Jack
That said, this is only the first release of Quick Races, and we see basically unlimited scope to expand the feature, not least in customisation options for the lobby (race duration, speed and more).
Yes, customisation could give those participating in Quick Races a lot more fun. As they are right now all tracks are on 20 laps and with tyre wear being rather high in those 20-lap Quick Races, while there's some minor variation in tyre strategy it is not much atm. I still managed to have a few fun, close races though.
That said, there is visibly a trend forming of managers sending cars in low condition to quick races, AFK-ing too, most likely for the xp gain. I tried this over the weekend too (I don't have league races on weekends so no need to worry much about driver health or replacing engines then) and it is indeed a viable, if not most the most effective tactic to farm xp as the game is now as long as you have time to set your team for Quick Races, what with the reduced xp from league races.
Lower leveled managers with less cash, less tokens, less developed HQ and staff, they are definitely going to have it harder compared to us who started earlier. Just for them to get the same xp gains from before at lower levels, they are going to have to do multiple quick races per day. You can do them with a worn engine after your league race and replace it after you're done with Quick Races. However, things like the health cost from farming these QRs mean less health for training drivers, and more parts wear means more parts required to repair our cars. This is little to no problem for high level teams with maxed drivers and perhaps stocked with lots of parts, but once again, it is the lower leveled managers who will suffer.
Jack
What you're really observing there is the way in which our philosophy unfolds - start simple. That doesn't mean it's our end goal. This has been refined after years of making mistakes by trying to put everything in to the first release all the time, only to find that creates more problems. Firstly, if you go in the wrong direction and build everything then it becomes nearly impossible to change it and respond to feedback. Secondly, it often introduces way more bugs to do things that way, as too much changes at once.
So the way we approach new features these days is to start simple, lay a strong foundation and build from there. It's important to start simple, then see what people like and build complexity on those points. It's an organic process, and I wouldn't take anything now as final. We made sure it said "BETA" on it for a reason.
I commend the dev team's awareness in looking back at their past difficulties when it comes to the challenges of releasing new features and updates for iGP. The team has often gotten flak for how they've handled new releases and updates, but in spite of our frustrations, I believe most of us players are grateful to have a dev team, mod team, and community team that makes attempts to communicate with their players and understand their experience playing the game. Jack, you say you base these new updates on our feedback, and we've seen how that is indeed the case with things like more league functions like league mail and replying to comments, rolling back the limitations on the kick function for league hosts, nerfing the previously all-conquering Hards, and more.
Jack
EDIT: Personally, I also view them as a supplement to league racing, and a substitute in some cases. I think we'll see unofficial "leagues" created using the Quick Races system in future. Something which I think is being misunderstood at the moment is there has to be an incentive to Quick Races too, to make them worthwhile. I've been happy to make them earn small amounts of Level XP and other things traditionally associated with leagues. League racing doesn't suit everyone, we've listened to reviews that told us not everyone can or will race on a schedule. Those people also need a way to progress through the game, without having to commit to a daily routine.
Which is why honestly this baffles me.
If one of the main aims of Quick Races was to help those who aren't able to race on a schedule progress through the game:
- There are many managers who do not go on the live viewer who still leave their teams in leagues, still earning xp normally through league races. As long as managers have a team in a league, they don't have to worry about progress in terms of gaining xp and other things that will be expanded on below
- League races are still unavoidable for those managers, especially if they are more free-to-play, as league races award managers Tokens (which can be used to buy more engines, parts, replenish driver health, speed up HQ building construction, and more), give managers parts per race according to the manufacturing facility's level (mobile ads give parts too, but only 5 a day), allows engine restocks every 20 league races, 10 engines for 1-car teams and 20 for 2-car teams, also helping to reduce Tokens cost, allow driver health to replenish naturally, 5% every hour, only if the manager is in a league.
So if it's an issue of managers being able to progress through the game, previously whether you were active every day or often inactive (without being kicked), you'd be able to progress at a similar rate, depending on the highest leveled manager in your tier.
Instead, what we have now is a reduction in xp per league race, to balance the xp gains between quick races and league races? As I mentioned above, this just makes it harder for everyone, and worst of all is it makes it harder for newer players. I don't think games which have updates that suddenly reduce the xp players are able to gain would have that update being lauded to high acclaim. Players naturally read between the lines and feel we're being forced to comply with this new way of gaining xp by having to expend more time and perhaps money. What choice do we have? If we're level 20, no problem. If we're not and are still leveling our teams, and with league races now giving less xp, our options are either go with it and farm xp in Quick Races, or don't because we don't have time for multiple Quick Races or don't fancy Quick Races because they cost us driver health, parts, engine wear, and then deal with the reduced xp gains and having to wait even longer to progress.
We understand running this game costs money, and most players, especially those a huge fan of the game, would like to support in any way we can through Token purchases, maybe even donations. However, by reducing the xp from league races, and making Quick Races the go-to place for more xp but also coming at a cost, players feel the update is trying to force us out of our time and perhaps money, instead of Quick Races being the fun thing it was all hyped about, letting friends (but mostly strangers if it's a public lobby) race together whenever they want outside of a league schedule.
I could accept it a bit better if there were an announcement made beforehand, that perhaps the dev team needs support to keep the game running, to support the growing player base, and that this or that new update is designed to make it more difficult to manage finances, manage parts and wear, a greater managerial challenge which may require players to use more Tokens. The rebalancing of sponsor payouts indicates this as well. Instead, players are given no indication beforehand of these significant changes taking place, and a number of us are understandably frustrated and feeling cheated.
But still, I commend the dev team for responding immediately to our concerns and complaints. It has to be tough listening to all of our grievances after working on this update for so long, but these grievances are not imagined.