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For devs.

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medal 5000
1 year 167 days ago
What I am going to tell you is not a complaint, even if it sounds like one.
The change that the igp has given in recent months is obvious but it gives me the feeling that it has not just materialized. Let me explain, the store is enhanced with more things to buy, more talented pilots appear, special abilities appear... that is, the use of gold is more evident. However, it has not just had a significant impact. If you really don't want it to have a big impact, why add it?
The devs should understand the user. A good academy pilot costs about 70 tokens if I remember correctly. If you add a special ability it will be 100 more and if you add legendary rarity another 100. A total of 270 gold tokens or what is the same; a gold package of 180 and one of 85. This is €26 a pilot. I repeat ONE.
Don't you think it's unfair to those who have spent it that it doesn't really have a major impact?

And what I have talked about is a solo pilot!!! If we talk about two pilots like this, it would cost €52 plus ALL the rest of the team, which, at the team headquarters (office), can cost about 56 gold for each member.
If there are 3 members, they go to 168 gold tokens.
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medal 5478
1 year 167 days ago
As for the drivers to get a T30 from the youth academy and legendary ability will take 104 races (in the case when you buy engines and replace with a fresh one every race), or 90 races if you do not spend the tokens elsewhere.
Note: the number is considering one had zero tokens at the time the update rolled out.

For the staff, I cannot comment. I haven’t bought any staff yet from the hospitality section as I don’t see any benefit in hiring from the Hospitality section (i.e., shell 50 tokens for the staff just for them to become effectively useless once I level up).
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medal 5000
1 year 167 days ago

Fried
As for the drivers to get a T30 from the youth academy and legendary ability will take 104 races (in the case when you buy engines and replace with a fresh one every race), or 90 races if you do not spend the tokens elsewhere.
Note: the number is considering one had zero tokens at the time the update rolled out.

For the staff, I cannot comment. I haven’t bought any staff yet from the hospitality section as I don’t see any benefit in hiring from the Hospitality section (i.e., shell 50 tokens for the staff just for them to become effectively useless once I level up).



You are proving me right. Assuming that you expect those runs you will see that there is no big impact. It is a lot to assume because anyone who is in a competitive league would consider it absurd to expect so many races.


STAFF issue. It's true, they become useless. The difference is that they get paid much less than those in the transfer market. Considering there are 3 of them, the difference is obvious.

So, I ask again
If this option to spend tokens is enabled, why doesn't it have more effect?
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medal 5006
1 year 167 days ago
The advantage is there, how can you not see it? Look how are you doing in your league with people that don't have talent 30 drivers or legendary skills.

Are you qualifying the same as before when you had worse drivers? do you gain more places at the start? is it easier to follow or get away?

Having the best driver and staff is more about facilitating all of that, you're still limited by car design. 
Try playing in a league full of talent 30 drivers with legendary skills, if you use a talent 20 driver you will immediately change your mind.
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medal 5000
1 year 167 days ago (Last edited by Aceroba Ent 1 year 167 days ago)
Astro
The advantage is there, how can you not see it? Look how are you doing in your league with people that don't have talent 30 drivers or legendary skills.

Are you qualifying the same as before when you had worse drivers? do you gain more places at the start? is it easier to follow or get away?

Having the best driver and staff is more about facilitating all of that, you're still limited by car design. 
Try playing in a league full of talent 30 drivers with legendary skills, if you use a talent 20 driver you will immediately change your mind.



No, I don't see that as clear evidence. I have already made that clear several times. 
Edit:

Could it be because my pilots don't have full driving attributes? That is, driving skills have more impact than mental skills. 
Always try to train so that the drivers are "complete". 
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medal 5478
1 year 166 days ago

Aceroba

Fried
As for the drivers to get a T30 from the youth academy and legendary ability will take 104 races (in the case when you buy engines and replace with a fresh one every race), or 90 races if you do not spend the tokens elsewhere.
Note: the number is considering one had zero tokens at the time the update rolled out.

For the staff, I cannot comment. I haven’t bought any staff yet from the hospitality section as I don’t see any benefit in hiring from the Hospitality section (i.e., shell 50 tokens for the staff just for them to become effectively useless once I level up).



You are proving me right. Assuming that you expect those runs you will see that there is no big impact. It is a lot to assume because anyone who is in a competitive league would consider it absurd to expect so many races.


STAFF issue. It's true, they become useless. The difference is that they get paid much less than those in the transfer market. Considering there are 3 of them, the difference is obvious.

So, I ask again
If this option to spend tokens is enabled, why doesn't it have more effect?

Who said there is no impact by having a T30 over a T20, or having ability over no ability? There is a clear advantage.


Individual performances in online league cannot serve as benchmarks for the performance of the drivers, as there is a human at the end controlling them. Put a sufficiently trained T30 in one car, and a similarly trained T20 in the other car. Let them race offline without any manual inputs. I am sure you will see that there is an advantage. Same can be done for ability vs no ability, or between different tiers of ability.

As for the staffs, if you translate the tokens spent to acquire them into in game cash at the best value conversion rate, you will see that the tokens route from the HQ clearly costs more in terms of in game cash. So personally unless I am at the maximum level I don’t see the benefit of hiring someone from the Hospitality building.

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medal 5917
1 year 166 days ago
I was going to buy tokens so I could get a driver from the academy but when I found out you don't guarantee a special ability I decided not to spend real money. If it was guaranteed ability I would of spent money and tokens. This is the gripe I have currently.
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medal 5000
1 year 166 days ago

Dario
I was going to buy tokens so I could get a driver from the academy but when I found out you don't guarantee a special ability I decided not to spend real money. If it was guaranteed ability I would of spent money and tokens. This is the gripe I have currently.



But in the transfer market you can only opt for talented pilots of your level. At least they always come out that way for me. Plus they charge a lot more money.
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medal 5917
1 year 166 days ago

Aceroba

Dario
I was going to buy tokens so I could get a driver from the academy but when I found out you don't guarantee a special ability I decided not to spend real money. If it was guaranteed ability I would of spent money and tokens. This is the gripe I have currently.



But in the transfer market you can only opt for talented pilots of your level. At least they always come out that way for me. Plus they charge a lot more money.



I don't use the transfers, I use the youth academy which is more worthwhile than getting one in transfer
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medal 5000
1 year 166 days ago (Last edited by hayden james 1 year 166 days ago)
Aceroba
What I am going to tell you is not a complaint, even if it sounds like one.
The change that the igp has given in recent months is obvious but it gives me the feeling that it has not just materialized. Let me explain, the store is enhanced with more things to buy, more talented pilots appear, special abilities appear... that is, the use of gold is more evident. However, it has not just had a significant impact. If you really don't want it to have a big impact, why add it?
The devs should understand the user. A good academy pilot costs about 70 tokens if I remember correctly. If you add a special ability it will be 100 more and if you add legendary rarity another 100. A total of 270 gold tokens or what is the same; a gold package of 180 and one of 85. This is €26 a pilot. I repeat ONE.
Don't you think it's unfair to those who have spent it that it doesn't really have a major impact?

And what I have talked about is a solo pilot!!! If we talk about two pilots like this, it would cost €52 plus ALL the rest of the team, which, at the team headquarters (office), can cost about 56 gold for each member.
If there are 3 members, they go to 168 gold tokens.


If you are saying the game has become too much about money grabbing and not enough kick backs for active and passionate supporters of the game. I 100% agree. 

You even have to pay to change your team name now! This means the fun we used to have of changing to funny names and announcing it in the league chat is gone. Maybe we were the only league doing that, doubt it. But it seems a lot of the changes are motivated by, “how can we force the managers to purchase more coins”. Even if not the conscious intention that’s the feeling on the manager side when you try to maintain your team, at least compared to the pre NRF era of this game. 

But in reality when you improve a game, any games, but especially a game with a long history and passionate user base to make it more enjoyable and satisfying then you STILL get the result of managers paying/buying more with real money because of the increased amount of activity, satisfaction and competitive play. 

Don’t just add things managers have not been asking for, modes like engine supply has been cumbersome. Think, how could it even be removed now? Probably impossible.  Don’t recreate the game or add too much complexity to it. My main attraction has always been these 3 things:

1) being able to play in real-time with other adults around the world. Races being only at a scheduled time that suits me. 

2) not having to live on the game to be successful. Can be a working professional and still be competitive. 

3) A low “ cash pressure” - not feeling forced to pay money to be continuously competitive regardless stage of progression. 

Every change to the game should fall in line with maximizing these 3 things. IMO. 

I enjoyed this game far more in 2020/2021 when I started playing, before to many changes and especially the increased need to use real cash, that pressure is higher in the current game. 

I would have continued using real money if the game stayed close to its core and legacy. But this last year of two, I don’t because IGP feels like it has turned into an open palm. 

I would have preferred if the studio is strapped for cash, then create a Premium membership that ONLY unlocks cosmetics and non-performance stuff and removes ads. I’m on here more than Netflix, so monthly subscription or yearly subscription to have a Premium/supporter status would be far more palatable and potentially more profitable than asking me to pay 200 tokens for legendary perk/gimmick for a single driver that I will at some point dispose of, on a game that,  at least originally,  I saw myself playing for decades. Pricing/token have become way to high and maybe more attractive to those with disposable income. 

But such approach makes less sense now due to the pricing and additions of driver perks or whatever, because the pricing of drivers and staff, new engine mode and chasis mode coming... The game has gone all-in on trying to grab bulk token purchases. 

So for now I just play as much as I can avoiding the cash pressure. But I can tell you I will never pay 200 tokens for legendary ability, etc. in this game, ever. Especially for somethings so temporary. No chance. I spent probably around $200+ USD in 2020/2021 before changes. But current direction I don’t feel motivated to support, unfortunately. Hope something happens to revert some of this. 
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medal 5917
1 year 166 days ago

hayden
Aceroba
What I am going to tell you is not a complaint, even if it sounds like one.
The change that the igp has given in recent months is obvious but it gives me the feeling that it has not just materialized. Let me explain, the store is enhanced with more things to buy, more talented pilots appear, special abilities appear... that is, the use of gold is more evident. However, it has not just had a significant impact. If you really don't want it to have a big impact, why add it?
The devs should understand the user. A good academy pilot costs about 70 tokens if I remember correctly. If you add a special ability it will be 100 more and if you add legendary rarity another 100. A total of 270 gold tokens or what is the same; a gold package of 180 and one of 85. This is €26 a pilot. I repeat ONE.
Don't you think it's unfair to those who have spent it that it doesn't really have a major impact?

And what I have talked about is a solo pilot!!! If we talk about two pilots like this, it would cost €52 plus ALL the rest of the team, which, at the team headquarters (office), can cost about 56 gold for each member.
If there are 3 members, they go to 168 gold tokens.


If you are saying the game has become too much about money grabbing and not enough kick backs for active and passionate supporters of the game. I 100% agree. 

You even have to pay to change your team name now! This means the fun we used to have of changing to funny names and announcing it in the league chat is gone. Maybe we were the only league doing that, doubt it. But it seems a lot of the changes are motivated by, “how can we force the managers to purchase more coins”. Even if not the conscious intention that’s the feeling on the manager side when you try to maintain your team, at least compared to the pre NRF era of this game. 

But in reality when you improve a game, any games, but especially a game with a long history and passionate user base to make it more enjoyable and satisfying then you STILL get the result of managers paying/buying more with real money because of the increased amount of activity, satisfaction and competitive play. 

Don’t just add things managers have not been asking for, modes like engine and chassis have been cumbersome, how could it even be removed now, probably impossible.  Don’t recreate the game or add too much complexity to it. 

I enjoyed this game far more in 2020/2021 when I started playing, before to many changes and especially the increased need to use real cash, that pressure is higher in the current game. 

I would have continued using real money if the game stayed close to its core and legacy. But this last year of two, I don’t because IGP feels like it has turned until an open palm. 



I totally understand why they adding tokens for names etc you need money to develop the game further. I don't agree with they are forcing us, we do get 3 tokens per race which is the main currency. They need to give us something for the tokens, as it stands you don't really get anything good tokens so most people won't buy them and just save up. They are completely missing the main way to get people to spend and that's customisation, livery's helmets etc, also the fashion is stupidly expensive. If they put a bit of thought into it you can easily get people to spend hand over fist.
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medal 5000
1 year 166 days ago (Last edited by hayden james 1 year 166 days ago)
Dario

I totally understand why they adding tokens for names etc you need money to develop the game further. I don't agree with they are forcing us, we do get 3 tokens per race which is the main currency. They need to give us something for the tokens, as it stands you don't really get anything good tokens so most people won't buy them and just save up. They are completely missing the main way to get people to spend and that's customisation, livery's helmets etc, also the fashion is stupidly expensive. If they put a bit of thought into it you can easily get people to spend hand over fist.


See the edited portion of my post regarding how to increase income without revamping and affecting the original “cash pressure” of your existing successfully balanced game. 

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medal 5000
1 year 166 days ago (Last edited by Aceroba Ent 1 year 166 days ago)
hayden
Aceroba
What I am going to tell you is not a complaint, even if it sounds like one.
The change that the igp has given in recent months is obvious but it gives me the feeling that it has not just materialized. Let me explain, the store is enhanced with more things to buy, more talented pilots appear, special abilities appear... that is, the use of gold is more evident. However, it has not just had a significant impact. If you really don't want it to have a big impact, why add it?
The devs should understand the user. A good academy pilot costs about 70 tokens if I remember correctly. If you add a special ability it will be 100 more and if you add legendary rarity another 100. A total of 270 gold tokens or what is the same; a gold package of 180 and one of 85. This is €26 a pilot. I repeat ONE.
Don't you think it's unfair to those who have spent it that it doesn't really have a major impact?

And what I have talked about is a solo pilot!!! If we talk about two pilots like this, it would cost €52 plus ALL the rest of the team, which, at the team headquarters (office), can cost about 56 gold for each member.
If there are 3 members, they go to 168 gold tokens.


If you are saying the game has become too much about money grabbing and not enough kick backs for active and passionate supporters of the game. I 100% agree. 

You even have to pay to change your team name now! This means the fun we used to have of changing to funny names and announcing it in the league chat is gone. Maybe we were the only league doing that, doubt it. But it seems a lot of the changes are motivated by, “how can we force the managers to purchase more coins”. Even if not the conscious intention that’s the feeling on the manager side when you try to maintain your team, at least compared to the pre NRF era of this game. 

But in reality when you improve a game, any games, but especially a game with a long history and passionate user base to make it more enjoyable and satisfying then you STILL get the result of managers paying/buying more with real money because of the increased amount of activity, satisfaction and competitive play. 

Don’t just add things managers have not been asking for, modes like engine supply has been cumbersome. Think, how could it even be removed now? Probably impossible.  Don’t recreate the game or add too much complexity to it. My main attraction has always been these 3 things:

1) being able to play in real-time with other adults around the world. Races being only at a scheduled time that suits me. 

2) not having to live on the game to be successful. Can be a working professional and still be competitive. 

3) A low “ cash pressure” - not feeling forced to pay money to be continuously competitive regardless stage of progression. 

Every change to the game should fall in line with maximizing these 3 things. IMO. 

I enjoyed this game far more in 2020/2021 when I started playing, before to many changes and especially the increased need to use real cash, that pressure is higher in the current game. 

I would have continued using real money if the game stayed close to its core and legacy. But this last year of two, I don’t because IGP feels like it has turned into an open palm. 

I would have preferred if the studio is strapped for cash, then create a Premium membership that ONLY unlocks cosmetics and non-performance stuff and removes ads. I’m on here more than Netflix, so monthly subscription or yearly subscription to have a Premium/supporter status would be far more palatable and potentially more profitable than asking me to pay 200 tokens for legendary perk/gimmick for a single driver that I will at some point dispose of, on a game that,  at least originally,  I saw myself playing for decades. Pricing/token have become way to high and maybe more attractive to those with disposable income. 

But such approach makes less sense now due to the pricing and additions of driver perks or whatever, because the pricing of drivers and staff, new engine mode and chasis mode coming... The game has gone all-in on trying to grab bulk token purchases. 

So for now I just play as much as I can avoiding the cash pressure. But I can tell you I will never pay 200 tokens for legendary ability, etc. in this game, ever. Especially for somethings so temporary. No chance. I spent probably around $200+ USD in 2020/2021 before changes. But current direction I don’t feel motivated to support, unfortunately. Hope something happens to revert some of this. 



You have mixed many topics and you do not talk about this thread. Create one yourself and expose your complaints.

DarioJp, Two good pilots €52. It's more of a rental. Those pilots will end up retiring in the future so they pay that for x time.
Pretty much more than all the steam games on pc, which you buy forever.
I think that whoever spends that amount must have more advantages. 
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medal 5000
1 year 166 days ago (Last edited by hayden james 1 year 166 days ago)
Aceroba
You have mixed many topics and you do not talk about this thread. Create one yourself and expose your complaints.

DarioJp, Two good pilots €52. It's more of a rental. Those pilots will end up retiring in the future so they pay that for x time.
Pretty much more than all the steam games on pc, which you buy forever.
I think that whoever spends that amount must have more advantages. 


If they have more advantages by paying 52€ then it’s actually even more of a pay to win game. So no, I don’t agree with that. The entire change to selling us driver abilities or rather “pay-for-driver-improvement” was a bad idea.
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medal 5000 Super Mod
1 year 166 days ago
Additionally, the update massively disadvantages those of us who like to run in 2 car leagues. We have to employ 2 drivers at 270 tokens each if you're in a competitive league, pay two driver wages with game cash and purchase (for tokens) twice as many engines as those who race 1 car.
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medal 5000
1 year 166 days ago

Kevin
Additionally, the update massively disadvantages those of us who like to run in 2 car leagues. We have to employ 2 drivers at 270 tokens each if you're in a competitive league, pay two driver wages with game cash and purchase (for tokens) twice as many engines as those who race 1 car.


Tbf Kevin it is your choice to be in a 2 car league.  I’ve raced previously in 2 car leagues and I feel they intuitively don’t suit this game.  


They are fine in offline leagues, but in online leagues where is an element of game racing as well as the pre race strategy, car development, collection of historical race data etc it have always seemed to be a poor option for both cars to be controlled by one person.  Doesn’t change the points you are making, but the game would be simpler and have less league dilution if there was only a one car option.  

You can’t double the rewards because the stronger players could game it and then transfer back to a one car league with better finances and more tokens etc.  I know you won’t agree and like the extra challenge, but it is the way I feel whenever the discussion of 2 car rewards are raised.  At the end of the day the game is broke with a broken economy for many and needs a radical overhaul (perhaps even an iGP Manager 2 ) A fresh start is needed to help it thrive again.
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medal 5000 Super Mod
1 year 166 days ago
The simple solution to make it a more level playing field would require two changes:

1. Free issue 30 engines every 20 races for teams competing in 2 car leagues, so the manager has to buy 10 engines every 20 races (exactly the same as 1 car). There is already a cap on the number of free issue engines, so there would be no real advantage if a manager jumped from 1 car to 2 car to get extra engines. As soon as they went back to one car, firstly their design would be poor making them uncompetitive, secondly, the next free engine drop in 1 car they would get no engines because their stock level would be above the cap.

2. Half drivers wages only whilst competing in a two car league.

It still doesn't overcome the extra 270 tokens required for a T30 driver with legendary skill but it goes a long way to levelling the playing field.

I disagree with the argument that the game doesn't lend itself to two car racing. I've been playing since Jan 2015, when I started most people ran 2 car. It's personal preference, if you play on PC, 2 car is fine. Playing 2 car on a phone is much more difficult so IMHO it is not a fundamental game issue that makes one car more preferable, it is in fact the device you use to play the game.
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medal 5000
1 year 166 days ago (Last edited by hayden james 1 year 166 days ago)
I found this game because of Formula 1 (and maybe Indy). Although I've tried 1-car leagues, I prefer the management of 2 cars. This game replaced Motorsport Manage PC. I can't see myself ever saying that something is wrong with 1-car leagues/racing. I think the game is most attractive when it maintains allowing us to choose based on our preferences. 

Edit: Those 1 & 2 solutions sound helpful to some of the issues with 2-car leagues. If they could revert the high pricing of drivers (HQ YA) to what it was two years ago and then add a premium subscription, I would support that. There are so many non-performance-related things that could be offered for premium members only, for, ~ $9 a month or $90 a year. Including, for example, a 20% discount on select store purchases. ;) lol

Devs/owners have the numbers, so you basically calculate what the average spend is for managers who buy tokens, then come up with a monthly premium membership pricing that includes cosmetic and other non-performance perks. Like being able to change my team name and many of the other team and driver customizations free. Or a set limit of free name and cosmetic changes per month or per year. Random stuff, there soo many ways. 

In any case, a ton of games, mobile included, use a premium model when they are confident that they have a large long-time following.
But massively hiking the token price of esp drivers, seems shortsighted. 
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medal 5000
1 year 166 days ago
I agree with Kevin's arguments.
I've played in two-car leagues 90% of the time and always from a mobile phone.
The engine issue is clear but it's still a lower amount of money than having two legendary T30 drivers.


Skid

Kevin
Additionally, the update massively disadvantages those of us who like to run in 2 car leagues. We have to employ 2 drivers at 270 tokens each if you're in a competitive league, pay two driver wages with game cash and purchase (for tokens) twice as many engines as those who race 1 car.


Tbf Kevin it is your choice to be in a 2 car league.  I’ve raced previously in 2 car leagues and I feel they intuitively don’t suit this game.  


They are fine in offline leagues, but in online leagues where is an element of game racing as well as the pre race strategy, car development, collection of historical race data etc it have always seemed to be a poor option for both cars to be controlled by one person.  Doesn’t change the points you are making, but the game would be simpler and have less league dilution if there was only a one car option.  

You can’t double the rewards because the stronger players could game it and then transfer back to a one car league with better finances and more tokens etc.  I know you won’t agree and like the extra challenge, but it is the way I feel whenever the discussion of 2 car rewards are raised.  At the end of the day the game is broke with a broken economy for many and needs a radical overhaul (perhaps even an iGP Manager 2 ) A fresh start is needed to help it thrive again.



Does the game have sustainability and active player  problems? 

I don't like it at all. I hope not.
Come on, it would be very bad for me. Spend real money and igp manager disappears . 
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medal 4983 Moderator
1 year 165 days ago
It's lower, but not that much. A driver usually lasts 500(+) races. For ease take a 20 race league, so 22 engines provided (season start car plus engine allocation), makes 18 engines to be bought per season. For the 25 seasons of a driver pair that's 450 engines, or token at standard price (not considering engine waste/higher price of buying less to match engine to race count and special offers) vs the 540 for 2 perfect drivers. Throwing in a CD and TD for as much as 70 tokens each and the resulting 1130 tokens don't leave that much of the 1500 tokens budget for 500 races to get extra money for wages or prematurely get new staff/drivers to cut wage expenses.

Gaining those token for 225 engines less and having to buy money less often due to halfed driver wage money the picture brightens significantly and looks much more sustainable. Won't buy much extras, but that's the point of the revenue model. Speed you should get for free, any extra frills on your team, accelerating progress, and going lazy on your budgeting can be bought.
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