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.
Innovative industry. Since 2003 the cost to sequence a human genome has dropped from nearly $3bn to less than $1,000. ARK believes that as costs continue to drop, genomic sequencing will become a standard of care in oncology. It will introduce more science into healthcare decision making, enable personalized medicine, and accelerate drug discovery. ARK estimates that genomic sequencing revenues will grow 43% at an annual rate, from $3.5bn last year to $21bn in 2024.
Cathie Wood. She’s a beast stock picker. Out of all the ETFs she runs, her closest competitor trailed by 60%. Her worst ETF still doubled investors' money. Her strategy is to make investments into companies that she considers incredibly transformational and she has seen success doing it.
CrowdStrike (NASDAQ: CRWD) - Cybersecurity technology company that provides endpoint security, threat intelligence, and cyber attack response services.
Best in class technology. Remember about a week ago a bunch of Russian hackers breached SolarWinds? The same hackers also tried to hack CrowdSrike at the same time but were unsuccessful. I’ve wandered on to a bunch of cybersecurity forums, and the general consensus is CrowdStrike has developed the best cybersecurity solution by miles. CRWD is the undisputed leader in cybersecurity.
“Pick-and-shovel” investment into the world’s increasing digitization. Even in the absence of COVID, cybersecurity remains a key component of the world’s increasing digitization as cyberthreats have been an ongoing issue from the onset of the internet. In the last decade we have seen a bunch of hacks where companies have exposed sensitive customer information. It seems companies are just starting to realize the importance of cybersecurity.
Disney (NYSE: DIS) - Worldwide entertainment company that you all are probably familiar with.
Reopening trade. In 2019, parks generated 45% of total operating income for DIS. Full reopening and attendance in parks will be slow, but certainly benefit DIS when it happens. The company has been executing on several other segments in the meantime (i.e. streaming). It has proved competitive, increasing the margin of safety if parks take longer to reopen.
Fast-growing streaming division. DIS has proved agile as it successfully launched a streaming service, Disney+, that has already gained 86mn+ subscribers which was the company’s original 5 year target. This is promising as it shows management can adapt to rapidly changing technology trends.
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.
Shift to clean energy; ENPH emerging as market leader. Going into 2021, sentiments towards solar have been at an all time high. This trend is expected to continue, especially after the Georgia run-off results. Solar firms are expected to benefit from extended tax incentives on both the consumer and producer ends.
Technological advantage. ENPH has developed the industry leading solution and is rapidly taking market share from its primary competitor, SolarEdge. Pricing reflects this, but it's expected to continue. Among key competitors, Enphase has been one of the lowest cost producers. Its low-cost structure is a major contributing factor to its improving margins.
Evolution Gaming Group (OTC: EVVTY) - Swedish company that develops, produces, markets and licenses integrated B2B live casino solutions for gaming operators.
Early mover advantage. Evolution’s lack of competition enables it to rapidly grow in new markets and create a loyal customer base, with high switching costs. The company has effectively grown EBITA margins from 41.6% in 1Q18 to 64.8% in 3Q20. Margin expansion is expected to continue.
Massive untapped markets. Europe is estimated to be around $2.5bn (EVVTY has 50% market share), Asian market is ~15x the size of Europe (150% YoY growth for EVVTY in Asia). North America’s market is ~$210mn, a 42% increase YoY, with NJ and PA the only states currently operating (NY looks promising). Management thinks the US will be the largest in the long-term.
Undetected from Wall Street. Evolution has almost no analyst coverage in the US and very minimal coverage in Europe, presenting opportunity for additional growth as institutional money managers recognize this opportunity and draw attention to the stock. Additionally, Evolution has a founder-led management team that is highly aligned with shareholders (mgmt owns over 30% of the stock).
Facebook (NASDAQ: FB) - Enables people to connect through devices. It’s products include Facebook, Instagram, Messenger, WhatsApp and Oculus.
Zuck. It’s not a question of who is the next Jobs/Bezos/Gates/Zuck, because Zuck is super young. He has a history of being able to execute: IG acquisition / transition from desktop to mobile / denying multiple acquisition opportunities in his twenties.
Undervalued. FB is the cheapest among the FAANG stocks, yet has some of the highest growth rates. This is mainly because of its continuous political scandals. With Trump out of office, I think FB has a chance to stay out of trouble and start to realize higher multiples. The antitrust lawsuit is not a threat imo, it is actually an opportunity. If the govt forces FB to break up, we would get shares in the spin-offs, which would be valued at a higher multiple than FB. For example, if Instagram spun off from FB and traded at the same multiple as SNAP, Instagram’s market cap would be larger than FB’s.
Digitization of Real Estate (i.e. “iBuying”). Technology in RE is moving from being informational to transactional. Redfin’s iBuying service is dubbed “RedfinNow.” The service basically buys homes from sellers looking for a quick and convenient sale (close deals within 10-30 days). This segment isn’t profitable yet as it is just getting started, but promising as the management adapts to technology trends.
Inter-US Migration and housing outlook. People are moving out of the cities because of COVID / trying to avoid taxes / etc. which increases demand for Redfin’s services. With interest rates extremely low (and no expectation for them to increase), homebuying demand should continue to grow.
RDFN most attractively valued compared to Z and OPEN, with the most upside potential given its market cap ~$7bn. Some are predicting RDFN might start offering rental services as well. RDFN has the best LT margin potential.
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.
Competitive positioning in industry ripe for disruption. Healthcare is a huge market yet to be significantly disrupted. COVID has accelerated this disruption. Providers who were once opposed to telemedicine now realize its benefits and several regulatory changes are promising for telemedicines growth potential. Medicare and other government-sponsored coverage is expected to include telemedicine benefits, increasing TDOC’s TAM.
Livongo acquisition. From the consumer POV, this will increase access to healthcare at a lower cost. Teladoc will have access to a larger amount of data it can interpret to refine its services and monetization strategies.
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.
Diversified consumer internet company with market-leading position. Sea caters to Southeast Asia and Taiwan, providing its online gaming, e-commerce, and payment platforms. Shopee has overtaken competitors, it is widening its market share lead. ESports is a rapidly growing market (15.7% YoY to $1.1bn in 2020) and Sea is outpacing market growth.
Pay for quality. The best companies keep going up for years in a row, and I think Sea is in the early stages of being classified as such a company. It’s worth $100bn but has effectively proved its ability to identify opportunities and expand business lines.
Still early stages of developing its consumer banking business, so we get the security of a bigger, established company with upside for an additional, lucrative business line such as fintech.
Waste Connections Inc. (NYSE: WCN) - Waste services company that provides non-hazardous waste collection, transfer, disposal and recycling services.
Recession resilient; re-opening trade. The waste management industry is recession resilient, it will always be around.
Non-hazardous waste collection. With a progressive government likely to push climate initiatives, recycling and non-hazardous waste collection are likely to benefit on the back end.
WCN has a large moat; there isn’t much of a competitive threat the way the industry operates. Management’s strategy is to generally only spend what FCF is available. This enables the company to make acquisitions while handling its debt load. Great for stable growth.
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.
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.
Whats unique about this event is that by getting 3 stars, you will earn a Winterinternational collectable!! - will talk about later!
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
HUT is not a race. Be patient. Better cards will be out every month , OVRs will increase.
My hints?
PLAY THE GAME YOUR WAY!! BUILD YOUR OWN TEAM!! Use your favourite players for maximum fun, happiness, and enjoyment. So what if no one else uses “said player” its your team - not theres. What works for you may not work for them, vice versa.
Before hitting into a game, click R3? This pops up what Ping you wanna use. It’ll try and find a game below or at the ping you set. If you dont find an opponent within 30 seconds, you’ll be finding an opponent out of this ping zone range.
Use your 100 Gold Players for the 3 Gold Collectables.
Play up on RUSH to try and get Max Tier for the free 84 for your team. This will give you 18.5k , and the 100 Gold players needed for the 3 Gold Collectables.
If you can, try and do the 100 for 3 Gold Collectables, again. This will give you 6 Gold Collectables.
Play Squad Battles, and Rivals. Take UT (second option) for Rivals. This will ensure lots of Gold Players for Gold Collectables. (I always choose UT, even if my team is stacked. You can’t change my mind on doing anything different.)
DONT go for Lemieux or Gretzky. Yes, it is your HUT Team, but don’t go for it off the bat. I’d suggest a tradable MSP - then you can use the coins to play the market, and buy your Master Icons that you want.
Buy Base Speedy players - Doughty, Duchene, Mackinnon, Kane, etc., whoever floats your boat. All are cheap nown
Buy TOTWs for Profit.
Save on Gold Collectables. Have enough to get your first tradable MSP and sell for your coinage.
Save up coinage. Try and do Daily’s every day.
Spend coinage everywhere, one “Star Player” will not help your team.
World of Chel also gives you HUT items, every 10 items if you feel burned out.
Cross - Creases are so normal way of scoring, its no need to get mad about em now, use em to score if theyre open if you wanna play that way, too.
———————- 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.)
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Reputation of Slotland
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Slot Games at Slotland
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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
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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
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Mobile Games at Slotland
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VIP Program
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Monthly Mystery Bonus
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Weekday Bonuses
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Weekly Free Draw
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Bonus Terms and Conditions at Slotland
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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
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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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Managerial Economics and Strategy, Global 2nd Edition: Jeffrey M. Perloff & James A. Brander
Information Technology and Organizational Learning: Managing Behavioral Change in the Digital Age, 3rd Edition: Arthur M. Langer
Human Anatomy & Physiology Laboratory Manual: Elaine N. Marieb & Lori A. Smith
Principles of Molecular Virology, 6th Edition: Alan J. Cann
The Wiley Handbook of Global Educational Reform, 1st Edition: Kenneth J. Saltman & Alexander J. Means
Prescott's Microbiology, 10th Edition: Joanne Willey & Linda Sherwood & Christopher J. Woolverton
Systems Analysis and Design, 6th Edition: Alan Dennis & Barbara Haley Wixom & Roberta M. Roth
Love and Intimacy in Online Cross-Cultural Relationships: The Power of Imagination, 1st Edition: Wilasinee Pananakhonsab
The Human Organism: Explorations in Biological Anthropology, 1st Edition: Elizabeth Weiss
Nursing Theories and Nursing Practice, 4th Edition: Marlaine Smith & Marilyn Parker
Statistics for Nursing: A Practical Approach, 3rd Edition: Elizabeth Heavey
Life Cycle Assessment of Energy Systems: Closing the Ethical Loophole of Social Sustainability, English Edition: Nicholas Sakellariou
A Practical Guide to Welding Solutions: Overcoming Technical and Material-Specific Issues: Robert W. Messler
Programming the World Wide Web, 8th Edition: Robert W. Sebesta
Maternal and Child Health Nursing: Care of the Childbearing and Childrearing Family, 8th Edition: JoAnne Silbert-Flagg & Adele Pillitteri
Cengage Advantage Books: Culture Counts: A Concise Introduction to Cultural Anthropology, 4th Edition: Serena Nanda & Richard L. Warms
International Management Behavior: Global and Sustainable Leadership, 7th Edition: Henry W. Lane & Martha L. Maznevski
Cultural Competence in Health Education and Health Promotion, 2nd Edition: Miguel A. P¿rez & Raffy R. Luquis
Sub-seasonal to Seasonal Prediction: The Gap Between Weather and Climate Forecasting, 1st Edition: Andrew Robertson & Frederic Vitart
Retail Analytics: Integrated Forecasting and Inventory Management for Perishable Products in Retailing, 2015th Edition: Anna-Lena Sachs
Molecular and Cell Biology of Cancer: When Cells Break the Rules and Hijack Their Own Planet, 1st Edition: Rita Fior & Rita Zilhão
Qualitative Marketing Research: Understanding Consumer Behaviour, 1st Edition: Dominika Maison
Communicating in Small Groups: Principles and Practices, 11th Edition: Steven A. Beebe & John T. Masterson
America's Courts and the Criminal Justice System, 13th Edition: David W. Neubauer & Henry F. Fradella
Services Marketing: Concepts, Strategies & Cases, 4th Edition: K. Douglas Hoffman & John E.G. Bateson
Kinematics, Dynamics, and Design of Machinery, 3rd Edition: Kenneth J. Waldron & Gary L. Kinzel & Sunil K. Agrawal
Essentials of Cultural Anthropology: A Toolkit for a Global Age, 2nd Edition: Kenneth J. Guest
An Anthropology of Learning: On Nested Frictions in Cultural Ecologies, 2015th Edition: Cathrine Hasse
Health Promotion Programs: From Theory to Practice, 1st Edition: Society for Public Health Education (SOPHE) & Carl I. Fertman & Diane D. Allensworth
The American Lab: An Insider’s History of the Lawrence Livermore National Laboratory: C. Bruce Tarter
Food Security and Climate Change, 1st Edition: Shyam Singh Yadav & Robert J. Redden & Jerry L. Hatfield & Andreas W. Ebert & Danny Hunter
Health Assessment for Nursing Practice, 6th Edition: Susan F. Wilson & Jean Foret Giddens
Tobacco Smoking Addiction: Epidemiology, Genetics, Mechanisms, and Treatment: Ming D. Li
Cultural Anthropology: Asking Questions About Humanity, 2nd Edition: Robert L. Welsch & Luis A. Vivanco
Accounting for Governmental & Nonprofit Entities, 17th Edition: Jacqueline Reck & Suzanne Lowensohn & Earl Wilson
Addiction and Change: How Addictions Develop and Addicted People Recover, 2nd Edition: Carlo C. DiClemente
Culture and the Politics of Welfare: Exploring Societal Values and Social Choices: J. Hudson & N. Jo & A. Keung
Essential University Physics: Volume 2, 3rd Edition: Richard Wolfson
Publication Manual of the American Psychological Association, 6th Edition: American Psychological Association
Concepts of Programming Languages, 11th Global Edition: Robert Sebesta
Through the Lens of Anthropology: An Introduction to Human Evolution and Culture, 1st Edition: Robert J. Muckle & Laura Tubelle de González
Practical Research: Planning and Design, 11th Edition: Paul D. Leedy & Jeanne Ellis Ormrod
Environment: The Science Behind the Stories, 6th Edition: Jay H. Withgott & Matthew Laposata
Environment: The Science Behind the Stories, 3rd Canadian Edition: Jay H. Withgott & Matthew Laposata & Barbara Murck
Applied Calculus for the Managerial, Life, and Social Sciences: A Brief Approach, 10th Edition: Soo T. Tan
Essential Environment: The Science Behind the Stories, 5th Edition: Jay H. Withgott & Matthew Laposata
Leadership and School Quality: Michael DiPaola & Wayne K. Hoy
Group Dynamics, 7th Edition: Donelson R. Forsyth
Practitioners' Guide to Human Rights Law in Armed Conflict, 1st Edition: Daragh Murray & Elizabeth Wilmshurst & Francoise Hampson & Charles Garraway & Noam Lubell & Dapo Akande
Educational Administration: Theory, Research, and Practice, 9th Edition: Wayne Hoy & Cecil Miskel
Group Dynamics for Teams, 5th Edition: Daniel J. Levi
Human Behavior and the Social Environment: Shifting Paradigms in Essential Knowledge for Social Work Practice, 6th Edition: Joe M. Schriver
Economics of Development, 7th Edition: Dwight H. Perkins & Steven Radelet & David L. Lindauer & Steven A. Block
Carbon Nanomaterials for Bioimaging, Bioanalysis, and Therapy, English Edition:por Yuen Y. Hui & Huang-Cheng Chang & Haifeng Dong & Xueji Zhang
Canadian Essentials of Nursing Research, 3rd Edition: Carmen G. Loiselle & Joanne Profetto-McGrath & Denise F. Polit & Cheryl T. Beck
Rock Dynamics: From Research to Engineering: Proceedings of the 2nd International Conference on Rock Dynamics and Applications, 1st Edition: Haibo Li & Jianchun Li & Qianbing Zhang & Jian Zhao
Organic Chemistry As a Second Language: Second Semester Topics, 4th Edition: David R. Klein
International Dimensions of Organizational Behavior, 5th Edition: Nancy J. Adler & Allison Gundersen
An Introduction to Group Work Practice, 8th Edition: Ronald W. Toseland & Robert F. Rivas
Bacterial Therapy of Cancer: Methods and Protocols, 1st Edition: Robert Hoffman
Design Optimization of Fluid Machinery: Applying Computational Fluid Dynamics and Numerical Optimization, 1st Edition: Kwang-Yong Kim & Abdus Samad & Ernesto Benini
Children, 13th Edition: John W. Santrock
Retail Supply Chain Management, 2nd Edition: James B. Ayers & Mary Ann Odegaard
Research Methods for Business Students, 7th Edition: Mark N.K. Saunders & Philip Lewis & Adrian Thornhill
Fundamental Principles of Law and Economics, 1st Edition: Alan Devlin
Principles of Economics, A Streamlined Approach with Connect, 3rd Edition: Robert Frank & Ben Bernanke & Kate Antonovics & Ori Heffetz
Mastering AutoCAD 2019 and AutoCAD LT 2019, 1st Edition: George Omura & Brian C. Benton
Finite Mathematics for Business, Economics, Life Sciences and Social Sciences, Global 13th Edition: Raymond A. Barnett & Michael R. Ziegler & Karl E. Byleen
Managerial Accounting: Tools for Business Decision Making, 6th Edition: Jerry J. Weygandt & Paul D. Kimmel & Donald E. Kieso
Modern Principles of Economics, 3rd Edition: Tyler Cowen & Alex Tabarrok
AutoCAD 3D Modeling: Exercise Workbook: Steve Heather
AutoCAD For Dummies, 17th Edition: Bill Fane
Health Promotion in School: Theory, Practice and Clinical Implications, UK Edition: Antonio Iudici M.D.
Criminal Justice: A Brief Introduction, 12th Edition: Frank Schmalleger
Culture′s Consequences: Comparing Values, Behaviors, Institutions and Organizations Across Nations, 2nd Edition: Geert Hofstede
Retailing Management, 9th Edition: Michael Levy & Barton A Weitz & Dhruv Grewal
Cooking: The Quintessential Art: Hervé This & Pierre Gagnaire & M. B. DeBevoise
Cancer Stem Cells: Methods and Protocols, 1st Edition: Gianpaolo Papaccio & Vincenzo Desiderio
College Algebra, 3rd Edition: John W. Coburn & Jeremy P. Coffelt
Algebra and Trigonometry: Real Mathematics, Real People, 7th Edition: Ron Larson
Microbiology Fundamentals: A Clinical Approach, 2nd Edition: Marjorie Kelly Cowan
Culture and Values: A Survey of the Western Humanities, 8th Edition: Lawrence S. Cunningham & John J. Reich & Lois Fichner-Rathus
Operating System Concepts Essentials, 2nd Edition: Abraham Silberschatz & Peter B. Galvin & Greg Gagne
Capitalist Family Values: Gender, Work, and Corporate Culture at Boeing: Polly Reed Myers
Practical Homicide Investigation: Tactics, Procedures, and Forensic Techniques, 5th Edition: Vernon J. Geberth
Research Methods For Business: A Skill Building Approach, 7th Edition: Uma Sekaran & Roger Bougie
Fundamentals of Financial Management, 15th Edition: Eugene F. Brigham & Joel F. Houston
Business Statistics: A First Course, 7th Global Edition: David M. Levine & Kathryn A. Szabat & David F. Stephan
The SAGE Handbook of Qualitative Business and Management Research Methods: History and Traditions, 1st Edition: Cathy Cassell & Ann L Cunliffe & Gina Grandy
Diversity in Organizations, 2nd Edition: Myrtle P. Bell
Macroeconomics, 5th Edition: Manfred Gartner
Goldman-Cecil Medicine, 25th Edition: Lee Goldman & Andrew I. Schafer
Material Culture in Russia and the USSR: Things, Values, Identities, 1st Edition: Graham H. Roberts
Cognitive Psychology: Connecting Mind, Research, and Everyday Experience, 5th Edition: E. Bruce Goldstein
Handbook of Personality Disorders: Theory, Research, and Treatment, 2nd Edition: W. John Livesley & Roseann Larstone
Transformations: Women, Gender and Psychology, 3rd Edition: Mary Crawford
Culture, Leadership, and Organizations: The GLOBE Study of 62 Societies, 1st Edition: Robert J. House & Paul J. Hanges & Mansour Javidan & Peter W. Dorfman & Vipin Gupta
Adolescent Rationality and Development, 3rd Edition: David Moshman
The Wiley Handbook of Action Research in Education, 1st Edition: Craig A. Mertler
Principles of Virology, 4th Edition: S. Jane Flint & Vincent R. Racaniello & Glenn F. Rall & Anna Marie Skalka
Pilbeam's Mechanical Ventilation: Physiological and Clinical Applications, 5th Edition: J M Cairo
Polyoxometalates: Properties, Structure and Synthesis, UK Edition: Aaron P. Roberts
Learning & Behavior: 8th Edition: James E. Mazur
Microeconomics: Canada in the Global Environment, 9th Edition: Robin Bade & Michael Parkin
Fundamentals of Ship Hydrodynamics: Fluid Mechanics, Ship Resistance and Propulsion, 1st Edition: Lothar Birk
M: Management, 5th Edition: Thomas Bateman & Scott Snell & Robert Konopaske
Munson, Young and Okiishi's Fundamentals of Fluid Mechanics, 8th Edition: Philip M. Gerhart & Andrew L. Gerhart & John I. Hochstein
Conceptual Physics, 12th Edition: Paul G. Hewitt
The Wiley Handbook of Vocational Education and Training, 1st Edition: David Guile & Lorna Unwin
Principles of Marketing: 7th Edition: Gary Armstrong & Stewart Adam & Sara Denize & Michael Volkov & Philip Kotler
Probability and Statistics for Engineering and the Sciences, 9th Edition: Jay L. Devore
Management: Leading & Collaborating in a Competitive World, 13th Edition: Thomas Bateman & Scott Snell & Robert Konopaske
Pediatric and Neonatal Mechanical Ventilation: From Basics to Clinical Practice, 2015th Edition: Peter C. Rimensberger
A New Psychology of Women: Gender, Culture, and Ethnicity, 4th Edition: Hilary M. Lips
Cognitive Psychology: Connecting Mind, Research, and Everyday Experience, 4th Edition: E. Bruce Goldstein
Life-Span Development, 17th Edition: John Santrock
Emerging Genres in New Media Environments, 1st Edition: Carolyn R. Miller & Ashley R. Kelly
Polyunsaturated Fatty Acid Metabolism, 1st Edition: Graham C. Burdge
Biological Psychology, 13th Edition: James W. Kalat
Mosby's Respiratory Care Equipment, 10th Edition: J. M. Cairo
Computational Electromagnetics with MATLAB, 4th Edition: Matthew N.O. Sadiku
Database Systems: Design, Implementation, & Management, 13th Edition: Carlos Coronel & Steven Morris
MATLAB® Essentials: A First Course for Engineers and Scientists, 1st Edition: William Bober
American Corrections: Concepts and Controversies, 2nd Edition: Barry A. Krisberg & Susan Marchionna & Christopher Hartney
Principles and Practice of Phytotherapy: Modern Herbal Medicine, 2nd Edition: Kerry Bone & Simon Mills
Microeconomics, 7th Global Edition: Jeffrey M. Perloff
Modern Industrial Organization, Global Edition, 4th Edition: Dennis W. Carlton & Jeffrey M. Perloff
Chemistry: A Molecular Approach, 4th Edition: Nivaldo J. Tro
Business Communication: Process & Product, 9th Edition: Mary Ellen Guffey & Dana Loewy
Lehne's Pharmacology for Nursing Care, 10th Edition: Jacqueline Burchum & Laura Rosenthal
Florence Under Siege: Surviving Plague in an Early Modern City, 1st Edition: John Henderson
Cultural Anthropology: An Applied Perspective, 10th Edition: Gary Ferraro & Susan Andreatta
Foundations of Business, 6th Edition: William M. Pride & Robert J. Hughes & Jack R. Kapoor
American Law in a Global Context: The Basics, 1st Edition: George P. Fletcher & Steve Sheppard
Psychology of Women and Gender, 1st Edition: Miriam Liss & Kate Richmond & Mindy J. Erchull
All-In-One Care Planning Resource: Medical-Surgical, Pediatric, Maternity, and Psychiatric-Mental Health, 4th Edition: Pamela L. Swearingen
Theoretical Basis for Nursing, 5th Edition: Melanie McEwen & Evelyn M. Wills
Research Methods for the Behavioral Sciences, 6th Edition: Frederick J Gravetter & Lori-Ann B. Forzano
The Practice of Public Relations, 13th Global Edition: Fraser P. Seitel
Basics of Mechanical Ventilation, 1st Edition: Hooman Poor (Author)
Public Relations: The Profession and the Practice, 4th Edition: Dan Lattimore & Otis Baskin & Suzette Heiman & Elizabeth Toth
Introductory Chemistry, 1st Edition: Julia Burdge
Essentials of Statistics for the Behavioral Sciences, 8th Edition: Frederick J Gravetter & Larry B. Wallnau
Molecular Genetics of Bacteria, 4th Edition: Larry Snyder & Joseph E. Peters & Tina M. Henkin & Wendy Champness
Essentials of Biostatistics in Public Health, 3rd Edition: Lisa M. Sullivan
Essentials of Environmental Health, 2nd Edition: Robert H. Friis
Introduction to Linear Algebra, 5th Edition: Gilbert Strang
Positive Psychology: The Science of Happiness and Flourishing, 2nd Edition: William C. Compton & Edward Hoffman
Essentials of Mechanical Ventilation, 3rd Edition: Dean Hess & Robert Kacmarek
The Essential World History, Volume I: To 1800, 8th Edition: William J. Duiker & Jackson J. Spielvogel
Chemistry: An Atoms First Approach, 2nd Edition: Steven S. Zumdahl & Susan A. Zumdahl
An Introduction to Management Science: Quantitative Approaches to Decision Making, 14th Edition: David R. Anderson & Dennis J. Sweeney & Thomas A. Williams & Jeffrey D. Camm & James J. Cochran
Leading and Managing in Nursing, 7th Edition: Patricia S. Yoder-Wise
Fundamental Accounting Principles, 24th Edition: John Wild & Ken Shaw
The Leadership Experience, 6th Edition: Richard L. Daft
Horngren's Cost Accounting: A Managerial Emphasis, 16th Edition: Srikant M. Datar & Madhav V. Rajan
Health Promotion in Nursing Practice, 8th Edition: Carolyn L. Murdaugh & Mary Ann Parsons & Nola J. Pender
Interviewing: Principles and Practices, 14th Edition: Charles Stewart & William Cash
The Wiley Handbook of Problem-Based Learning, 1st Edition: Mahnaz Moallem & Woei Hung & Nada Dabbagh
Astrobiology: Understanding Life in the Universe, 1st Edition: Charles S. Cockell
Plant Physiology & Development, 6th Edition: Lincoln Taiz & Eduardo Zeiger & Ian M. Møller & Angus Murphy
Texas Politics Today 2017-2018 Edition, 18th Edition: Jones & William Earl Maxwell & Ernest Crain & Morhea Lynn Davis & Christopher Wlezein
American Government: Institutions and Policies, Brief Version, 13th Edition: James Q. Wilson & John J Dilulio & Meena Bose & Matthew S. Levendusky
The SAGE Handbook of Diplomacy, 1st Edition: Costas M. Constantinou & Pauline Kerr & Paul Sharp
Astrobiology: An Evolutionary Approach, 1st Edition: Vera M. Kolb
5G for the Connected World, 1st Edition: Devaki Chandramouli & Rainer Liebhart & Juho Pirskanen
Astrobiology: From the Origins of Life to the Search for Extraterrestrial Intelligence, 1st Edition: Akihiko Yamagishi & Takeshi Kakegawa & Tomohiro Usui
Medical Terminology: A Short Course, 8th Edition: Davi-Ellen Chabner
Financial Accounting: An International Approach: Jagdish Kothari & Elisabetta Barone
Conceptual Physics, 12th Global Edition: Paul G. Hewitt
Diabetes and Exercise: From Pathophysiology to Clinical Implementation, 2nd Edition: Jane E. B. Reusch & Judith G. Regensteiner & Kerry J. Stewart & Aristidis Veves
West's Pulmonary Pathophysiology, 9th Edition: John B. West & Andrew M. Luks
Liver Pathophysiology: Therapies and Antioxidants, 1st Edition: Pablo Muriel
Pediatric Trauma: Pathophysiology, Diagnosis, and Treatment, 2nd Edition: David E. Wesson & Bindi Naik-Mathuria
Pathophysiology: The Biologic Basis for Disease in Adults and Children, 8th Edition: Kathryn L. McCance & Sue E. Huether
Fitzpatrick's Dermatology, Ninth Edition, 2-Volume Set, 9th Edition: Sewon Kang
Stroke: Pathophysiology, Diagnosis, and Management, 6th Edition: A David Mendelow & James C. Grotta & Gregory W Albers & Joseph P Broderick & Scott E Kasner & Eng H. Lo & Ralph L Sacco & Lawrence KS Wong
Pathophysiology, 6th Edition: Jacquelyn L. Banasik
The Heart of Mathematics: An Invitation to Effective Thinking, 4th Edition: Edward B. Burger
The Strategic Management of Health Care Organizations, 8th Edition: Peter M. Ginter & W. Jack Duncan & Linda E. Swayne
Pathophysiology of Disease: An Introduction to Clinical Medicine, 8th Edition: Gary D. Hammer & Stephen J. McPhee
Astrobiology: An Introduction, 1st Edition: Alan Longstaff
Handbook of Astrobiology, 1st Edition: Vera M. Kolb
Pathophysiology: A Practical Approach, 3rd Edition: Lachel Story
Crowley's An Introduction to Human Disease: Pathology and Pathophysiology Correlations, 10th Edition: Emily Reisner & Howard Reisner
Hemodynamic Rounds: Interpretation of Cardiac Pathophysiology from Pressure Waveform Analysis, 4th Edition: Morton J. Kern & Michael J. Lim & James A. Goldstein
Real Writing Essentials: Miriam Moore & Susan Anker
The Visual Investor: How to Spot Market Trends, 2nd Edition: John J. Murphy
Principles of Microeconomics, 8th Edition: N. Gregory Mankiw
Stanfield's Essential Medical Terminology, 5th Edition: Nanna Cross & Dana McWay
Taylor's Power Law: Order and Pattern in Nature, 1st Edition: R.A.J. Taylor
Medical-Surgical Nursing: Assessment and Management of Clinical Problems, Single Volume 10th Edition: Sharon L. Lewis & Linda Bucher & Margaret M. Heitkemper & Mariann M. Harding & Jeffrey Kwong & Dottie Roberts
Pharmacology for Nurses, 2nd Edition: Blaine T. Smith & Diane F. Pacitti
Kozier & Erb's Fundamentals of Nursing, 10th Edition: Audrey T. Berman & Shirlee Snyder & Geralyn Frandsen
Essentials of Medical Genetics for Nursing and Health Professionals: An Interprofessional Approach, 1st Edition: Laura M. Gunder McClary
Indirect Care Handbook for Advanced Nursing Roles: Beyond the Bedside, 1st Edition: Patti Rager Zuzelo
Medical-Surgical Nursing: Concepts & Practice, 3rd Edition: Holly Stromberg & Carol Dallred & Susan C. deWit
Honan Focus on Adult Health: Medical-Surgical Nursing, 2nd Edition: Lippincott Williams & Wilkins
Human Resource Management: Functions, Applications, and Skill Development, 3rd Edition: Robert N. Lussier & John R. Hendon
Environmental Science, 14th Edition: Eldon Enger & Bradley Smith
School Public Relations for Student Success, 1st Edition: Edward H. Moore
Human Resource Management, 15th Edition: Robert L. Mathis & John H. Jackson & Sean R. Valentine & Patricia Meglich
Community/Public Health Nursing: Promoting the Health of Populations, 7th Edition: Mary A. Nies & Melanie McEwen
Essentials of Nursing Research: Appraising Evidence for Nursing Practice, 9th Edition: Denise F. Polit & Cheryl T. Beck
Community & Public Health Nursing: Promoting the Public's Health, 9th Edition: Cherie Rector
Pocket Companion to Guyton and Hall Textbook of Medical Physiology, 13th Edition: John E. Hall
Bates' Guide to Physical Examination and History Taking, 12th Edition: Lynn S. Bickley
Interpersonal Communication: Everyday Encounters, 8th Edition: Julia T. Wood
Understanding Medical Surgical Nursing, 5th Edition: Linda S Williams & Paula D Hopper
Tall Building Design: Steel, Concrete, and Composite Systems, 1st Edition: Bungale S. Taranath
A Topical Approach to Lifespan Development, 9th Edition: John Santrock
Neuroscience, 6th Edition: Dale Purves & George J. Augustine & David Fitzpatrick
The Cambridge Handbook of Expertise and Expert Performance, 2nd Edition: K. Anders Ericsson & Robert R. Hoffman & Aaron Kozbelt & A. Mark Williams
Principles of Neural Science, 5th Edition: Eric R. Kandel & James H. Schwartz & Thomas M. Jessell & Steven A. Siegelbaum & A. J. Hudspeth
Fundamentals of Investments: Valuation and Management, 8th Edition: Bradford Jordan & Thomas Miller & Steve Dolvin
Dimensional Analysis for Meds: Refocusing on Essential Metric Calculation, 5th Edition: Anna M. Curren
Aircraft Systems: Instruments, Communications, Navigation, and Control (Wiley - IEEE), 1st Edition: Chris Binns
Diagnostic Gynecologic and Obstetric Pathology, 3rd Edition: Christopher P. Crum & Kenneth R. Lee & Marisa R. Nucci & Scott R. Granter
Human Resource Management, 10th Edition: Raymond Noe & John Hollenbeck & Barry Gerhart & Patrick Wright
Paralegal Today: The Essentials, 6th Edition: Roger LeRoy Miller & Mary Meinzinger
Biology: How Life Works, 2nd Edition: James R. Morris & Daniel L. Hartl & Andrew H. Knoll & Robert A. Lue
Automotive Electricity and Electronics Tasksheet Manual: CDX Master Automotive Technician Series: David M. Jones & Kirk VanGelder
Principles of Life, 2nd Edition: David M. Hillis & David Sadava & Richard W. Hill & Mary V. Price
Shelly Cashman Series Microsoft Office 365 & Office 2016: Intermediate, 1st Edition: Steven M. Freund & Mary Z. Last & Philip J. Pratt & Susan L. Sebok & Misty E. Vermaat
Black's Veterinary Dictionary, 22nd Edition: Edward Boden & Anthony Andrews
McGraw-Hill's Taxation of Individuals and Business Entities,2019 Edition, 10th Edition: Brian Spilker & Benjamin Ayers & John Barrick & Edmund Outslay & John Robinson & Connie Weaver & Ronald Worsham
Calculate with Confidence, 7th Edition: Deborah C. Gray Morris
Macroeconomics: Policy and Practice, 2nd Edition: Frederic S. Mishkin
Advanced Structural Analysis with MATLAB®, 1st Edition: Srinivasan Chandrasekaran
Structural Analysis of Historical Constructions: An Interdisciplinary Approach, 1st Edition: Rafael Aguilar & Daniel Torrealva & Susana Moreira & Miguel A. Pando & Luis F. Ramos
Accounting, 25th edition: Carl S. Warren & James M. Reeve & Jonathan Duchac
Structural Reliability Analysis and Prediction, 3rd Edition: Robert E. Melchers & Andre T. Beck
Unified Design of Steel Structures, 3rd Edition: Louis Geschwindner & Judy Liu & Charles Carter
Design and Construction of Modern Steel Railway Bridges, 2nd Edition: John F. Unsworth
Ultimate Limit State Analysis and Design of Plated Structures, 2nd Edition: Jeom Kee Paik
Financial Markets, SME Financing and Emerging Economies, 1st Edition: Giusy Chesini & Elisa Giaretta & Andrea Paltrinieri
European Psychiatric/Mental Health Nursing in the 21st Century: A Person-Centred Evidence-Based Approach, 1st Edition: José Carlos Santos & John R. Cutcliffe
Financial Markets & Institutions, 9th Global Edition: Stanley Eakins Frederic Mishkin
Liaisons, Student Edition: An Introduction to French, 3rd Edition: Wynne Wong & Stacey Weber-Fève & Bill VanPatten
Financial Markets and Institutions, 8th Edition: Frederic S. Mishkin & Stanley Eakins
Strategic Management: Concepts and Cases: Competitiveness and Globalization, 13th Edition: Michael A. Hitt & R. Duane Ireland & Robert E. Hoskisson
Foundations of Financial Markets and Institutions: Pearson New International Edition, 4th Edition: Frank J Fabozzi & Franco P. Modigliani & Frank J. Jones
Financial Institutions Management: A Risk Management Approach, 9th Edition: Anthony Saunders & Marcia Cornett
Neuroanatomy in Clinical Context: An Atlas of Structures, Sections, Systems, and Syndromes, 9th Edition: Duane E. Haines
Structural Analysis and Design of Process Equipment, 3rd Edition: Maan H. Jawad & James R. Farr
Introduction to Aircraft Structural Analysis, 3rd Edition: T.H.G. Megson
Business Law Today, Standard: Text & Summarized Cases, 11th Edition: Roger LeRoy Miller
Steel Design, 5th Edition: William T. Segui
Psychiatric & Mental Health Nursing for Canadian Practice, 4th Edition: Dr. Wendy Austin & Cindy Ann Peternelj-Taylor & Diane Kunyk & Mary Ann Boyd
Economics of Strategy, 7th Edition: David Dranove & David Besanko & Mark Shanley & Scott Schaefer
Financial Markets and Institutions, 6th Edition: Anthony Saunders & Marcia Cornett
Statistics, 13th Edition: James T. McClave & Terry T. Sincich
Pocket Companion for Physical Examination and Health Assessment, 7th Edition: Carolyn Jarvis
Physical Examination and Health Assessment, 7th Edition: Carolyn Jarvis
Integrating Work Health and Safety into Construction Project Management, 1st Edition: Helen Lingard & Ron Wakefield
Hopkins' Nonprofit Law Dictionary, 1st Edition: Bruce R. Hopkins
An Econometric Model of the US Economy: Structural Analysis in 56 Equations, 1st Edition: John J. Heim
Fractography and Failure Analysis, 1st Edition: Jorge Luis González-Velázquez
Get Fit, Stay Well!: Brief Edition, 4th Edition: Janet L. Hopson & Rebecca J. Donatelle & Tanya R. Littrell
Statistics, 12th Edition: James T. McClave & Terry T Sincich
Statistics, Global Edition, 13th Edition: James Bohan
Matrix Methods of Structural Analysis, 1st Edition: Praveen Nagarajan
Public Health Research Methods, 1st Edition: Greg S. Guest & Emily E. Namey
Asking the Right Questions: A Guide to Critical Thinking, 12th Edition: M. Neil Browne & Stuart M. Keeley
Criminal Justice in Action, 10th Edition: Larry K. Gaines & Roger LeRoy Miller
Internal Auditing: Assurance & Advisory Services, 4th Edition: Urton Anderson & Michael J. Head & Sridhar Ramamoorti & Cris Riddle & Mark Salamasick & Paul Sobel
Fundamentals of Human Resource Management: Functions, Applications, Skill Development, 1st Edition: Robert N. Lussier & John R. Hendon
Steel Structures: Practical Design Studies, 4th Edition: Hassan Al Nageim
Human Anatomy & Physiology, 11th Edition: Elaine N. Marieb & Katja N. Hoehn
Clinical Neuropsychology of Emotion, 1st Edition: Yana Suchy
Traffic & Highway Engineering, 4th Edition: Nicholas J. Garber & Lester A. Hoel
Medical Emergencies in Dental Practice, 1st Edition: Orrett E. Ogle & Harry Dym & Robert J. Weinstock
Auditing & Assurance Services, 7th Edition: Timothy Louwers & Allen Blay & David Sinason & Jerry Strawser & Jay Thibodeau
An Introduction to Statistical Methods and Data Analysis, 7th Edition: R. Lyman Ott & Micheal T. Longnecker
Structural Analysis: In Theory and Practice, 1st Edition: Alan Williams
Project Management for Facility Constructions: A Guide for Engineers and Architects, 2nd Edition: Alberto De Marco
Investigating Social Problems, 2nd Edition: A. Javier Trevino
Auditing, Assurance Services, and Forensics: A Comprehensive Approach, 1st Edition: Felix I. Lessambo
Basic Guide to Medical Emergencies in the Dental Practice, 2nd Edition: Philip Jevon
Medical Emergencies in the Dental Office, 7th Edition: Stanley F. Malamed
Radiology for Undergraduate Finals and Foundation Years: Key Topics and Question Types, 1st Edition: Tristan Barrett & Nadeem Shaida & Ashley Shaw
Hearing: Anatomy, Physiology, and Disorders of the Auditory System, 3rd Edition: Aage Moller
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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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