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Roadmap needs revising fast

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medal 5025
2 years 69 days ago
I’m not sure which section to post this in so Mods please move it if you think there is somewhere more appropriate.

I know iGP developers have a roadmap of changes planned,  but unless there are some drastic and quick changes to the current state of the game I really fear for its survival.  

The current live racing is just one long precession of a DRS train until a last lap boost fest.  Most find this boring and many experienced managers are either quitting or looking for offline leagues since live racing is effectively broken.  I’m not intending to go over why since there are numerous threads explaining this.  

I understand the updates went through extensive testing from a team of very experienced and well regarded managers,  but I do wonder whether their feedback was listened to?  Please listen to your players as live racing is pointless now and ppl don’t moan/complain for fun they do it because they want the game to get better and thrive.
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medal 5000
2 years 69 days ago
Worst version of the game (с) 
Fix it, please, unplayable
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medal 5000
2 years 69 days ago
From my perspective the last lap boost frenzy is not a big deal and is considered by many players as part of the gameplay.
At the end of the day you can always pretend that it’s not a bug but a feature lol

But on the other hand if it makes many players quit than that’s a major problem for the game, even though I don’t think it can be resolved soon in any way other than by making boost capacity significantly smaller, which doesn’t seem to be what people want.
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medal 5000
2 years 69 days ago
I play with this strategy because it’s the only way to win right now. My competitors use boost relatively wisely throughout the race, but it doesn’t do them any favours because their boost is completely wasted the second anyone gets into DRS range. 

Maybe boost could be divided into stints? For example, if you have 3 stops scheduled, your boost is divided into quarters. Then it forces you to use your boost throughout the race, rather than saving it all for the last lap. 
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medal 5000
2 years 69 days ago
Michael
From my perspective the last lap boost frenzy is not a big deal and is considered by many players as part of the gameplay.
At the end of the day you can always pretend that it’s not a bug but a feature lol

But on the other hand if it makes many players quit than that’s a major problem for the game, even though I don’t think it can be resolved soon in any way other than by making boost capacity significantly smaller, which doesn’t seem to be what people want.



The problem is just three weeks ago the racing was much much better. It's gone from possibly the groundworks from which the best version of the game ever can be built to totally ruined.


It might not be a bug but it's certainly something other than a feature.

If you read the notes on the changes I think what sums up the current approach to the development is massive over complexity. So the problem cited for the January changes was DRS being too powerful but instead of simply reducing the the strength of each DRS level in the tech centre it was decided a better idea was to mess around with the balance of the cars and change three diffrent car attributes.

After further thought from my post in the other topic part of the issue/theory that I have is I think is that downforce became the most important car attribute and this actually reduced the DRS impact as cars with better downforce could pull a bit more of a gap in a drs train, then congregate at the front and have better race pace. The changes to the other attributes early January have actually caused cars to stick even closer together because only the main ones other than downforce were improved. The trouble with this is that especially when you have no dirty air you are effectively altering car pace in a vacuum and making all the cars stick far too close together. Thus the changes seem to have the complete opposite effect to the stated aim and thus override any previous progress made.

So if DRS is a problem just reduce the power of each level, it's simple and doesn't affect the rest of the racing balance.

The most worrying thing for me is the notes for the December update said certain things were done to increase the effect of DRS yet DRS had less impact to before once the update was all implemented properly. The January changes were supposedly done to reduce the DRS effect yet increased the impact of DRS on a race instead. That to me suggestes perhaps the game model and the relationship between certain parts of it isn't properly understood because to get the exact opposite result to what you intend/expect isn't something that should happen.
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medal 5000
2 years 69 days ago (Last edited by Bud Oil 2 years 69 days ago)
Very interestcing thread guys. The long train until last lap is absolutely terrible... But the other problem is that it's IMPOSSIBLE make different strategies with this new tire wears... No one possibility to make a strategy with one stop less because S now is strong until 40% so Medium is useless,  the 2-stop strategy is totally a shift. Before it was possible viewing different strategies working well.... Now I am totally upset playing this bullshit... It's not Motorsport game but it's seems a cycling game where all the stages are flat...... Ridiculous
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medal 6113
2 years 68 days ago
I think they should include more managers possibly an open beta, that way it eliminates all the bias suggestion’s, I understand you can’t please everyone but it’s better to get the opinion of 100 people rather than 10. Currently the updates haven’t been good and the game seems to be going backwards and breaks more then it fixs which is a shame. I just wish you could roll it back before 3D that was not perfect but it was a great base and playable.
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