I’d like to ask for community feedback regarding how vehicle part wear should be calculated in Real Vehicle Breakdowns.
Currently, part wear is affected by the in-game time scale:
Higher time scale = faster part wear
Leaving the engine running while fast-forwarding time can cause very fast failures
This behavior is intentional, but it has caused frustration on some multiplayer servers.
I’m considering adjusting or redesigning this system and would like your opinion.
Which option do you prefer?
Option A – Time scale based (current behavior)
Part wear is affected by the in-game time scale
Fast-forwarding time increases wear
Engine running + time skip can cause rapid failures
👍 React with 👍 if you prefer this option
Option B – Operating hours based
Part wear increases only while the engine is running
Time scale does not affect part wear
More multiplayer-friendly
❤️ React with ❤️ if you prefer this option
Feel free to comment with your experience, especially if you play on a dedicated server.
I’d like to ask for community feedback regarding how vehicle part wear should be calculated in Real Vehicle Breakdowns.
Currently, part wear is affected by the in-game time scale:
Higher time scale = faster part wear
Leaving the engine running while fast-forwarding time can cause very fast failures
This behavior is intentional, but it has caused frustration on some multiplayer servers.
I’m considering adjusting or redesigning this system and would like your opinion.
Which option do you prefer?
Option A – Time scale based (current behavior)
Part wear is affected by the in-game time scale
Fast-forwarding time increases wear
Engine running + time skip can cause rapid failures
👍 React with 👍 if you prefer this option
Option B – Operating hours based
Part wear increases only while the engine is running
Time scale does not affect part wear
More multiplayer-friendly
❤️ React with ❤️ if you prefer this option
Feel free to comment with your experience, especially if you play on a dedicated server.