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Step 3: release the expansion pack ( higher system requirements) add a bunch of extra features that might of been cancelled from the base game to keep the system requirements down
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#Cara game ukts Pc
Step 1: release base game ( moderate pc spec requirements)Įxample: performance parts, new exterior/interior content. The SCS team could increase their revenue by doing the same marketing strategy as Maxis/EA Games. Putting money aside for possible expansion packS (notice the 'S' on the word: pack) Anything else would render all your efforts that went into the nice map, trucks and grafix of the new game pretty much USELESS. So please work on the trucks simulation, remove the class system from former games and the unrealistic performance of trucks and make it a lot more believable, don't let them drive again as if they are driving over ice (Play NFSW to see how a GOOD driving model works).
#Cara game ukts mod
I made a complete rebalance mod for GTS that gives each truck precisely the power advertised (and also removes the completely unrealistic rocket truck acceleration and power of most former A- and B-class trucks which is A LOT more playable and satisfying and believable than the original GTS. I really hate it to see a truck advertised with 500 hp in the shop but since it's C-class it's weaker than a 350hp B-class truck. A truck has a performance defined by hp/torque and thats it. I'm certain that every fan of ETS/GTS would have bought all maps over time which would have given you a lot more profit than making a new game everytime.Īlso with this huge effort going into the new version of ETS i really hope that you give up on that completely pointless and retarded A-B-C class truck system. I never understood though why you didn't make the games map of lets say GTS extendable by DLC's (or Add Ons) and added country by country to it over time. You can view ETS2 as a milestone towards this goal - we hope that the game's sales will help us finance further evolution of the Euro Truck concept and the world in which it is taking place. Unfortunately, even though we would love to have all of Europe covered, this is going to take a lot more work and time to achieve. Of course, now that we have better road coverage, there is huge pressure from you to add complete territory of Europe, and soon. We have poured in everything we have ever earned from the earlier games. The map is a huge investment of time and money, really major risk for us. Roads to the existing areas, but it's a laborious incremental process. We have added new territories of course and added additional polish and What was already started some 4 years ago.Īt this time, there is over 30 man-years invested into the ETS2 map, counting the map construction itself and building of models and prefabs for the world. But if you start with small scale, there is a hard limit on how much detail can be hammered in. Once you start at a given detail, you can push coverage - the extent of the virtual world - over time, for as long as you can last. We had built those games to be the starting point for further growth, and this is indeed what the ETS2 world expands upon.
#Cara game ukts simulator
The scale we decided upon in the end was the scale used in German Truck Simulator and UK Truck simulator "sister" projects. We knew we would still be skipping large percentage of highways even with a larger scale map, there is no way would reproduce the real world in anything close to 1:1 scale (not to speak about the implications for gameplay with cargoes taking real days, not minutes, to deliver), but we felt lot more detail was needed. There was no chance to squeeze in enough proper non-highway-type roads into a map with the ETS1 scale, we had to go for a more detailed map.
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The scope and scale of the Euro Truck Simulator 2 world is the result of a combination of priorities and compromises.Īfter we finished ETS1, there was a huge wave of feedback asking for "more local roads" - this feedback was really so loud and frequent that we decided to do something about it.