Bi
Ross
Kevin
A number of players have taken a few weeks to evaluate the most recent update, realised that Racecraft specialism is almost a necessity and chosen to spend something like 200 tokens to equip their drivers with this skill. The cost approx. £18 GBP per driver.
It would be the ultimate money grab if IGP were to sell their customers something and shortly afterwards make the purchase worthless.
The answer is... if you can't beat them, join them. If everyone has Racraft the advantage disappears, racing becomes more enjoyable, those that spent the 200 tokens won't feel ripped off and the Devs have more revenue to keep the lights on. Everyone's a winner
I agree that it is not right for to reduce the effectiveness of the racecraft ability since several managers have observed its benefits and invested towards the same.
But how about increasing the benefits of other skills so that they mean something to have atleast.
Right now I am pretty sure there isn’t anyone who has invested tokens / money in getting wet weather or street circuit abilities upgraded. So how about adjusting the cost in tokens of other abilities, so that it clearly reflects which ability is more desirable to possess.
Of course someone could argue that it is for the managers to figure out which is good and which is worse and then decide as with tyres or strategy for races. But most of the time in the case of abilities real money is involved here.
Or since the other abilities are pretty much useless remove them altogether and have a single racecraft ability.
While I can appreciate all aspects of this debate, I disagree that race craft is the only worthwhile ability.
I think there is a perceived bias in favor of race craft solely because of it's big lap 1-2 impact, as this is quite visible and noticeable as opposed to the effects of the other abilities such as street circuit that you'd need to actually pay attention to, to notice.
Wet ability: Definitely works.
Quali: 'Works', with the right car.
Street: Definitely works.
Race craft: Definitely works and is noticeable because it's about 'wheel-wheel' and maximizing every ounce of performance even with a bad car, hence the obvious lap 1 - 2 shenanigans.
I didn’t intend to suggest that other traits don’t work at all. It’s just that if you think about them they are effectively useless. Of course I personally do not have a first hand experience of driving with these abilities yet, but this is something I have observed with others:
Considering other abilities work 100% of the time, if we take street circuits, one might be doing atmost 4-5 races every season on street circuits. Wet races is a matter of chance again, if one is lucky, atmost 5 or 6 races per season it might rain. With Qualifying ability, lets say the driver ends up at pole, the gap to someone with racecraft as a special ability is substantially overhauled within the first two laps, neutralising it in a sense.
It’s not simply about visibility, but also compounded by limitation on number of times or tracks that ability is put into use.
One could potentially sacrifice those 4-5 races, and focus on the rest lets say 10-15 races. So as it stands, in my opinion, the other abilities are simply not worth the same amount of tokens as Racecraft.