locations, the hiding clan may split up individually to hide and return to the base of the seeking clan. Hiding clan players can only take one hit.
-Bomb: Once the game starts, a random player is chosen to carry a bomb in a set time. Their objective is to tag another player to give them the bomb. As soon as they are tagged, the bomb countdown time is refreshed. Failure to give the bomb to someone else, results in them being eliminated. Cars are invincible. If it gets redundant, we could set it to generate points or time while having the bomb.
-Trophy: The opposite of Bomb, this has to do with keeping a trophy in your possession for as long as possible, to gather up seconds of time. Whoever keeps it the longest, wins! I'd also suggest bonus time for racing with it and knocking other players away.
-Hunter: Every player starts in a random location, and whoever tags the other player first eliminates the player tagged first. We could have auto-spawning if it's a time-based event.
-Relay: 4 players at most from each clan enter a game. A player from each clan would be out racing a lap of a track, and as soon as the player reaches the finish line, the next player is sent out, until the fastest clan finishes first.
What do you all think NFMM is lacking to be any more fun than it already is?
Last edited by InhumanPwnage on Thu 25 Sep 2014, 1:03 pm; edited 9 times in total |
| | | Insane Elite
Psychogenic
Number of posts : 1603
Age : 23 Join Date : 2012-07-10
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 1:35 pm | |
| By 10th anniversary don't you mean NFM's 10th anniversary? (cuz NFM multiplayer's been out for like 3-4 years only)
Anyways for me NFM needs to improve on the driving physics. That doesn't necessarily mean it has to be more realistic, but after playing other driving games, I just find NFM's driving to be kinda dull. Like for example the cars have no suspension and they barely slide/drift. It's kinda hard to explain lol but if you play any other driving game and then play NFM you'll feel the difference. Anyways this is just my opinion so don't worry about it too much.
And by the way your clan mode ideas are really creative, I hope Omar implements them in the game. |
| | | AileronOwl
Collector
Number of posts : 520
Age : 16 Join Date : 2014-02-19
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 1:36 pm | |
| This is already looking like a great list. I'm sure Omar will implement at least some of these options. Maybe Omar could boost the polygon limit in the car maker and the .mod memory limit in the stage maker?
-Aile
|
| | | Amethyst
Sp3c1al1s3d
Number of posts : 3369
Age : 22 Join Date : 2012-09-23
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 1:37 pm | |
| Then how about:
Moon for night and sun for day? |
| | | Crackharrow
Ownage Elite
Number of posts : 4220
Age : 23 Join Date : 2013-08-11
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 1:37 pm | |
| if my post is worth reading-
driver's perspective : almost never had this in mind. i can imagine, but i doubt it would do any good.
controller support : err.. probably? i get the feeling it would be difficult to get used to this if it existed.
unlockables : let's just stick to making them and giving them out when we want to.
modes : interesting, can add variety to activities involving clans. and lessening the overall 'seriousness' of.. uh, some people..
the ones i don't mention are the suggestions i will agree with. |
| | | InhumanPwnage
"MeltGreen" stars
Number of posts : 2907
Age : 31 Join Date : 2009-03-08
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 1:46 pm | |
| - AileronOwl wrote:
- Maybe Omar could boost the polygon limit in the car maker and the .mod memory limit in the stage maker?
He may boost a little more if he increases the server speed, or changes how the engine reads polygons (hope for the 2nd option)... As for .mod files, Omar has something in mind to update the mod player in NFMM's engine, so it may change in the near future. =D
- Synapse wrote:
- if my post is worth reading-
It is, discussion is the main point of the topic. - Synapse wrote:
- driver's perspective : almost never had this in mind. i can imagine, but i doubt it would do any good.
Yeh, the problem is knowing where your car is when you're stunting. >_> Maybe your car snaps to the original view when airborne, or you see a mini-animation on the bottom-right to see where and how your car is facing? - Synapse wrote:
- controller support : err.. probably? i get the feeling it would be difficult to get used to this if it existed.
Actually it's very easy o.O Arrow keys, space bar, mute sound/noise, open chat, and menu (exit screen). - Synapse wrote:
- unlockables : let's just stick to making them and giving them out when we want to.
I genuinely understand what you're trying to say, although they're not supposed to be game-breaking like Class A, or class breakers/game-changers, worth a shot like people abusing powers to kick/ban from people room. - Synapse wrote:
- modes : interesting, can add variety to activities involving clans. and lessening the overall 'seriousness' of.. uh, some people..
Yeah, although, all I have doubts of is whether it change NFM's dynamics or not, like having invincibility, or equal stats to make for equal competition. |
| | | LIX
Psychogenic
Number of posts : 1592
Age : 24 Join Date : 2014-05-31
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 2:38 pm | |
| NFM is missing its own recording system, instead of opening an external program (i.e. Camstudio, Camtasia, Bandicam or whatnot), why don't we have a recorder implemented within the game itself. That would be much less of a hassle, less lag for those people that record on a consistent basis. Pretty much an advantage of convenience, but a downside is it would slow down the performance on the game significantly. But, I think it is worth thinking. Any thoughts?
Another thing is to mute game music. I have to mute the game music everytime I join a different game. There should be a button that turns off game music, so I do not need to keep pressing "M" and "N" at the beginning of every game. Any thoughts? |
| | | InhumanPwnage
"MeltGreen" stars
Number of posts : 2907
Age : 31 Join Date : 2009-03-08
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 2:51 pm | |
| - A_Dynamite wrote:
- NFM is missing its own recording system, instead of opening an external program (i.e. Camstudio, Camtasia, Bandicam or whatnot), why don't we have a recorder implemented within the game itself. That would be much less of a hassle, less lag for those people that record on a consistent basis. Pretty much an advantage of convenience, but a downside is it would slow down the performance on the game significantly. But, I think it is worth thinking. Any thoughts?
YES! YES! YES! Something long lost I forgot to add into my opinion above. You know that short clip that is played at the end, the game highlight, that is a recording. It is stored temporarily until the game is over. If Omar could somehow make this record our game-play to a folder, it'll make everything easier for us. Exporting the file may be the problem, and size, so if thsi were implemented, it would probably be by default ,switched off so that NFMM doesn't crash any PCs. Which leads to yet another useful idea which i forgot: - A_Dynamite wrote:
- Another thing is to mute game music. I have to mute the game music everytime I join a different game. There should be a button that turns off game music, so I do not need to keep pressing "M" and "N" at the beginning of every game. Any thoughts?
This centers around the idea of an options menu, where a player can set like you said; music, sound effects, motion effects, screen size, smoothing, etc... It would require an overhaul of the User Interface as currently you can only pause and play music. We cannot simply lower or amplify it in-game. This may also lead to the idea of background-sound effects, like hearing collisions from other cars in the distance. It's these small things that make our experience a better one. Let's hope that Omar reflects on small things like these, and takes our ideas. Even if it means releasing everything one at a time, the sooner, the better. |
| | | LIX
Psychogenic
Number of posts : 1592
Age : 24 Join Date : 2014-05-31
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 2:59 pm | |
| - InhumanPwnage wrote:
- YES! YES! YES!
Your enthusiasm is a great motivator. Goodnight. |
| | | Radical24
Ownage Elite
Number of posts : 4150
Age : 24 Join Date : 2011-09-12
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 3:56 pm | |
| I think Omar should upgrade Avenger and Dominion to reduce lag, or make it possible for the community to host their own servers, almost every modern multiplayer game has this feature. |
| | | EJ
Karma Caper
Number of posts : 230
Age : 26 Join Date : 2014-04-27
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 4:20 pm | |
| What I never understood is why Omar never included the engine sounds of other cars when they are in close proximity. If he could do that, it would be greatly appreciated.
Another aspect, that I think that most players, if not all, would like to see is a speedometer. I am aware DSmods/DSAddons addresses this and provides many other useful features but having it built-in would substantiate the experience. I guess? However, players should be given the option to enable/disable it at their own free will.
Another aspect of the cars that should be enabled or disabled are the state of the headlights/brake lights, turn them on or off, no matter the weather or day/night conditions. How about increasing or decreasing the intensity of these lights? Of course, it shouldn't be too far-fetched. This may be insignificant to the eyes of many, but I think it would be neat to include it.
All that said, I agree with the implementation of an options menu/tab, so we can edit these and other minute details to our preferences. Also, I favor further enhanced scenery and weather conditions, without deviating too much from the theme, of course.
We all have come across situations in fast cars in which we would have favored a lower speed. Having another two different keys to drive it at 1/2 its speed and another at 3/4, both relative to the amount of power present. Fundamentally, it would work in the same manner as the 'Up' arrow key, press it, you move along at that desired speed and release it, your engine would idle. The keys should be included in an 'Options' menu/tab, enabling/disabling them or choosing different keys. I understand that this is moot, when pertaining to extremely slow cars and that, to some, it is impractical. However, it can be utilized whenever needed.
Up till now, I am unable to think of big or vast enhancements/improvements, so this is mostly what I have in mind.
|
| | | The Ethereal
Rogue Gamer
Number of posts : 264
Age : 24 Join Date : 2012-10-18
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 5:19 pm | |
| Why not let the user set the graphics quality using toggles? I think this would be more useful for players running NFMM on low-end computers. |
| | | Duel
Nu Radical
Number of posts : 2666
Age : 23 Join Date : 2014-05-31
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 5:33 pm | |
| For the wide and seek a feature should be to remove the Arrow like the Confusion and Illusion. |
| | | GX
Enigmatic Figure
Number of posts : 12313
Age : 25 Join Date : 2011-03-23
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 5:42 pm | |
| I have too many opinions about that but indeed, they were too much till I could even forget what I am going to say. First of all, Omar may need to upgrade the server's speed. We all know lag/delay is maybe "compulsory", but hey, I couldn't play even at... that speed: http://prntscr.com/475rre (maybe too slow for you guys??) Next, more, "interactive menus" or something like GUI or whatsoever. The whole lobby looks a little boring to me. Next, - A_Dynamite wrote:
- NFM is missing its own recording system, instead of opening an external program (i.e. Camstudio, Camtasia, Bandicam or whatnot), why don't we have a recorder implemented within the game itself. That would be much less of a hassle, less lag for those people that record on a consistent basis. Pretty much an advantage of convenience, but a downside is it would slow down the performance on the game significantly. But, I think it is worth thinking. Any thoughts?
Absolutely agreed, 3rd party recording software will decrease a computer's RAM, which will be a major hit for those who have slow computers, like this fella here --> GXLouis - Insane Elite wrote:
- Anyways for me NFM needs to improve on the driving physics. That doesn't necessarily mean it has to be more realistic, but after playing other driving games, I just find NFM's driving to be kinda dull. Like for example the cars have no suspension and they barely slide/drift. It's kinda hard to explain lol but if you play any other driving game and then play NFM you'll feel the difference. Anyways this is just my opinion so don't worry about it too much.
- EJ wrote:
- Another aspect of the cars that should be enabled or disabled are the state of the headlights/brake lights, turn them on or off, no matter the weather or day/night conditions. How about increasing or decreasing the intensity of these lights? Of course, it shouldn't be too far-fetched. This may be insignificant to the eyes of many, but I think it would be neat to include it.
Same feeling... Few graphical/physical updates like tire marks, or a compass. Also, if it's possible I want to add that a characteristic that the higher the damage of your car, the lower your car's speed. For example, IF a car's damage is over 50%, the car's top speed will be reduced about 10%, as usual, this can be reset when it was fixed. Furthermore, Omar can also make money through the option of adding extra space for a player to add stages/cars from other players. Maybe $1 or $2 per space. Of course this option is only available for registered players. Next, dynamic sounds. What I am trying to say is that: etc: You're just a few meters away from an "accident", the sounds from the collision from that accident could be heard slightly, like in real world. (Unless if you're saying we are at space anything cuold happen and blablabla...)Organize a few tournaments or a few challenges like: Car Making Challenges, NFMM world Tournaments:Asia, or any special prizes/gifts to let players feel that they were "cared" by the game company and thinking that they were like family. These are the common tactics used by most game companies that create multiplayer games like Need For Speed World, Tower of Saviors -Trad. Chinese ver. (Not really multiplayer but there's a probability of having multiplayer updates, idk, no advertising intended) . Next thing: Options menu. They should include the mute sounds/music function, and a function to remap keys. Instead of up,down,left,arrows, and space for controlling a car, they can use WASD and Enter to control a car. Speedometer: Not really necessary to be in numerical form but they can be like in the form the power bar/wasting bar. Can be disabled through options menu. I also want to add a few things for IP's opinion on Clan based events, Omar should add this game mode (wasting), Deathmatch. As usual, both sides had to waste each other, but when a player from any side got wasted, it resurrects them at a random point and the rival's team gets 1 point. There would be a scoreboard for that match, with a given time like 6 minutes. The side who had wasted the most people wins, this can be applied too at non-clan based events. Also, if Omar is willing to do that, he can implement an option of the ability to change music before racing, only music that were available in NFM 1 and 2 and Multiplayer stages. Lastly, NFM needs a video before going to the menu. Something like this: https://www.youtube.com/watch?v=q2Fhv_E2m-E or this (just the same thing really): https://www.youtube.com/watch?v=zqdo-Wk_aek or this? https://www.youtube.com/watch?v=bDXhjn6fMWI It took me a total of 1 and a half hour for this, I know that some of them were already stated at above but I want to add in a little bit of explanation for that. p/s: i already thought of Option Menu, Dynamic sound effects and key remapping before A_Dynamite stated in his post, I was in a rush and had to go without checking the whole topic. |
| | | Insane Elite
Psychogenic
Number of posts : 1603
Age : 23 Join Date : 2012-07-10
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 6:16 pm | |
| - GXLouis wrote:
- Also, if it's possible I want to add that a characteristic that the higher the damage of your car, the lower your car's speed. For example, IF a car's damage is over 50%, the car's top speed will be reduced about 10%, as usual, this can be reset when it was fixed.
Actually I think it's a bad idea because if someone is high on damage it will be harder for him to escape other players... =/ |
| | | Amplifier
True Gamer
Number of posts : 3933
Age : 20 Join Date : 2012-06-07
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 6:22 pm | |
| Have a music player. With everyone's favorite genres. |
| | | Metrophis
Half Life
Number of posts : 1824
Age : 22 Join Date : 2013-03-25
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 6:57 pm | |
| What really it does need in my opinion,a car menu where you can jump from car to car like Jumping from Radical One to Formula 7 by just clicking the list,it's pretty time consuming in my opinion and provide faster car changing like in public games when it's too crowdy.
And If omar make the walls probarly unbreakable to go outside that would be actually great,*cough*abusing going outside by r1*cough*.
That's what I can think of at the moment I might add more suggestion If I thought of one. |
| | | Enigma
Royalty
Number of posts : 5845
Age : 23 Join Date : 2013-04-11
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 6:59 pm | |
| To be honest I think NFMM lacks nothing, the next step would be to improve it. |
| | | Amplifier
True Gamer
Number of posts : 3933
Age : 20 Join Date : 2012-06-07
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 7:00 pm | |
| Have an option where you can confirm your clan's color on your clan's page on NFMM, but only the leader can change it. |
| | | Enigma
Royalty
Number of posts : 5845
Age : 23 Join Date : 2013-04-11
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 7:06 pm | |
| An option to set your own default colors for every car. |
| | | Ultimato
Psychogenic
Number of posts : 1533
Age : 23 Join Date : 2011-06-24
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 7:20 pm | |
| - Enigma wrote:
- An option to set your own default colors for every car.
AAAAAND a drop down bar for your cars in car select that you can scroll through, it can save alot of time, I've wanted this for years. |
| | | Enigma
Royalty
Number of posts : 5845
Age : 23 Join Date : 2013-04-11
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 7:29 pm | |
| - Ultimato wrote:
- Enigma wrote:
- An option to set your own default colors for every car.
AAAAAND a drop down bar for your cars in car select that you can scroll through, it can save alot of time, I've wanted this for years. AAAAAND a Clan car section in the main car select area. |
| | | Ultimato
Psychogenic
Number of posts : 1533
Age : 23 Join Date : 2011-06-24
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 7:30 pm | |
| - Enigma wrote:
- Ultimato wrote:
- Enigma wrote:
- An option to set your own default colors for every car.
AAAAAND a drop down bar for your cars in car select that you can scroll through, it can save alot of time, I've wanted this for years. AAAAAND a Clan car section in the main car select area. I was actually expecting to see that in the recent update, although I still agree that'd be a great idea. |
| | | Hysteria
Soul Reaper
Number of posts : 15147
Age : 25 Join Date : 2013-10-02
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 7:31 pm | |
| - Ultimato wrote:
- Enigma wrote:
- An option to set your own default colors for every car.
AAAAAND a drop down bar for your cars in car select that you can scroll through, it can save alot of time, I've wanted this for years. YES JUST YES Hmm... option to change rim colors? Also I don't really get the idea of scenery... doesn't fit NFM imo..... |
| | | Ultimato
Psychogenic
Number of posts : 1533
Age : 23 Join Date : 2011-06-24
| Subject: Re: What is NFMM lacking? Mon 28 Jul 2014, 7:34 pm | |
| - Hysteria wrote:
- Ultimato wrote:
- Enigma wrote:
- An option to set your own default colors for every car.
AAAAAND a drop down bar for your cars in car select that you can scroll through, it can save alot of time, I've wanted this for years. YES JUST YES
Hmm... option to change rim colors?
Also I don't really get the idea of scenery... doesn't fit NFM imo..... That was also an idea I've been thinking of for years, I was also thinking different rims too, Omar said he'd go for it once he's finished all the other things he needs to work on. |
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