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My 2021 Portfolio

Albeit a week late, I want to share my 2021 portfolio for documentation purposes and for whoever is interested. I aimed to balance risk in this portfolio with some growth names and legacy plays. Down to brass tacks, I am putting my money in the highest quality companies (in my view) across a diverse set of industries I find attractive. Some of these names are overvalued in the short term. However, I have realized I am not in the business of beating Wall Street’s pricing, but would rather hold high-quality companies that I believe will grow faster that the market in the long term. In other words, I am totally fine paying a short-term premium for growth and quality. Below is a summary of the portfolio and big picture reasoning behind each investment. I'm definitely open to any feedback.
Company Ticker Entry Price Exposure
ARK Genomic Revolution ETF ARKG $93.26 6.60%
CrowdStrike CRWD $211.82 11.78%
Disney DIS $181.18 10.53%
Enphase Energy ENPH $175.47 7.98%
Evolution Gaming Group EVVTY $101.02 12.77%
Facebook FB $273.16 11.05%
Redfin RDFN $68.63 10.41%
Teladoc TDOC $199.96 9.60%
Sea Ltd SE $199.05 14.09%
Waste Connections WCN $102.57 5.19%
ARK Genomic Revolution ETF (BATS: ARKG) - Invests in companies advancing genomics. The companies held in ARKG may develop, produce or enable: CRISPR, Targeted Therapeutics, Bioinformatics, Molecular Diagnostics, Stem Cells, Agricultural Biology.
CrowdStrike (NASDAQ: CRWD) - Cybersecurity technology company that provides endpoint security, threat intelligence, and cyber attack response services.
Disney (NYSE: DIS) - Worldwide entertainment company that you all are probably familiar with.
Enphase Energy (NASDAQ: ENPH) - Designs and manufactures software-driven home energy solutions that span solar generation, home energy storage and web-based monitoring and control.
Evolution Gaming Group (OTC: EVVTY) - Swedish company that develops, produces, markets and licenses integrated B2B live casino solutions for gaming operators.
Facebook (NASDAQ: FB) - Enables people to connect through devices. It’s products include Facebook, Instagram, Messenger, WhatsApp and Oculus.
Redfin Corporation (NASDAQ: RDFN) - Provides residential real estate brokerage services.
Teladoc Health (NYSE: TDOC) - Provides virtual healthcare services on a B2B basis to its clients and provides services to consumers directly and through channel partners.
Sea Ltd (NYSE: SE) - Digital entertainment, electronic commerce, and digital financial services. The Company operates three business segments: Garena, Shopee, and SeaMonkey. The Company’s digital entertainment business, Garena, is a global game developer and publisher with a presence in Southeast Asia, Taiwan, and Latin America. Garena provides access to mobile and personal computer online games. Shopee provides users with a shopping environment that is supported by integrated payment, logistics, fulfillment, and other value-added services. SeaMonkey business is a digital financial services provider. SeaMonkey offers e-wallet services, payment processing, credit related digital financial offerings, and other financial products.
Waste Connections Inc. (NYSE: WCN) - Waste services company that provides non-hazardous waste collection, transfer, disposal and recycling services.

P.S. I have two other accounts - one with about 40 growth stocks and another with about 10 big names / ETFs. However, this portfolio has the largest allocation for 2021. My first time trying a more concentrated approach.
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Winter Wonderland HUT Guide - for Beginners!

It’s Coooolin ! Hey there!
Are you new to HUT? About to fire it up for the first time? Here’s a guide for you! ... and tips at the verrryyyy end!!

Knowing the Menus

There’s a bunch of things to do in HUT under different categories they are ...
• HUT Central
• Solo Play
• Online
• Auction House - sets
• Team
Each of these have various things underneath them, so let’s talk about them.
HUT CENTRAL
First off we have a scroll-through menu on what new content is out.
New content; packs, and players gets released every week day at 5pm EST , unless it’s a Holiday - then we’ll get the content a day earlier.
You will see when the content is out of packs by the timer and the date on the banner shown - Winterinternational Players released Monday were a week long to pull.
We will see new events come into HUT bi-weekly. This event ends soon, so we will see a new Event next Friday at 5pm EST.
Team of the Weeks are Wednesdays at 5pm EST. Available for the Week.
HUT RUSH
What else is there on HUT Central? You can go directly to HUT RUSH game mode by going to the banner using the left stick, highlighting it and clicking “X” or “A”.
HUT Rush is 2 game modes , normally one is Traditional Hockey gamestyle, and other is Arcade Hockey gamestyle with “moneypuck” attached.
Play games, win, get points, rank up in tiers. Get rewards - instantly. You can net 18.5k in coins, and 2 and a half gold collectables normally — or 100 Gold Players for 3 Gold Collectables, once. — willl talk about later. This is a limited time set, ending Tuesday @5pm EST.
Objectives / Milestones
You will also be available to see what Objectives / Milestones are close to completion. Click on this, and you will be shown the “Daily” Objectives. If you do all these, you get a Monthly Collectable, and 1,250 coins for the day.
Weekly Objectives are the same thing, finish all those up within a weeks time (Friday at 5pm EST - Friday at 5pm EST) and get a cool 5k, plus an Untradable Premium Pack - worth 7,500 coins.
Milestones have infinite time, do those for coins, players, packs. Do them all? Get yourself an Icon or Gold Collectable. — I’ll talk about these later.

Solo Play

Under Solo Play there is Squad Battles , and Challenges.
What is Squad Battles?
Squad Battles is playing your team against the A.I. for points. The higher difficulty; rookie, semi-pro, pro, all-star, superstar - and opponents OVR - i.e., 77 or 88 - the more points you can obtain. To get max points, score 5 goals, and have 20 shots on net. Points will increase as more people play, and get updated weekday, 5pm EST. The more games you play, and win the higher the rank you will get. Aim for at least Pro 2 , which is 4-5 games.** Squad Battles resets on Wednesday - 5pm EST and you will receive your rewards on Thursday at 5pm EST. —- some people still don’t know this, so have that memorized and you’ll know more than some people.
Squad Battles affects your win-loss ratio, and Players Stats
Squad Battles rewards you in Tradable Packs, Coins, and HUT Sweats CHAMPS points
Challenges
Challenges are a great way to earn a coin stack, and receive free packs - usually earned at the second last - last challenge in the “Event Challenges”. You will also receive Monthly Collectables throughout doing the Event Challenges.
If you opt not to do these Event Challenges, there are “offline” challenges to do - Starting at Rookie, and ending in Superstar you can net a free 200k for doing them all!! It is time consuming, but it’s 200k worth!
Challenge Coin Tiered

Online

Rivals Mode
What is Rivals?
Rivals is playing against people online. PS+ or Xbox Membership is required in order to play online.
Play your first 5 games, get entered into a Division.
Do well - win lots in a row, and you’ll be able to go up in Divisions. This gives yourself better, and bigger rewards. Want to get those rewards in a higher tier, but you’re afraid you’ll lose the division? Hold off, and don’t play. Rivals resets Tuesdays at 5pm EST, Rewards available Wednesday at 5pm EST.
Each game gives you points, as well. You get more points winning than losing, duh. More points will net you better rewards for the week. I normally just aim for Gold.
You can choose from Tradable packs, Untradable packs (2 times the amount as tradable) or coins.
Play a friend
You can play your friend in HUT. They will obviously use their HUT team, and you’ll use yours. You can use expired loan players in this. Make up your own rules, and have fun!

Auction House

Buy players, jerseys, logos, coaches, arenas, cellys, jersey numbers, goalie masks in the Auction House. You can also sell your own, as well. Simply click on the “Auction House” . You can change the category by clicking “X/A” and scroll over to your designated category you want to buy. - Also filter out the things if you want a specific player, or event.
You will have the option to click down and sell players, view them in the next tab and see how much time is left, and also see what price they go for at the very end at the “Sell Transactions” - it will show you what you’ve sold, and by clicking “R2/RT” you will have a timestamp, going back a week, month, year, or all-time. Clicking “L2/LT” you will see your sold items, and expired items — if they didnt sell they’ll go here.
• Since you are new?? There is a “Market Crash” happening right now. Load yourself up with “Base” 84+ cards for cheap - Mackinnon, Kane, McDavid - best Base player - Hedman, Vasilevskiy, etc., —- Tall goalies are “meta” , as well as “speedy” players. —
I would also suggest buying TOTW Players, they will rebound in price.
Sets
Do your re-rolls what even is a “re-roll” ? A reroll is trading in 8 of a specific “level” to 2 of the “next level” players. For example 8 Bronze Players to 2 Silver Players. 8 Silver Players to 2 Gold Players. Lastly, we have 8 Gold Players to 2 Gold Players with one being an 80+ Player. I would not suggest doing the Gold -> Gold reroll
You can also trade in Monthly Collectables you get from the Daily login for a Free Gold Collect / Icon. This costs 30 Monthly Collectables. You can also get packs, or a 80-82 player. You can get 2 per day - Daily Pack you get every 24hrs, plus doing the Daily Challenges.
When a player gets 50 Gold Players, you can lock those into a Gold or Icon Collectable. Each will help your team in various ways, lets look at it.
There is a set right now under “Winterinternational” where you trade in 100 Gold Players to 3 Gold Collectables, I highly suggest this, especially as a new player - redeemable twice
—- The Winterinternational Collectables from the Event Challenges gives you a free Gold Collectable or helps with building a 91/92 random player, or specific player. For the free Gold Collectable you need 21 Winterinternational Collectables. —
Icon Collectable - Untradable Master Icons. 1 Icon Collectable is an 85 Master Icon. There’s 84-89 OVR Master Icons available. Each one requires more and more Icon Collectables.
—- Master Icons will eventually go to 99 OVR. Will require more Icons. Lower OVR Icons will need more Icons to get to Max OVR - 99. Higher Icons - Gretz / Lem. will require less.
To get Lemieux / Gretzy it is 7? Icon Collectables.
Gold Collectables - Tradable / Untradable Event Master Set Players (MsPs). Less Gold Collectables will net you an Untradable MSP , More Gold Collectables will net you a Tradable MSP. You can also get yourself specific 92 MsPs this event by doing their tasks. — They are Untradable. —
Normally I go Tradable, and sell them for more coins. This allows you to build your favourite team the fastest.

Team

Store
Also under this is “Store” . Right now until Tuesday at 5pm EST you can get a free 90 OVR player! What a great way to start! Just pick your favourite one - THERE IS NO WRONG CHOICE!!
Seriously grinds my gears seeing a post “what 90 is the best” “who should I choose?” It is YOUR GAME! What works for others , may not work for you. Pick YOUR FAVOURITE!
Base & Premium Packs are always there. Base packs are 5k coins, Premium Packs are 7.5k coins. Every other weekday we will see a new pack enter the store. New Events bring more packs, containing specific stuff. One guarantees a Gold Collectable, and a Winterinternational Player. Since Boxing Day is today, there are packs out for it!! These packs end on Monday at 5pm EST.
A player can also buy packs by purchasing “points” to purchase points, click the Triangle or Y button in the store.
To see how much a pack is in “points” it is the Green Circle “Pucks” besides the coins. Currently the guaranteed Winterinternational and Gold Collectable pack is $25.
Team
Change your team players, lineups, goalies, coaches, add better players, etc.,
You can change your strategies by going to “Manage Lineups” and “Strategies”.
Also there is the “Settings” to fix your camera, puck size, visual / audio, and controls.
—- My Collection —
Click on this, see every possible card you will be able to buy, and collect. Click “Triangle” to view all your players, jerseys, arenas, etc.,

Free Beginning Tips

My hints?
———————-
This is my HUT Guide to you, new HUT player, or Old HUT Player reading this for fun.
I hope you enjoy HUT.
If you get frustrated or run down? I would suggest playing a different game-mode, game, or simply taking a break from the gaming system in general. That way you will be fired up to play again, and have fun!
See you guys when new content gets released for another post!
Comment down anything a new player would need to know to get their game started, and tips!
• Coolin Killin It
(Life is like a puzzle, you just have to find the right piece.)
submitted by coolin68 to NHLHUT [link] [comments]

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Slotland Casino Review & Free Chip Bonuses
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About Slotland Casino [REVIEW]

Slotland is a highly experienced and enjoyable online casino that specializes in slots and video poker games. They have been in business since 1998 which is extremely impressive and it is clear that they are offering a superior product at this point in time. This popular online casino is owned by Slotland Entertainment S.A. which is a well-known gaming company that also owns their sister site WinADay.
Not only does Slotland make their own games, but you will never find these unique titles on any other gambling site. Let’s take a closer look at some of the key ingredients that Slotland is made of and try to figure out why it is that they have been successful for so many years.

Reputation of Slotland

Players Not Accepted: BY, CN, CZ, FR, ID, IN, KZ, LT, LV, MY, PT, RU, SK, TR, TW, UA and VN
Even though they have been in operation since 1998, it appears as if Slotland has made its way onto a couple of blacklists across the internet. When we investigated the casino further, we found that this was simply because their progressive jackpot video poker games play like slot games, and their old roulette games were apparently broken in a way that was unfair to players.
With that being said, there are a ton of gamblers who still enjoy their experience with Slotland and they don’t even offer any roulette games anymore. They are licensed and registered by the Government of Anjouan, which we have to admit we have never heard of before today. This might be because the only online casinos that they have licensed are Slotland and their sister casino WinADay.
After more research we found that this small island off of the southeastern corner of Africa has apparently licensed more than 300 offshore banks as well, so we feel that they are a relatively trustworthy entity. In addition to this, they also are responsible for issuing brokerage licenses, finance licenses, and insurance licenses. The only red flag that we can find is that there is zero information available on the internet about complaint and dispute resolutions from their operations.
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Software and Client at Slotland

There is no downloadable software to worry about on Slotland since every game is accessible via web browsers such as Google Chrome or Mozilla Firefox. Once you make an account and make your way to the game library on Slotland you simply need to click on the yellow “Instant Play” button that is underneath each game to give them a whirl. Unfortunately, there is no option to practice these games for free like most other casinos offer.
Before you begin to play these games you will be prompted to decide whether you wish to allow Adobe Flash Player to open the game. If you do not wish to use Adobe Flash Player, some games will allow you to play the HTML version of the game. Playing on the HTML version will not change the games in any way except that the graphics will be much less impressive. We are shocked at how colorful and clear all of the games are when played in Adobe Flash player since it might be some of the best graphics we have ever come across.
It seems as if the best way that Slotland could improve their software is to add in some more games since there are currently only 61 games in total. This is far below the industry standard, but they more than make up for this deficiency with eye-popping graphics and the fact that you can only find these games on Slotland.

Slot Games at Slotland

Slot Providers: Slotland Entertainment (Proprietary) Slot Betting Limits: $0.01 to $8.50
There are a total of 50 slot games available on Slotland.eu, which is far less than we expected from a casino that has “Slot” in their name. However, the quality of these games and their graphics is extremely high so we will give them a pass for valuing quality over quantity.
The number of reels that you will find in these slot games ranges from 3-reels to 9-reels. The number of paylines that you will find ranges from 8 paylines to 40 paylines.
Many of these slot games share a progressive jackpot which is also shared with the video poker progressive games. Even the games that are not participating in the progressive jackpot appear to come with a ton of bonus features which keeps the games fun and your potential earnings high. A great example of this would be the Zodiac game which does not have a progressive jackpot but still comes with FOUR bonus features.
We are extremely impressed by the innovative nature of some of these games since some of them do not appear to be your usual average slot game. For example, Slotris incorporates the game of Tetris into their slot and your spins determine the shape of the piece that drops next. Another example is the Slot 21 game which incorporates a blackjack mini-game into the slot game.
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Table Games at Slotland

It is clear that Slotland does not feel that table games are an important part of an online casino since they left them out entirely. Whether they are correct about that or not is undetermined, but they do offer one slot game which has a blackjack mini-game built into it.

Baccarat at Slotland

Sorry, Baccarat fans. You will not find any sort of Baccarat games on Slotland Casino.

Blackjack at Slotland

Types of Blackjack Offered: Slot 21 You will not find any traditional blackjack games at Slotland Casino since they do not appear to be very fond of table games in general. However, one of the slot games named Slot 21 comes with a bonus blackjack game for those who are really itching to test their luck at this popular two-card table game.

Roulette at Slotland

If you are looking for roulette games, you will have to take a spin at another casino since Slotland does not currently offer any.

Video Poker Games at Slotland

Video Poker Games Offered: Jacks or Better, Double Bonus Poker, Aces & Eights, Deuces & Joker Wild, All American, Tens or Better, Joker Wild, Jacks or Better Progressive, Wild Heart, Striking 7’s Video Poker Betting Limits: $0.10 to $25 per hand
Video poker games are clearly the second most popular game that you can find on Slotland and nothing else really comes close. While you will find classic video poker games such as Jacks or Better and Double Bonus Poker, you will also find unique games that are tough to find on other casinos such as Wild Heart or Striking 7’s.
One of the most exciting parts of this collection of video poker games is that some of them come with a progressive jackpot attached to them. For example, Striking 7’s and Jacks or Better Progressive currently share a progressive jackpot of over a quarter of a million dollars which can only be won by hitting a natural royal flush while simultaneously betting the maximum amount of $10 per hand.
However, you should be warned that the odds of winning the jackpot are not the same as the odds of hitting a natural royal flush. Considering the fact that you need a natural royal flush to win the jackpot, this means that the game designers altered the odds to make these video poker jackpot games more like slot games, which is why some review sites have chosen to blacklist Slotland.

Specialty Games at Slotland

Keno 101 is the only game you will find on Slotland which is neither a slot game nor a video poker game. This popular lottery-style game simply requires you to pick what numbers you think will be the winners and also comes with a Quick Pick option which will select random numbers for you. You can bet anywhere from $0.50 to $10 per round.

Live Dealer Games at Slotland

Sorry folks, you won’t find any Live Dealer games in the game library of Slotland. If you can’t live without having a human dealer while you play, you can check out our list of highly recommended brick-and-mortar casinos here.
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Mobile Games at Slotland

There is no mobile app available on Slotland, but you can access the casino through your mobile web browser. All you need to do is download Google Chrome or Mozilla Firefox to your phone, visit www.slotland.eu and then log into your account to begin playing.
The devices that you can use to access their website include iPhones, iPads, Android phones, and Wii consoles. We have never seen a Wii console as an option for an online casino so we give them props for being so innovative in this area.
As is the standard for mobile versions of online casinos, you will not be able to access every game that you normally would from a computer. In fact, the only type of games that you can play on your mobile device will be slot games. However, you will still be able to redeem any bonuses from your mobile device without any issues.

Welcome Bonus at Slotland

The welcome bonus promotion at Slotland gives new players a chance to claim up to $1,075 in bonus funds over the course of their first TEN deposits. This might seem like a lot of deposits, but the level of investment that is required is relatively low compared to other casinos.
On your first deposit, you will be greeted with a 100% match bonus up to $100, since $100 is the maximum deposit for your first three deposits. On the second and third deposits, you will be granted a 50% match bonus for up to $50 in bonus funds each time. For the seven deposits that follow those, you will be rewarded with a 50% match bonus on a maximum deposit of $250 each time. When all is said and done, you will need to deposit a total of $2,050 to receive a total of $1,075 in bonus funds.
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Other Promotions at Slotland

Once you have already taken advantage of the Welcome Bonus, you might be wondering what else Slotland has in store for you. The rest of their promotions program involves a tiered VIP, a ton of deposit bonuses, a weekly raffle drawing, and a unique newsletter which provides bonuses to its readers.
This is a fairly well-rounded list of bonus promotions, and if you combine that with the low playthrough requirements on every single bonus it is clear that this program is superior to that of most online casinos. We are extremely impressed with the effort that they have put into giving back to their regular players and highly recommend getting involved with as many of these promotions as possible.

VIP Program

The VIP Program on Slotland provides frequent gamblers with a way to win extra match bonuses, a subscription to the VIP newsletter, higher chances in the weekly draws, and special VIP customer service. The three VIP levels that currently exist are Bronze Level, Silver Level, and Gold Level.
Unlike other casino VIP programs, you will not belong to any VIP level when you first sign-up on Slotland. Once you have deposited at least $3,000 they will consider adding you to the Bronze Level, although this is not guaranteed to get you in since they use other unspecified criteria to decide who qualifies. The final level, otherwise known as the Gold Level, will provide you with 15% cash back, a $200 welcome bonus, a 200% match bonus in addition to all the other perks that Bronze Level players receive.
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Newsletter Bonuses

Slotland is smart to realize that most people do not read newsletters that come from online casinos, so they decided to add some incentives to get people to do so. By checking out the monthly newsletter that is posted right on their website, you will be able to find out what the game of the month is and exactly what perks come from playing this game.
Usually, the prizes for this promotion include a match bonus that you can claim twice per day using the code “GOTM” as well as a random cash drawing. For every 100 rounds you play on the game of the month, you will receive a ticket into the random cash drawing where $600 is up for grabs among the four players whose tickets are chosen. Every month these prizes will change and so will the game that you must play to clear the playthrough requirements, so be sure to keep an eye out for any new newsletters that pop up on their site.

Monthly Mystery Bonus

The monthly mystery bonus is another promotion that utilizes the monthly newsletter since the only way to earn this bonus is to play in the mini-slot game that can be found there. The only catch is that you must redeem this bonus during the first seven days of the month in question.
The results of your spins on the mini-slot game will decide which reload bonus will be waiting for you during the following month. The reload bonus that you are given will range anywhere from 30% to 100% for players with a low VIP status while the more experienced VIP players will be rewarded with a bonus that is anywhere from 45% to 150% of their deposit.
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Weekday Bonuses

No matter what weekday it is, there is guaranteed to be a deposit bonus that you can claim as long as you currently do not have any other active bonuses. Each bonus comes with its own wagering requirements and is only valid for specific types of games.
On Mondays, you will receive a 50% match bonus using the bonus code “50MOBILE” and you are only allowed to play slot games on your mobile phone. On Tuesdays, you will receive a 60% match bonus using the bonus code “KENO60” and you must clear this bonus using the game Keno 101. On Wednesdays, the match bonus is set at 75% and you have to clear the bonus using oldies slot games such as Booster, Golden 8, Lucky Ducts, and Lucky Stars. For Thursdays, the match bonus will be 40% if you use the bonus code “VPOKER” which can only be cleared using video poker games. Lastly, Fridays will reward you will a 50% match bonus that can be cleared using any slot game of Keno game.

Weekly Free Draw

For every dollar you deposit during any given week, you will be rewarded with one raffle ticket into the weekly free draw. Each Wednesday, a total of 20 players will be chosen to receive prizes and you will have to check your email to see if you won. The first place prize is an impressive $500 while 2nd through 10th place will receive $100 and 11th through 20th place will receive $10. If you are a winner, you will be required to wager your prize 1x before you can withdraw any of the money.
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Bonus Terms and Conditions at Slotland

Each bonus promotion on Slotland comes with a different playthrough requirement which is specified on the webpage that is dedicated to that specific promotion. These playthrough requirements appear to range anywhere from 1X to 18X, which is EXTREMELY easy compared to other casinos. In fact, this might be the easiest playthrough requirements that we have ever seen since most casinos set their requirements between 30x and 60x. There also appears to be a very lenient timeframe in which you have to complete these requirements since 90 days is more time than most casinos will give you.
However, just like on most other online casinos, not every game will contribute equally towards clearing the playthrough requirements for each bonus. In fact, the only type of game which will count 100% of your wagers are slot games. Keno will contribute 50% of your bets towards the wagering requirements, video poker games will contribute 20%, and roulette games will contribute 1%.
One strange clause in these terms and conditions that we have not seen before is that any players from the countries of Argentina, Azerbaijan, Bangladesh, Brazil, Hungary, Poland, Romania, South Africa, Tanzania or the United Kingdom will have playthrough requirements that are 5x as hard as normal. For example, if the playthrough requirement for a specific bonus is originally 10x, players from these countries will need to wager 50x their bonus amount before they withdraw funds.

Customer Support at Slotland

Customer Support Options: Email, Live Chat
There are two ways to contact the customer support team at Slotland and the only key ingredient they seem to be missing is a telephone contact method. However, the Live Chat feature works INSTANTLY whenever the Live Chat button is yellow and says “Live Support Online”. Despite the fact that they advertise 24/7 customer service, this button is sometimes grey and says “Live Support Offline”, so you will need to use email in those instances.
Speaking of email, there are numerous email addresses that you can use to contact them and you will normally receive a response in under an hour which is relatively fast for this method. The email address that you choose to contact will be decided by the issue that you need to speak to them about. For general inquiries, you can contact them at [email protected]. For billing inquiries, you can contact them at [email protected]. Finally, any VIP players will be permitted to contact them at [email protected] which has a quicker response time guaranteed.

Deposit and Withdrawals at Slotland

Minimum Deposit: $25 Maximum Deposit: $100 ($250 after your first three deposits) Deposit Methods: Bitcoin, Litecoin, Bitcoin Cash, Visa, Mastercard, Skrill, Neteller Withdrawal Methods: Bitcoin, Litecoin, Bitcoin Cash, Check, Wire Transfer, Skrill, Neteller
If you are a cryptocurrency enthusiast, then you will truly appreciate the fact that Slotland accepts three different forms of this digital currency. While it is normal to see Bitcoin on the list of deposit options for an online casino these days it is equally abnormal to find sites that accept Litecoin or Bitcoin Cash.
All deposit methods will be completed instantly and free of charge. They also have the exact same minimum and maximum limits. The only real difference between the cryptocurrency methods, e-wallet methods, and the bank card methods is that your bank might charge an international transaction fee of up to 10% if necessary since all transactions are processed in U.S. dollars.
If you plan on taking advantage of any of the deposit bonuses that we listed in the promotions section above, you will need to enter your bonus code BEFORE making a deposit. You can do this by clicking on the “Bonus Code” option on the side menu once you access your account cashier.
Once you are ready to withdraw the funds that are in your Slotland account there is a total of seven methods that you can choose from. Each of the methods that are available to players from the U.S. comes with a minimum withdrawal limit of $100, which is a little high considering the fact that the minimum deposit is $25. Players from other countries will be able to withdraw a minimum of $25 by using Neteller or Skrill.
When you choose Bitcoin, Litecoin, or Bitcoin Cash as your withdrawal option, your transaction will be processed the very next business day. This is much faster than the check or wire transfer withdrawal methods which will take 5-10 days to process and receive. Therefore, we recommend using one of Slotland’s supported cryptocurrencies so that you can take advantage of the high level of efficiency that these three coins offer. On the other hand, players from other countries will be able to take advantage of the 24 to 48-hour processing times of Skrill and Neteller.
In the event that you have a lucky day and win more than $5,000, you will need to make special arrangements to withdraw your money in increments. The best way to do this is to email them at [email protected] and they will work with you to figure out a payment plan.
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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.
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Mega eTextbooks release thread (part-27)! Find your textbooks here between $5-$25 :)

Please find the list below:
  1. Managerial Economics and Strategy, Global 2nd Edition: Jeffrey M. Perloff & James A. Brander
  2. Information Technology and Organizational Learning: Managing Behavioral Change in the Digital Age, 3rd Edition: Arthur M. Langer
  3. Human Anatomy & Physiology Laboratory Manual: Elaine N. Marieb & Lori A. Smith
  4. Principles of Molecular Virology, 6th Edition: Alan J. Cann
  5. The Wiley Handbook of Global Educational Reform, 1st Edition: Kenneth J. Saltman & Alexander J. Means
  6. Prescott's Microbiology, 10th Edition: Joanne Willey & Linda Sherwood & Christopher J. Woolverton
  7. Systems Analysis and Design, 6th Edition: Alan Dennis & Barbara Haley Wixom & Roberta M. Roth
  8. Love and Intimacy in Online Cross-Cultural Relationships: The Power of Imagination, 1st Edition: Wilasinee Pananakhonsab
  9. The Human Organism: Explorations in Biological Anthropology, 1st Edition: Elizabeth Weiss
  10. Nursing Theories and Nursing Practice, 4th Edition: Marlaine Smith & Marilyn Parker
  11. Statistics for Nursing: A Practical Approach, 3rd Edition: Elizabeth Heavey
  12. Life Cycle Assessment of Energy Systems: Closing the Ethical Loophole of Social Sustainability, English Edition: Nicholas Sakellariou
  13. A Practical Guide to Welding Solutions: Overcoming Technical and Material-Specific Issues: Robert W. Messler
  14. Programming the World Wide Web, 8th Edition: Robert W. Sebesta
  15. Maternal and Child Health Nursing: Care of the Childbearing and Childrearing Family, 8th Edition: JoAnne Silbert-Flagg & Adele Pillitteri
  16. Cengage Advantage Books: Culture Counts: A Concise Introduction to Cultural Anthropology, 4th Edition: Serena Nanda & Richard L. Warms
  17. International Management Behavior: Global and Sustainable Leadership, 7th Edition: Henry W. Lane & Martha L. Maznevski
  18. Cultural Competence in Health Education and Health Promotion, 2nd Edition: Miguel A. P¿rez & Raffy R. Luquis
  19. Sub-seasonal to Seasonal Prediction: The Gap Between Weather and Climate Forecasting, 1st Edition: Andrew Robertson & Frederic Vitart
  20. Retail Analytics: Integrated Forecasting and Inventory Management for Perishable Products in Retailing, 2015th Edition: Anna-Lena Sachs
  21. Molecular and Cell Biology of Cancer: When Cells Break the Rules and Hijack Their Own Planet, 1st Edition: Rita Fior & Rita Zilhão
  22. Qualitative Marketing Research: Understanding Consumer Behaviour, 1st Edition: Dominika Maison
  23. Communicating in Small Groups: Principles and Practices, 11th Edition: Steven A. Beebe & John T. Masterson
  24. America's Courts and the Criminal Justice System, 13th Edition: David W. Neubauer & Henry F. Fradella
  25. Services Marketing: Concepts, Strategies & Cases, 4th Edition: K. Douglas Hoffman & John E.G. Bateson
  26. Kinematics, Dynamics, and Design of Machinery, 3rd Edition: Kenneth J. Waldron & Gary L. Kinzel & Sunil K. Agrawal
  27. Essentials of Cultural Anthropology: A Toolkit for a Global Age, 2nd Edition: Kenneth J. Guest
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  29. Health Promotion Programs: From Theory to Practice, 1st Edition: Society for Public Health Education (SOPHE) & Carl I. Fertman & Diane D. Allensworth
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  31. Food Security and Climate Change, 1st Edition: Shyam Singh Yadav & Robert J. Redden & Jerry L. Hatfield & Andreas W. Ebert & Danny Hunter
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  100. Principles of Virology, 4th Edition: S. Jane Flint & Vincent R. Racaniello & Glenn F. Rall & Anna Marie Skalka
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  234. Unified Design of Steel Structures, 3rd Edition: Louis Geschwindner & Judy Liu & Charles Carter
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  243. Foundations of Financial Markets and Institutions: Pearson New International Edition, 4th Edition: Frank J Fabozzi & Franco P. Modigliani & Frank J. Jones
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  254. Pocket Companion for Physical Examination and Health Assessment, 7th Edition: Carolyn Jarvis
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  257. Hopkins' Nonprofit Law Dictionary, 1st Edition: Bruce R. Hopkins
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  298. Atlas of Essential Dermatopathology, 2013th Edition: Kasia S. Masterpol & Andrea Primiani & Lyn M. Duncan
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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.
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