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Remove VSC and Yellow flags

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medal 5000
3 years 320 days ago
Please remove the new VSC and yellow flags. It means inactive players are ruining races and forcing me to kick them out of the league. iGPManager is loosing players. If not remove, then allow a league to turn it off. 
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medal 5000
3 years 320 days ago
Totally agree
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medal 5000
3 years 319 days ago (Last edited by CenSy Tan 3 years 319 days ago)
I have a suggestion: How about adding crashes?

This means there is more use for safety cars.

Crash Rate will vary by push level and by track runoff:
Monaco GP (Street Circuit):
Push Level 1: 5%
Push Level 2: 10%
Push Level 3: 20%
Push Level 4: 35%
Push Level 5: 60%

Bahrain GP (early Tilkedrome):
Push Level 1: 0.1%
Push Level 2: 1%
Push Level 3: 2%
Push Level 4: 4.5%
Push Level 5: 7.5%

Note: Everything in between will have a crash rate in between these rates.

Crash Rate will also vary by the place of track:
Straights:
Push Level 1: 0.1%
Push Level 2: 0.5%
Push Level 3: 0.75%
Push Level 4: 1%
Push Level 5: 3%

Corners:
Fast Kink:
Push Level 1: 0.5%
Push Level 2: 1.5%
Push Level 3: 3%
Push Level 4: 5.5%
Push Level 5: 8%

90 degree corner:
Push Level 1: 1%
Push Level 2: 2.5%
Push Level 3: 5%
Push Level 4: 8%
Push Level 5: 12.5%

Hairpin:
Push Level 1: 3%
Push Level 2: 5%
Push Level 3: 8%
Push Level 4: 12.5%
Push Level 5: 18%

Note: Everything in between will have a crash rate in between these rates.

(100% means completely likely to have this level or more severe level)

The rate for Yellow flags:
Retirement from mechanical failure: 100%
0 fuel: 100%
Crash: 100%

Rate for Double Waved Yellows:
Car-stopping Retirement: 30%
Crash: 100%

Rate for VSC:
Car-stopping Retirement: 25%
Crash: 75%

Rate for SC:
Car-stopping Retirement: 15%
Crash: 35%

Also: the flags need to stay, because:
Good managers should be ready for all the scenarios and predict what could happen or not.
-José Trujillo



The problem is NOT the flags. The problem is the inactive players. If my solution is not viable, stop blaming the flags and start blaming the inactive players.
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medal 5000
3 years 319 days ago

CenSy
I have a suggestion: How about adding crashes?

This means there is more use for safety cars.

Crash Rate will vary by push level and by track runoff:
Monaco GP (Street Circuit):
Push Level 1: 5%
Push Level 2: 10%
Push Level 3: 20%
Push Level 4: 35%
Push Level 5: 60%

Bahrain GP (early Tilkedrome):
Push Level 1: 0.1%
Push Level 2: 1%
Push Level 3: 2%
Push Level 4: 4.5%
Push Level 5: 7.5%

Note: Everything in between will have a crash rate in between these rates.

Crash Rate will also vary by the place of track:
Straights:
Push Level 1: 0.1%
Push Level 2: 0.5%
Push Level 3: 0.75%
Push Level 4: 1%
Push Level 5: 3%

Corners:
Fast Kink:
Push Level 1: 0.5%
Push Level 2: 1.5%
Push Level 3: 3%
Push Level 4: 5.5%
Push Level 5: 8%

90 degree corner:
Push Level 1: 1%
Push Level 2: 2.5%
Push Level 3: 5%
Push Level 4: 8%
Push Level 5: 12.5%

Hairpin:
Push Level 1: 3%
Push Level 2: 5%
Push Level 3: 8%
Push Level 4: 12.5%
Push Level 5: 18%

Note: Everything in between will have a crash rate in between these rates.

(100% means completely likely to have this level or more severe level)

The rate for Yellow flags:
Retirement from mechanical failure: 100%
0 fuel: 100%
Crash: 100%

Rate for Double Waved Yellows:
Car-stopping Retirement: 30%
Crash: 100%

Rate for VSC:
Car-stopping Retirement: 25%
Crash: 75%

Rate for SC:
Car-stopping Retirement: 15%
Crash: 35%

Also: the flags need to stay, because:
Good managers should be ready for all the scenarios and predict what could happen or not.
-José Trujillo



The problem is NOT the flags. The problem is the inactive players. If my solution is not viable, stop blaming the flags and start blaming the inactive players.



please don't start another pointless discussion about incidents, there are already many other pointless discussions about it ...
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medal 5000
3 years 319 days ago (Last edited by CenSy Tan 3 years 319 days ago)
José
Good managers should be ready for all the scenarios and predict what could happen or not.



The problem is NOT the flags. The problem is the inactive players. If my solution is not viable, stop blaming the flags and start blaming the inactive players. Try keeping everyone active! Here is a piece of info for a guide to league hosting:

3.Keeping players active
3.1 helping players
One thing that all racers want to do is win. Once you get enough players into your league you'll eventually find that some of your players will struggle to understand why they are slower than others, and if you aren't getting experienced racers from other leagues to help the inexperienced, it'll be up to you to help them find reasons as to why they aren't competing with their rivals and generate smarter, more determined players.

Things like, strategy, level, dp spending, kersing and activity could all be reasons as to why someone isn't doing quite well, so make sure you support your players so that they are more likely keep racing! Also don't forget that newer players may not even know of the forums, mention it now and then because there is a lot of info here.

3.2 Socialising with players
Who doesn't love some post race banter!? Why not start some sort of chat group or social media group where you can talk to your players about things less iGP related and discuss things in a much more familiar atmosphere! My league, for example, has a discord server where most of the iGP and non iGP related discussion happens. By prolonging the time and enjoyment people have playing iGP and being in the league, you will notice that keeping players active is far more possible! At the very minimum you should be getting your players talking throughout the day whether it be about iGP or something unrelated, regardless of the platform. Also keep in mind that a league that looks busy on the league page will look more active and attractive to incoming players.


4.Retaining players
4.1 repeat last 2 steps
Doing 3.1 and 3.2 will go a long way into keeping players because they'll feel more valued and more involved with the league, making what was just a league seem more like a "family".

But if that isn't quite enough, I would also suggest offering out end of season rewards and record updates.

4.2 records & rewards
Racers like records so if you are keeping track of some basic ones like most championships won or most wins and saying when someone's close to it, more of them will obviously want to stay or comeback to beat the records gotten from seasons and seasons ago. It just gives your players another goal, another incentive to keep going!
The rewards can act as a reason for wanting to achieve the goal, because at the end of the day, a number is just a number. But let's say something like a cheap untrained talent 20 would be a great, tangible gift to offer to some of the newer players to the game because of how much it helps in the long run!

4.3 engaging league wide activities
creating fun and engaging league wide activities and events will also go a long way in the pursuit of keeping players. Something literally as simple as a fun poll every now and then could serve as way to change things up a little bit during long seasons of what can quickly become quite repetitive racing. Perhaps an inter-season league only quick race would be good for the more interactive players who really hate a day off, it really is up to you but keep in mind that every little thing you can add is something that makes your league different to the rest!

And there are only 3 of these "pointless" discussions still available to read:
https://igpmanager.com/forum-thread/740
https://igpmanager.com/forum-thread/3308
https://igpmanager.com/forum-thread/12980
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medal 5000
3 years 319 days ago
Unfortunately, especially in the lower series, there are many inactive players. Many start the game and then leave because maybe they don't like it ... you cannot control the inactive players, kicking them all would destroy most of the lower leagues. Instead the flags were added for ... honestly I don't know, but certainly did not produce the desired result, as a result they only highlighted the presence of inactive players, causing inconvenience in the leagues.
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medal 5000
3 years 319 days ago

Gaetano
Unfortunately, especially in the lower series, there are many inactive players. Many start the game and then leave because maybe they don't like it ... you cannot control the inactive players, kicking them all would destroy most of the lower leagues. Instead the flags were added for ... honestly I don't know, but certainly did not produce the desired result, as a result they only highlighted the presence of inactive players, causing inconvenience in the leagues.



They were added for... Realism. Learn to deal with the flags and as Jose said:


Good managers should be ready for all the scenarios and predict what could happen or not.


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medal 5000
3 years 319 days ago
CenSy


They were added for... Realism. Learn to deal with the flags and as Jose said:


Good managers should be ready for all the scenarios and predict what could happen or not.




Good, so you agree with me, the flags were added only for realism, for the purposes of the game they are totally useless ... 

There is nothing to predict, with inactive players the final laps will always be done with flags ...
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medal 5000
3 years 319 days ago
Gaetano
CenSy


They were added for... Realism. Learn to deal with the flags and as Jose said:


Good managers should be ready for all the scenarios and predict what could happen or not.




Good, so you agree with me, the flags were added only for realism, for the purposes of the game they are totally useless ... 

There is nothing to predict, with inactive players the final laps will always be done with flags ...


Which is why I suggested crashes.

Edit: Looking at the like/dislike bar... Everyone in iGP hates me now. Oh well.
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medal 5000
3 years 319 days ago

CenSy

Which is why I suggested crashes.

Edit: Looking at the like/dislike bar... Everyone in iGP hates me now. Oh well.


I think when you get to know the game fully you will change your mind.
Here are some of the discussions about crash, happy reading.


https://igpmanager.com/forum-thread_1/33123
https://igpmanager.com/forum-thread/35464
https://igpmanager.com/forum-thread/35698
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medal 5000
3 years 319 days ago (Last edited by CenSy Tan 3 years 319 days ago)
Gaetano

CenSy

Which is why I suggested crashes.

Edit: Looking at the like/dislike bar... Everyone in iGP hates me now. Oh well.


I think when you get to know the game fully you will change your mind.
Here are some of the discussions about crash, happy reading.


https://igpmanager.com/forum-thread_1/33123
https://igpmanager.com/forum-thread/35464
https://igpmanager.com/forum-thread/35698


But crashes have a certain cause. The crash probablity I put up on top is the probablity of driver error in push level (which can also affect crashes).

It is the players decision to always turn up the push level and end up seeing their driver crash... so that is a playable factor relating to crashes there!
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medal 5000
3 years 319 days ago

CenSy
Gaetano

CenSy

Which is why I suggested crashes.

Edit: Looking at the like/dislike bar... Everyone in iGP hates me now. Oh well.


I think when you get to know the game fully you will change your mind.
Here are some of the discussions about crash, happy reading.


https://igpmanager.com/forum-thread_1/33123
https://igpmanager.com/forum-thread/35464
https://igpmanager.com/forum-thread/35698


But crashes have a certain cause. The crash probablity I put up on top is the probablity of driver error in push level (which can also affect crashes).

It is the players decision to always turn up the push level and end up seeing their driver crash... so that is a playable factor relating to crashes there!



You haven't read and I don't want to repeat the same things over and over ... patience ... time and experience will help you understand ... you're running too much and you don't know the game yet
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medal 5000
3 years 319 days ago (Last edited by CenSy Tan 3 years 319 days ago)
Also, we MUST give a use to Cooling and Reliability, and the retirements is where it comes along. We add an engine heat meter. Your engine can overheat and when it does, you have a DNF. It is the player's desicion to turn the push level up. That's a playable factor.

As for reliability, the higher it is, the lower the wear rate during races (I agree there needs a bigger range for this). The higher it is, the lower the reliability level until failure too. (Imagine a weakness of reliability, attribute points 7, The parts would probably fail before the end of the 1st race, due to unreliability.)

This is a chart showing the new reliability system:
Level                         % until failure    %wear per race
7 (lowest possible)      80                        35                       (Extremely High chance of failing during race)
...
15 (normal start)        78                        30                       (Moderate chance of failing during race)
...
25 (strength start)      75                        25                       (Lower chance of failing during race)
...
50 (rookie high)          45                        21
...
100 (pro high)            35                        15
...
200 (elite high)           20                        10

Heat-o-meter (Cooling related)
Weakest Cooling (7)
45 degrees C
***** 100% DNF (Too weary on car)
****   85% DNF
***     55% DNF (Highest speed possible)
**       25% DNF
*         5% DNF
N         0% DNF (Ideal setup)
*          0% DNF
**        0.5% DNF (Inefficient speed)
***      2% DNF
****     4.5% DNF
*****   7% DNF (Very inefficient)

5 degrees C
***** 65% DNF (Too weary on car)
****   45% DNF
***     30% DNF (Highest speed possible)
**       10% DNF
*         0% DNF

N         0% DNF (Ideal setup)
*          0.5% DNF
**        2% DNF (Inefficient speed)
***      3.5% DNF
****     5% DNF
*****   7.5% DNF (Very inefficient)

...

Best Cooling (50 in rookie, 100 in pro, 200 in elite)
45 degrees C
***** 70% DNF (Too weary on car)
****   50% DNF
***     30% DNF (Highest speed possible)
**       15% DNF
*         0% DNF

N         0% DNF (Ideal setup)
*          0% DNF
**        0.5% DNF (Inefficient speed)
***      1% DNF
****     2% DNF
*****   3% DNF (Very inefficient)

5 degrees C
***** 45% DNF (Too weary on car)
****   30% DNF
***     15% DNF (Highest speed possible)
**       0% DNF
*         0% DNF

N         0% DNF (Ideal setup)
*          0% DNF
**        1% DNF (Inefficient speed)
***      2% DNF
****     4% DNF
*****   7% DNF (Very inefficient)

(...)FOR ALL OF THESE VALUES, EVERY TEMPERATURE/DESIGN POINT IN BETWEEN IS ROUGHLY GROWING AT THE SAME RATE
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medal 5000
3 years 319 days ago

CenSy
Also, we MUST give a use to Cooling and Reliability



Already said ... already answered ... do you prefer to go fast by putting points in the main 4, or reliable but slow? ... if accidents are given as a percentage, it is better to make accidents in some races and win others instead of losing all races. Reliability and cooling would not be as useful as they are now.
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medal 5000
3 years 319 days ago

Gaetano

CenSy
Also, we MUST give a use to Cooling and Reliability



Already said ... already answered ... do you prefer to go fast by putting points in the main 4, or reliable but slow? ... if accidents are given as a percentage, it is better to make accidents in some races and win others instead of losing all races. Reliability and cooling would not be as useful as they are now.


THAT is what I am looking for. Giving managers a hard time to decide whether to go fast by putting points in the main 4 but will retire at any time, or reliable but slower. That will be the ideal iGP Manager. Just ask the admins.
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medal 5000
3 years 319 days ago
You're giving the game a chance not to let you play, because with an incident you can only say bye bye to everyone and go out ...
You talk about percentages, so one with a low percentage could have an incident and another with the same percentage could win ... what kind of game is this ...
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medal 5000
3 years 319 days ago
In my opinion, the VSC and flags system permit to clean inactive managers from leagues in order for a league to receive active managers and get more competitive.
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medal 5002 Super Mod
3 years 319 days ago
Please stop.

This has been discussed so many times before and the overwhelming majority of players want a strategy game, not a slot machine game. Linking the probability of failure to car design is never going to work for two reasons...
1. Design resets at the beginning of the season so races early in the season when design is low will see many teams failing to finish.
2. Rookie and Pro tiers have a lower design cap which would result in a much higher probability of failure. New managers are unlikely to persevere with the game if they experience regular failures early in their career.

Finally, José has already said the developer team have no intention of introducing this type of feature so the debate is a waste of everyone's time.
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medal 5000
3 years 319 days ago
Ah well. EVERY ONE IN IGP HATES ME NOW.
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medal 5000
3 years 319 days ago
don't worry ... people forget easily 😉

hey Kevin see you at the next discussion on crash...😅
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