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Scheduled Maintenance (11 Dec @ 11:00 UTC)

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medal 5784 CEO & CTO
2 years 343 days ago (Last edited by Juanito Jones 2 years 343 days ago)
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Tomorrow (on iGP Manager's 10th Birthday!) we will be releasing a balancing update for race and car performance.

Races on 11 December from 11:30 UTC will run using the new balance. Any races starting at or before 11:00 UTC will not receive the update and will run on the old configuration. It should be a seamless rollout requiring no downtime.

All of these changes have been developed with a team of high level managers based on their feedback. Almost every night for weeks we have been conducting tests with them and tweaking the simulation for better racing. We would like to thank them for their contributions and I'm happy to report that they were unanimously enthusiastic with the end result. We hope everyone else will feel the same once it's released.

Summary of changes

  • Changes to 'dirty air', allowing cars to follow more closely and overtake without DRS.

  • Subtle changes to Push Level, Boost, DRS and Fuel load to make their impacts more noticeable.

  • Nerfed car attributes: Acceleration, Braking, Downforce and Handling. This is only a minor reduction intended to prevent cars reaching top speed as easily and to increase the effectiveness of DRS, further encouraging overtaking.

  • Buffed car attributes: Fuel Efficiency and Tyre Efficiency.

  • Tyres are more influenced by the climate / temperature such that different strategies can work in different seasons.

  • Increased tyre wear for S.

  • Decreased tyre wear for SS and H.

  • Changes to the wear ratio curve, making it more linear.

  • Increased tyre pace for SS and H

  • Decreased tyre pace for S.



Other information


  • This update will not require any updates to be downloaded, it will be implemented seamlessly in to the live environment.

  • This update will not include league rules but work on them is almost complete and they should be released before Christmas.


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medal 5784 CEO & CTO
2 years 342 days ago (Last edited by Jack Basford 2 years 342 days ago)
After reviewing the initial races with the new balance, we are going to reduce the performance of the SS tyre slightly for the 13:30 UTC races. All races from that time onwards will receive the reduced SS performance.

EDIT: The time for the rebalance has shifted to 13:30 UTC. The 13:00 races will not have the nerfed SS.
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medal 5393 Community Manager
2 years 333 days ago (Last edited by José Trujillo 2 years 333 days ago)
Hello managers,

Over the weekend we noticed that some changes and adjustments were not behaving as they had in testing. After reviewing it today we identified that some changes had been automatically overriden by older defaults, and so they were not being applied. The items that have been corrected today are the following (as according to the changelog).


  • Subtle changes to Push Level, Boost, DRS and Fuel load to make their impacts more noticeable.

  • Nerfed car attributes: Acceleration, Braking, Downforce and Handling. This is only a minor reduction intended to prevent cars reaching top speed as easily and to increase the effectiveness of DRS, further encouraging overtaking.

  • Buffed car attributes: Fuel Efficiency and Tyre Efficiency.



Races starting at 13:30 UTC mark the start of this change.

We apologise for this, as many managers have reported that the experience was not as expected. This was the reason, the balance changes were in two sections, tyres and car behaviour, and the latter essentially wasn't live until this change as they had reverted to older values.

EDIT: All lap records have been reset. (20:24 UTC).
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medal 5393 Community Manager
2 years 319 days ago (Last edited by José Trujillo 2 years 319 days ago)
Hello managers,

We’ve applied some changes so expect practice lap times 1.5-2.5 seconds faster.

Buff to the following car’s attributes to make DRS less powerful: acceleration, braking and handling.


EDIT: Those changes are very subtle, still far from the gameplay introduced in March. We believe this should balance the DRS strength, making it possible to overtake with DRS but without creating long trains and reducing the competition to just wait and BOOST on the last lap. As mentioned in other topics nothing is definitive, we'll keep tweaking the gameplay to improve the user experience.
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