ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

Suggested
Balancing Skills

warning
This thread is closed. Threads older than 6 weeks are closed automatically. To continue this discussion, create a new thread.
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right
md-lock This topic has been closed by the moderator
medal 5006
1 year 267 days ago
After experiencing the update for some time now, I have noticed that one of the skills, the "Racecraft" ability, is significantly "stronger" than the other skills. I don't even need to prove it, driver with the skill overtakes +10 cars every time at the start.
This imbalance is having a negative impact on gameplay as it makes the other skills feel underpowered and uninteresting to use. It also leads to an unbalanced playing field where players who use Racecraft have a clear advantage over those who do not.

I would like to suggest making some changes to balance the skills. Perhaps reducing the effect of racecraft or making the other skills more relevant. That would help make the game more engaging and enjoyable for all players.


md-quotelink
medal 5000 Super Mod
1 year 267 days ago
A number of players have taken a few weeks to evaluate the most recent update, realised that Racecraft specialism is almost a necessity and chosen to spend something like 200 tokens to equip their drivers with this skill. The cost approx. £18 GBP per driver.

It would be the ultimate money grab if IGP were to sell their customers something and shortly afterwards make the purchase worthless.

The answer is... if you can't beat them, join them. If everyone has Racraft the advantage disappears, racing becomes more enjoyable, those that spent the 200 tokens won't feel ripped off and the Devs have more revenue to keep the lights on. Everyone's a winner 
md-quotelink
medal 5006
1 year 267 days ago

Kevin
The answer is... if you can't beat them, join them. If everyone has Racraft the advantage disappears, racing becomes more enjoyable, those that spent the 200 tokens won't feel ripped off and the Devs have more revenue to keep the lights on. Everyone's a winner 


If everyone has the racecraft skill, we have come full circle and it becomes just a prerequisite to compete. I don't mind the fact that a driver skill is required, the suggestion is to balance the other skills and make any of them an equally viable choice.
md-quotelink
medal 5000
1 year 267 days ago
This is a tough one, on one hand I agree with Ghost and on the other with Kev.

Maybe a more diverse pool of abilites is needed? Or ability to stack say two together to create some variance ?.
md-quotelink
medal 5478
1 year 267 days ago

Kevin
A number of players have taken a few weeks to evaluate the most recent update, realised that Racecraft specialism is almost a necessity and chosen to spend something like 200 tokens to equip their drivers with this skill. The cost approx. £18 GBP per driver.

It would be the ultimate money grab if IGP were to sell their customers something and shortly afterwards make the purchase worthless.

The answer is... if you can't beat them, join them. If everyone has Racraft the advantage disappears, racing becomes more enjoyable, those that spent the 200 tokens won't feel ripped off and the Devs have more revenue to keep the lights on. Everyone's a winner 

I agree that it is not right for to reduce the effectiveness of the racecraft ability since several managers have observed its benefits and invested towards the same.

But how about increasing the benefits of other skills so that they mean something to have atleast.

Right now I am pretty sure there isn’t anyone who has invested tokens / money in getting wet weather or street circuit abilities upgraded. So how about adjusting the cost in tokens of other abilities, so that it clearly reflects which ability is more desirable to possess.

Of course someone could argue that it is for the managers to figure out which is good and which is worse and then decide as with tyres or strategy for races. But most of the time in the case of abilities real money is involved here.

Or since the other abilities are pretty much useless remove them altogether and have a single racecraft ability.
md-quotelink
medal 5000 Super Mod
1 year 267 days ago
It is impossible to have everything balanced in such a way that there is no advantage to be gained. Just look at the marginal gains a 190+ cm driver has had for the last few years, so that's what most of the top managers ended up with.

Now we have Racecraft almost as a necessity, but unlike tall drivers, Lengendary racecraft is an expensive purchase.

If the Devs try to balance the other skills it is inevitable that one of them will prove to have an advantage, and if that skill is something other than racecraft, those who have invested real money to obtain racecraft will be understandably pissed off.

Thank you for your £15, next week we'll disable what we sold you and you can spend another £15 on the latest most powerful attribute.
md-quotelink
medal 5000
1 year 267 days ago

Ross

Kevin
A number of players have taken a few weeks to evaluate the most recent update, realised that Racecraft specialism is almost a necessity and chosen to spend something like 200 tokens to equip their drivers with this skill. The cost approx. £18 GBP per driver.

It would be the ultimate money grab if IGP were to sell their customers something and shortly afterwards make the purchase worthless.

The answer is... if you can't beat them, join them. If everyone has Racraft the advantage disappears, racing becomes more enjoyable, those that spent the 200 tokens won't feel ripped off and the Devs have more revenue to keep the lights on. Everyone's a winner 

I agree that it is not right for to reduce the effectiveness of the racecraft ability since several managers have observed its benefits and invested towards the same.

But how about increasing the benefits of other skills so that they mean something to have atleast.

Right now I am pretty sure there isn’t anyone who has invested tokens / money in getting wet weather or street circuit abilities upgraded. So how about adjusting the cost in tokens of other abilities, so that it clearly reflects which ability is more desirable to possess.

Of course someone could argue that it is for the managers to figure out which is good and which is worse and then decide as with tyres or strategy for races. But most of the time in the case of abilities real money is involved here.

Or since the other abilities are pretty much useless remove them altogether and have a single racecraft ability.



While I can appreciate all aspects of this debate, I disagree that race craft is the only worthwhile ability.


I think there is a perceived bias in favor of race craft solely because of it's big lap 1-2 impact, as this is quite visible and noticeable as opposed to the effects of the other abilities such as street circuit that you'd need to actually pay attention to, to notice.

Wet ability: Definitely works.
Quali: 'Works', with the right car.
Street: Definitely works.
Race craft: Definitely works and is noticeable because it's about 'wheel-wheel' and maximizing every ounce of performance even with a bad car, hence the obvious lap 1 - 2 shenanigans.
md-quotelink
medal 5478
1 year 267 days ago

Bi

Ross

Kevin
A number of players have taken a few weeks to evaluate the most recent update, realised that Racecraft specialism is almost a necessity and chosen to spend something like 200 tokens to equip their drivers with this skill. The cost approx. £18 GBP per driver.

It would be the ultimate money grab if IGP were to sell their customers something and shortly afterwards make the purchase worthless.

The answer is... if you can't beat them, join them. If everyone has Racraft the advantage disappears, racing becomes more enjoyable, those that spent the 200 tokens won't feel ripped off and the Devs have more revenue to keep the lights on. Everyone's a winner 

I agree that it is not right for to reduce the effectiveness of the racecraft ability since several managers have observed its benefits and invested towards the same.

But how about increasing the benefits of other skills so that they mean something to have atleast.

Right now I am pretty sure there isn’t anyone who has invested tokens / money in getting wet weather or street circuit abilities upgraded. So how about adjusting the cost in tokens of other abilities, so that it clearly reflects which ability is more desirable to possess.

Of course someone could argue that it is for the managers to figure out which is good and which is worse and then decide as with tyres or strategy for races. But most of the time in the case of abilities real money is involved here.

Or since the other abilities are pretty much useless remove them altogether and have a single racecraft ability.



While I can appreciate all aspects of this debate, I disagree that race craft is the only worthwhile ability.


I think there is a perceived bias in favor of race craft solely because of it's big lap 1-2 impact, as this is quite visible and noticeable as opposed to the effects of the other abilities such as street circuit that you'd need to actually pay attention to, to notice.

Wet ability: Definitely works.
Quali: 'Works', with the right car.
Street: Definitely works.
Race craft: Definitely works and is noticeable because it's about 'wheel-wheel' and maximizing every ounce of performance even with a bad car, hence the obvious lap 1 - 2 shenanigans.

I didn’t intend to suggest that other traits don’t work at all. It’s just that if you think about them they are effectively useless. Of course I personally do not have a first hand experience of driving with these abilities yet, but this is something I have observed with others:


Considering other abilities work 100% of the time, if we take street circuits, one might be doing atmost 4-5 races every season on street circuits. Wet races is a matter of chance again, if one is lucky, atmost 5 or 6 races per season it might rain. With Qualifying ability, lets say the driver ends up at pole, the gap to someone with racecraft as a special ability is substantially overhauled within the first two laps, neutralising it in a sense.

It’s not simply about visibility, but also compounded by limitation on number of times or tracks that ability is put into use.
One could potentially sacrifice those 4-5 races, and focus on the rest lets say 10-15 races. So as it stands, in my opinion, the other abilities are simply not worth the same amount of tokens as Racecraft.
md-quotelink
medal 5337
1 year 258 days ago

Kevin
It is impossible to have everything balanced in such a way that there is no advantage to be gained. Just look at the marginal gains a 190+ cm driver has had for the last few years, so that's what most of the top managers ended up with.

Now we have Racecraft almost as a necessity, but unlike tall drivers, Lengendary racecraft is an expensive purchase.

If the Devs try to balance the other skills it is inevitable that one of them will prove to have an advantage, and if that skill is something other than racecraft, those who have invested real money to obtain racecraft will be understandably pissed off.

Thank you for your £15, next week we'll disable what we sold you and you can spend another £15 on the latest most powerful attribute.



Im one of those who invested a little to get racecraft on 3/4 accounts and would be in favor of nerfing it. Today alone I had two crazy occurrences. In a race at Mexico there was a medium runner who passed someone on ss, completely ruining his race as he was stuck behind him. (And no the ss wasn’t some slouch. He was actually leading the championship). The second instance was insanity. Im one of the few with racecraft in a certain league, I qualified p21, and before we even got to the first corner I was p10. It’s just way to powerful atm
md-quotelink
md-lock This topic has been closed by the moderator
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

You must be logged in to post a reply.