Thema:
Urghs flat
Autor: membran
Datum:23.05.19 09:47
Antwort auf:Weitere Gameplay-Videos von Max @ home

>Auch mit Nicht-SNES-Strecken:
>
>[https://www.youtube.com/watch?v=-1_4dZ4pz2w]
>[https://www.youtube.com/watch?v=sQTL5guc3mc]
>[https://www.youtube.com/watch?v=55-ICqJ50rc]


[https://teamtim.net/wp-content/uploads/2016/11/tumblr_static_darkest_timeline_header.jpg]

[https://arstechnica.com/gaming/2019/05/mario-kart-tour-beta-hands-on-microtransactions-land-like-a-nasty-blue-shell/]

MKT has timers. Your ability to play the game is gated behind a "hearts" currency. Every start of a race costs one heart, and your default meter maxes out at five hearts. It takes roughly 12 minutes for a single heart to refill, while the game's opening portion constantly refills hearts as part of the early leveling-up process. It's unclear at what point this ample heart supply runs out and players are stuck either waiting on timers or spending an "emerald" currency for more hearts, which can either be earned in-game or (eventually) paid for with real-world money.

Additionally, the game's progression system to access new racetracks, through a single-player campaign, is hard-gated by its own set of timers. As I type this, I'm waiting a full hour before I can unlock the game's "Toadette Cup" of three racecourses, even though I've otherwise met its requirement of other progress. There's no way to pay in-game currency or real-world money to speed that unlock up.

MKT also has loot boxes. The game's aforementioned emeralds are required to access the game's loot. Spend five emeralds (no idea how much that will cost in real-world money) to get a single, random unlock of a mascot character, a go-kart model, or a "glider" accessory. Unlike past games, differing characters and karts don't appear to come with standard control trade-offs like strength, acceleration, top speed, and so on.

Instead, each of these pickups varies in "rarity"... and that rarity indicates how much they affect major racing factors, including: top speed, coin-earning rates within a race, likelihood of picking up mid-race weapons and items, ability to hold multiple mid-race items at once, and multipliers for your "driver points" (DP) total at the end of a race.

That last one is the real kicker, because progress in the single-player campaign isn't about getting first place. It's about gaming MKT's DP system, which is affected by your end-of-race standing but also by mid-race actions (number of items used, number of mini-boosts triggered by drifting, number of jumps) and by the DP attached to whatever character you bring into a race.

This part gets confusing. Each character, kart, and glider has a numerical DP value that you bring into every race, and if any of those are higher in rarity, they start out with a higher value by default. But they can all have their DP raised by grinding through more races. Which, after a while, will require managing that heart's currency. And you'll need to bring in as many DP as possible at a race's start once you get further into the campaign, because your DP total at the end of a later race must be quite high to accrue its "total completion" DP boost. Getting total completion of a race instance doles out "stars," and you need stars to access more of the game's cups of courses. (You can only claim each race's stars once, though you can replay each cup's three races over and over if you want. So long as you have enough hearts, anyway.)


To recap: emeralds can be spent on new characters, karts, gliders, and hearts. Hearts are required to start new races. Coins can also be spent on new characters, karts, and gliders, but these take much longer to accrue. Driver points are earned for your characters, karts, and gliders by grinding through repeat races. Stars are earned by racking up enough driver points in each race, and you need to acquire enough stars to unlock new cups.
Oh, there's also "tickets," which you can spend on enhancing "skills" for any of your characters, karts, or gliders (or to access a "coin rush" mode). Nintendo has not confirmed exactly which MKT currencies can be bought with real-world money, nor how much each will cost.


[https://i.imgur.com/cduSAHq.png]


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