ios-personmd-notifications md-help-circle

Profile

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

Notifications

  • No Unread Notifications

Game
Update: Dynamic Driver & Pit Crew Atrophy

angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right
medal 5055 CEO & CTO
7 days ago Translate
Update: Dynamic Driver & Pit Crew Atrophy

Hello Managers,
We have updated the seasonal atrophy system to better match real training behaviour across a 15-race / 15-day season.

What changed
Driver atrophy is now dynamic by age instead of using one flat value for everyone.
Younger drivers now lose less at season reset.
Older drivers lose more than younger drivers, but the system is tuned around regular training.
Pit crew atrophy has also been adjusted to be very mild, so consistent training can still result in net improvement.
Atrophy continues to apply only to trainable attributes.
Seasonal protection safeguards remain in place to prevent duplicate or stacked atrophy hits in a short window.

How this is tuned
The target cadence is one race per day, 15 races per season (around 15 days).
Health recovery is based on hourly recovery ticks.
Training assumptions are based on highly active managers who train up to 10 times per day.
With this cadence, the new tuning aims to keep outcomes fair across age bands while still rewarding consistent activity.

Expected outcome
Younger drivers have the strongest seasonal upside with active training.
Drivers around age 35 are designed to be closer to break-even under high-frequency training.
Pit crew should see only a slight seasonal reduction that regular training can overcome.

Help page updated
In-game Help text has been updated to reflect that atrophy is dynamic and no longer a single fixed percentage for all drivers.
md-quotelink
medal 5219
7 days ago
How do you train 22 times per day?
md-quotelink
medal 5223
7 days ago Translate

Jack
Update: Dynamic Driver & Pit Crew Atrophy

Hello Managers,
We have updated the seasonal atrophy system to better match real training behaviour across a 15-race / 15-day season.

What changed
Driver atrophy is now dynamic by age instead of using one flat value for everyone.
Younger drivers now lose less at season reset.
Older drivers lose more than younger drivers, but the system is tuned around regular training.
Pit crew atrophy has also been adjusted to be very mild, so consistent training can still result in net improvement.
Atrophy continues to apply only to trainable attributes.
Seasonal protection safeguards remain in place to prevent duplicate or stacked atrophy hits in a short window.

How this is tuned
The target cadence is one race per day, 15 races per season (around 15 days).
Health recovery is based on hourly recovery ticks.
Training assumptions are based on highly active managers who may train up to around 22 times per day.
With this cadence, the new tuning aims to keep outcomes fair across age bands while still rewarding consistent activity.

Expected outcome
Younger drivers have the strongest seasonal upside with active training.
Drivers around age 35 are designed to be closer to break-even under high-frequency training.
Pit crew should see only a slight seasonal reduction that regular training can overcome.

Help page updated
In-game Help text has been updated to reflect that atrophy is dynamic and no longer a single fixed percentage for all drivers.



22 training sessions per day? Someone who has a lot of coins in their hands. Most managers are not one of them. Again, this is not a well-thought-out change. 
md-quotelink
medal 5151
7 days ago

Jack
Update: Dynamic Driver & Pit Crew Atrophy

Hello Managers,
We have updated the seasonal atrophy system to better match real training behaviour across a 15-race / 15-day season.

What changed
Driver atrophy is now dynamic by age instead of using one flat value for everyone.
Younger drivers now lose less at season reset.
Older drivers lose more than younger drivers, but the system is tuned around regular training.
Pit crew atrophy has also been adjusted to be very mild, so consistent training can still result in net improvement.
Atrophy continues to apply only to trainable attributes.
Seasonal protection safeguards remain in place to prevent duplicate or stacked atrophy hits in a short window.

How this is tuned
The target cadence is one race per day, 15 races per season (around 15 days).
Health recovery is based on hourly recovery ticks.
Training assumptions are based on highly active managers who may train up to around 22 times per day.
With this cadence, the new tuning aims to keep outcomes fair across age bands while still rewarding consistent activity.

Expected outcome
Younger drivers have the strongest seasonal upside with active training.
Drivers around age 35 are designed to be closer to break-even under high-frequency training.
Pit crew should see only a slight seasonal reduction that regular training can overcome.

Help page updated
In-game Help text has been updated to reflect that atrophy is dynamic and no longer a single fixed percentage for all drivers.



Appreciated change but 22 trainings a day is quite utopic. With daily races you can train a maximum of 10 times I think (to have drivers at 100% health for the next race)
md-quotelink
medal 5055 CEO & CTO
7 days ago
Actually, you're all right... That setting has been configured wrong. I'll adjust it to a different number ASAP. Unfortunately, it won't be possible until Monday. I may adjust training instead of atrophy so it can correct over the season. Only the first day or two will be off then.
md-quotelink
medal 5055 CEO & CTO
5 days ago
A change has been applied now to reverse atrophy by whatever amount was needed to bring it into alignment with the new system. All atrophy applied in the last 72hrs should be revised.

The scale has been revised to align with 10 training sessions per day. Let me know if you experience any issues.
md-quotelink
medal 5055 CEO & CTO
5 days ago
To be clear with 10 sessions per day that should result in a 20% or so gain per season for young drivers in a 15 race season. If you can manage 5 sessions per day that's 10%. That means in longer seasons with custom schedules make greater gains than that.

This is an interim patch over the current atrophy system before the larger update we're aiming to release soon. It should be done within a couple of weeks. The next update will contain more comprehensive changes.
md-quotelink
medal 5114
5 days ago Translate

Aldo
Appreciated change but 22 trainings a day is quite utopic. With daily races you can train a maximum of 10 times I think (to have drivers at 100% health for the next race)



Actually, in daily races you can gain even less:

After a race your driver has around 75% health, which need to be rounded to 70%. 

Right now there is a bug where your drivers lose 11 health points instead of 10 with a 5 star doctor.

The total health you can use on training can be calculated as follows:

70% (after the race) + 5% health points/h * 4 hours, which equals 90% total health.

90/11=8,182 

So, right now, you can train only 8 times before the next race. Without the 11 points subtraction bug it would be 9 times…

To reach 8 times you have to log in right after the race, remember to fix the simulator building, train the drivers, wait a few hours and then train again. Not everyone will manage to do so.

The pit crew can get more training though. They don’t lose health after a race, so they will start training with 100% health and they don’t have the 11 points per training bug. They only lose 10 points. So doing the maths:

100% + 5%*4 = 120%

120/10=12 

So the pit crew can be trainend 12 times before the next race.


Jack
To be clear with 10 sessions per day that should result in a 20% or so gain per season for young drivers in a 15 race season. If you can manage 5 sessions per day that's 10%. That means in longer seasons with custom schedules make greater gains than that.

This is an interim patch over the current atrophy system before the larger update we're aiming to release soon. It should be done within a couple of weeks. The next update will contain more comprehensive changes.



“Young drivers will manage to gain 20% worth of stats in a season”. What does “young” mean? Just 18 years old drivers? How much slower will it be for older drivers? At the moment training drivers which are 24 y/o is pretty slow. I’m not sure 10% is possibile for them.

The 20% you talked about should apply to drivers who are 30 years old. As many said after adding atrophy, it doesn’t make any sense to have any atrophy at all on young drivers.
md-quotelink
medal 5144
5 days ago (Last edited by Maurizio Amodio 4 days ago) Translate
Honestly, all these aspects just make you lose the desire to play and to invest time (and therefore money) in it. IGP is a different kind of game, based on race strategies — not a management game focused on running a team.

edit: Maybe I misunderstood how it works. I Hope! 😊
md-quotelink
medal 5204
5 days ago Translate
Jack is a bad game designer. He continues to add broken stuff to this game without thinking how new mechanics will break the existing ones.

It's time to fix the bugs in this game. I will quit the game when I will be able to do my first race in holland (free to play leagues have still to debut there).

Before leaving the game make a long thread where I will list what is broken, which mechanics are silly/non sense and which (lost) aspects were making this game better than others.
md-quotelink
medal 5204
4 days ago (Last edited by Sicilian Backstabber 3 days ago) Translate
the same concept using different words.

If you design killing stability then it's a bad design.

EDIT: the post above has been deleted, why? Jack remains a bad game designer even if incoherent deleted opinions say it's not despite being his work badly designed.
md-quotelink
medal 5127
4 days ago
Next up needs to be a big old look at the staff wages structure. Absolutely nothing to be gained from using the Headquarters for staff anymore. Get 20 races at £300k/race and then ooof, big jump to £1.2m/race. What happened to the gradual increase? Getting absolutely rinsed by wages at the mo when I'd reached a nice stage of sustainability before. Got about two seasons left before I'll need to stop racing
md-quotelink
medal 5196
3 days ago

Sicilian
Jack is a bad game designer. He continues to add broken stuff to this game without thinking how new mechanics will break the existing ones.

It's time to fix the bugs in this game. I will quit the game when I will be able to do my first race in holland (free to play leagues have still to debut there).

Before leaving the game make a long thread where I will list what is broken, which mechanics are silly/non sense and which (lost) aspects were making this game better than others.



Make your own game if you dislike it that much 🙂
md-quotelink
medal 5204
3 days ago Translate
I could but before leaving I will explain what is going in the wrong direction for those like you who prefer new bugs, senseless game mechanics and fixes which are worse than what they were supposed to patch. All of this, hoping you won't follow me.
md-quotelink
medal 5196
2 days ago

Sicilian
I could but before leaving I will explain what is going in the wrong direction for those like you who prefer new bugs, senseless game mechanics and fixes which are worse than what they were supposed to patch. All of this, hoping you won't follow me.



I’m glad you will explain everything. I’m sure Jack and everybody else are not aware so it’s a good job you’re choosing to do this completely free of charge - such a nice gesture!
md-quotelink
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

You must be logged in to post a reply.