ios-personmd-notifications md-help-circle

Profile

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

Notifications

  • No Unread Notifications

Update too slow ?

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 2 ios-arrow-forward angle-double-right
md-lock This topic has been closed by the moderator
medal 5000
12 years 260 days ago
Something bothers me, I don't know if it's a bug or not. I have 99 designeres, level 20 (maximum), chief designer has 16 experience and level 8 overall, I have mechanical rig and wind tunnel set to maximum performance, yet when I update a part, I get 1% progress for this season and 2% for next season, on some parts. OK, current car is very good (level 92 overall), but still, is this the only reason, or is it a bug ? As things stay, you will have a chainsaw teeth seasons, with one season with a good car, one season with a bad car and so on. On my group, me and Bont are alternating season wins for this reason. Surely something must be done.
md-quotelink
medal 5000
12 years 260 days ago
Be smarter with your developments, dont develop a 90% car
md-quotelink
medal 5000
12 years 260 days ago
Its been said before that next years development is in proportion to THIS YEARS CAR, if you choose to develop 100% next season every year then thats what will happen..

If this never happened then new players and lower level players would never have a chance to win, you [e.g.] would always have a better car [because you have wind tunnel & mechanical rig, better designers etc]  and then you'll also have higher level drivers so "by default" you will always win



md-quotelink
medal 5000
12 years 260 days ago
well you could develop a 60% car every season but then you would lose to the guy who went all out and has a 95% car, i know why they did it the way it is but its not a good way and it needs changing.
How good you can get next seasons car should be based on your staff and their skill and maybe even more facilities and even having the user choose between certain design ideas at the start of the season that changes the way the car drives, like it being good in slow corners and not so good in fast corners.
But im sure all this will come in time with content patches.

and on the new players thing, new players wont be in elite with the high level guys
md-quotelink
medal 5000
12 years 260 days ago
"Richard
well you could develop a 60% car every season but then you would lose to the guy who went all out and has a 95% car, i know why they did it the way it is but its not a good way and it needs changing.


and on the new players thing, new players wont be in elite with the high level guys

1st point, guy cant have a 95% every season though and once your league is full relegation will be enabled... no point in winning 1 season, then being relegated the next

2/ true, but in pro just now i'm already at a disadvantage that half of the teams have kers... i should hopefully make promotion to elite, but at that point i'm going to be level 7 while every1 else is going to be 8 or 9+ [so they will all have the 2 facilitys that increase design + better drivers/staff] making it any easier to develop a 80%+ car every season will leave me struggling to even pick up a point all season
md-quotelink
medal 5000
12 years 260 days ago
"David
If this never happened then new players and lower level players would never have a chance to win, you [e.g.] would always have a better car [because you have wind tunnel & mechanical rig, better designers etc]  and then you'll also have higher level drivers so "by default" you will always win










Isn't this happen in real life too ?
md-quotelink
medal 5000
12 years 260 days ago
As I've said before, the design system if flawed and it will make getting results erratic, unless the majority of the teams in the league are doing the same thing at the same time, which isn't always the case. 

I'm sure there are ways to make the system a little more intricate, as well as fairer for the majority. I, for one, don't think there are enough design options, and would like the option to be able to develop specific parts in certain areas. For example, if we keep the current parts we have, but then have 'sub-parts' (if that makes sense), and then we can choose to develop certain parts of the car more than others and see if that gives us a bigger boost in performance than others.

In reality, over a number of seasons, there is always the parts that will give bigger boosts in performance than others. The past couple of seasons have been based around the diffuser, but we've also seen teams switching suspension setups from push-rod to pull-rod, and as always all of the teams constantly develop their front wings, because it will always be an important part. So maybe, there should be a system in which random parts are selected that will enhance performance more than others, and it's up to the teams and manages to work it out. This would also give the Chief Designer a better job than just increasing parts' percentages and telling me what is my most developed and least developed parts (Thanks, I can see that myself ;) ).

This could also give teams and managers more involvement, by selecting parts that they want to increase. Some of it would be common sense, like improving the rear and front wing efficiency. But there is a lot that can be done with such a system. For example, in the internals section, you could invest in developing KERS for a more efficient system, which possibly weighs less. The same goes for the rear wing, meaning your DRS is more effective, without losing out on downforce. With the sidepods, you could invest in making them more aero efficient, but also develop them to cool the engine better, resulting in less wear.

I realise I've gone on a bit, and could probably go on even further. I also realise that I'm not a developer, and I have no idea how much effort and work this would take to actually implement, let alone the bugs that I'm sure could occur. But if anyone likes the idea, I'd be happy to discuss it further.

All in all, to summarise, I agree with you Alin, there must be a more effective system that we could use that not only is fair for all players, but rewards the managers who put time and effort into coming out on top.
md-quotelink
medal 5000
12 years 260 days ago
I just can't believe how arrogant this topic is. There is information out there, that developing a beast car for the next season throws a wrench into your next season, not knowing that is ones own fault. So you develop a 90% car, start to bitch about it, while another manager, aware of the wrench, makes an adjustment and holds off of the development to compansate future season...now those 90% bitchers bitch and bitch until their will gets pushed through allowing their next season car be a beast too...but what about the guy with 50-60% car, he will automatically miss out on current season because he acted sensibly?

Did this really not come up in beta testing? Also, in my opinion this problem occurs mostly because the development is done daily, managers in leagues with 2-3 races per week achive a high % car very easily and probably after switching to a frequent league find themselves in this caper.

If designes were also race by race basis this problem would be much less of a problem
md-quotelink
medal 5000
12 years 260 days ago
"Erx

If designes were also race by race basis this problem would be much less of a problem

Interesting point
md-quotelink
medal 5000
12 years 260 days ago
"Erx
I just can't believe how arrogant this topic is. There is information out there, that developing a beast car for the next season throws a wrench into your next season, not knowing that is ones own fault. So you develop a 90% car, start to bitch about it, while another manager, aware of the wrench, makes an adjustment and holds off of the development to compansate future season...now those 90% bitchers bitch and bitch until their will gets pushed through allowing their next season car be a beast too...but what about the guy with 50-60% car, he will automatically miss out on current season because he acted sensibly?

Did this really not come up in beta testing? Also, in my opinion this problem occurs mostly because the development is done daily, managers in leagues with 2-3 races per week achive a high % car very easily and probably after switching to a frequent league find themselves in this caper.

If designes were also race by race basis this problem would be much less of a problem


I fail to see how this is deemed as arrogant. There's nothing wrong with voicing our opinions into seeing if we can help in the development of a better system. I also fail to see how developing a 50-60% car each season is actually any good. The likeklihood is that you'll fall short of being the pace setter every season. Yes, you'll be consistent, but it's unlikely that you'll ever be the fastest, unless you're lucky enough to have that car, whilst everyone else has a bad one.
md-quotelink
medal 5000
12 years 260 days ago
it depends a lot on whether the car or the driver is really the big difference.....  i'm leaning towards the drivers myself [tin hat on]
md-quotelink
medal 5000
12 years 260 days ago
"Erx
I just can't believe how arrogant this topic is. There is information out there, that developing a beast car for the next season throws a wrench into your next season, not knowing that is ones own fault. So you develop a 90% car, start to bitch about it, while another manager, aware of the wrench, makes an adjustment and holds off of the development to compansate future season...now those 90% bitchers bitch and bitch ...


Now, who's exactly bitching now ?
md-quotelink
medal 5000
12 years 260 days ago
"Alin

Now, who's exactly bitching now ?


About this topic not the game itself
md-quotelink
medal 5000
12 years 260 days ago
Well, you don't like it, you made your point and that's it. Others may not share your views.
md-quotelink
medal 5000
12 years 259 days ago
And your point is?

New designs to race by race basis would fix this (make it more 'fair' for sure)

Instead of the date it could say: Next design in 1 race, 2 races, 3 races etc. With the limit of 2 races instead of 2 days ofc.

This would bring the whole design levels down a bit because there would be no development in season breaks either, so the lvl 8 facilities would have some effect.

Also it would give incentive to spy and copy more....In my current league there are 2 guys with 90% parts, im at 50% and I cant copy their parts, because it would mess up my next seasons car
md-quotelink
medal 5000
12 years 259 days ago
"David
it depends a lot on whether the car or the driver is really the big difference.....  i'm leaning towards the drivers myself [tin hat on]


From my experience: With a 100% car you'll win anything in sleep mode over 60% cars.The difference is huge.
md-quotelink
medal 5025 CEO & CTO
12 years 259 days ago
Going by the trends in suggestions, we've taken the right path for the Q1 patch. Weather and Design have both been receiving a lot of suggestions lately, and they are both going to be improved this quarter.

I quite like Jamie's suggestion of being able to research different types of design paths, though that may alienate a lot of people who don't understand pullrod/pushrod suspension (insert any specialized technology and that holds true). So it will have to be layperson understandable to be broadly enjoyed by all.
md-quotelink
medal 5000
12 years 259 days ago
You have done well so far and a lot of us will stick with you for some time.
As far as I can tell, you devs do well and thanks for listening.
md-quotelink
medal 5000
12 years 258 days ago
I quite like Jamie's suggestion of being able to research different types of design paths, though that may alienate a lot of people who don't understand pullrod/pushrod suspension (insert any specialized technology and that holds true). So it will have to be layperson understandable to be broadly enjoyed by all.


To make this more easy, for exmaple you can make some types of design paths better for fast corners or slow etc. So players can choose what they want to have, very fast car and possible wins in Monza or SPA, or advantage in Hungary or Monaco, or good balanced car without max speed etc.

md-quotelink
medal 5000
12 years 258 days ago
"Dmitriy

I quite like Jamie's suggestion of being able to research different types of design paths, though that may alienate a lot of people who don't understand pullrod/pushrod suspension (insert any specialized technology and that holds true). So it will have to be layperson understandable to be broadly enjoyed by all.


To make this more easy, for exmaple you can make some types of design paths better for fast corners or slow etc. So players can choose what they want to have, very fast car and possible wins in Monza or SPA, or advantage in Hungary or Monaco, or good balanced car without max speed etc.



This could work well. So that you're designing your car possibly for certain characteristics, so that there's a bigger variety of who is competitive at each circuit, as opposed to whoever has the highest percentage car nearly always winning.

Or, if we go back to my idea, I'm sure it wouldn't be too difficult to create a page which explains the various technical terms, and what these parts are good for. So it wouldn't only be more involved, but also educational. 
md-quotelink
md-lock This topic has been closed by the moderator
angle-double-left ios-arrow-back 1 2 ios-arrow-forward angle-double-right

You must be logged in to post a reply.