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A few post update suggestions

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medal 5056
112 days ago (Last edited by Dillon Hatley 112 days ago)
Hey everyone! After todays update, I have just a few suggestions;

1. While not related to this update, this is from an old thread that I remember when it was created, but I still think it is a great suggestion. Basically, while racing on a mobile device, while on the push level tab, at the bottom of the screen, the game would show your car, the gap to the car in front, and the gap to the car behind you, very similar to how the leaderboard works. Here is the link to the original thread, which was 'accepted'. https://igpmanager.com/forum-thread/46546

2. After this update, some have complained about the pricing of the TD abilities in general, some even claim that this has made them want to quit the game. Simply put, for many, abilities are viewed as unaffordable, making the game "pay to win" for people who pay actual money to get 4 or 5 CDs, especially those with a 'design' ability. This will hamper the competitiveness in several leagues, ultimately leading to many players possibly quitting. After talking to some other players, the best solution for many would be lowering prices. While in the short term this might not seem like a great decision, over time it will be better than the current pricing. My recommendation would be this: 
No ability -> Common = 25 Tokens
Common -> Rare = 25 Tokens
Rare -> Legendary = 50 Tokens
Changing ability = 25 Tokens
While I personally don't completely agree with this suggestion, I do agree that for many players, abilities are unaffordable. I would understand from a logistical standpoint though if this was in fact rejected, which is likely. Edit: To be clear, this is basically just a repeat of some of the things I have seen after this update, not all of this is my opinion nor do I agree with it all. I have specifically reworded part of this to make that clear. 

3. In my opinion, this is the suggestion that is most needed. After today's update, instead of separate language transfer markets, it is now only one worldwide transfer market. While this  was a good change, it has also led to a rather stale transfer market, with only 2 available staff members, and 4 available drivers that are at a players level, with some staying there for hours with change. With my experience on this account, it has been common to see the same staff for several cycles, with no variation. I think that this has to change. When discussing this with others, my original recommendation was to create a "filter" for the staff on the transfer market, where the player could select whether they wanted to look for Chief Designers, Technical Directors, or Doctors. Each of the 3 would have a max of 20 on the market at a time. After this, someone else recommended that the player should also be able to select the market level that they want to view, up to the level of their account. This would mean that all staff or drivers on the market of the selected level would equal the that level. These changes would also be the same on the driver's market. These changes would overall change transfers for the better.

I apologize if any of this is hard to read or has grammar issues, I was rushing while writing it :). Thanks if you read the whole thing!  
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medal 5546
112 days ago
I agree with the pricing and the unfair advantage it is ultimately going to create. An example will be the Fuelling ability, without any ability I do not see the 2nd decimal. I see 2.8, that can range from 2.76 to 2.85 (please correct me if I am wrong). Now anyone to be safe, will think it is 2.85 and fuel according. 0.09 times numbers of lap, is 5-9L of over fuelling, this is enough to lose a race in a competitive league. To get the 2nd decimal, I need to spend 100 tokens, that is to be competitive and not really gain any unfair advantage. Now not everyone can do it, and the discrepancy it is creating it too much.
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medal 5030
112 days ago

Akshay
I agree with the pricing and the unfair advantage it is ultimately going to create. An example will be the Fuelling ability, without any ability I do not see the 2nd decimal. I see 2.8, that can range from 2.76 to 2.85 (please correct me if I am wrong). Now anyone to be safe, will think it is 2.85 and fuel according. 0.09 times numbers of lap, is 5-9L of over fuelling, this is enough to lose a race in a competitive league. To get the 2nd decimal, I need to spend 100 tokens, that is to be competitive and not really gain any unfair advantage. Now not everyone can do it, and the discrepancy it is creating it too much.



Agreed!
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medal 5690
102 days ago

Akshay
I see 2.8, that can range from 2.76 to 2.85 (please correct me if I am wrong).


If I have my maths right, you should round up from 2.75, so the range is 2.75 - 2.84.  This may not be the same in terms of the way this is coded, so your range may also be correct.

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medal 5839
101 days ago
Dillon
2. After this update, some have complained about the pricing of the TD abilities in general, some even claim that this has made them want to quit the game. Simply put, for many, abilities are viewed as unaffordable, making the game "pay to win" for people who pay actual money to get 4 or 5 CDs, especially those with a 'design' ability. This will hamper the competitiveness in several leagues, ultimately leading to many players possibly quitting. After talking to some other players, the best solution for many would be lowering prices. While in the short term this might not seem like a great decision, over time it will be better than the current pricing. My recommendation would be this: 
No ability -> Common = 25 Tokens
Common -> Rare = 25 Tokens
Rare -> Legendary = 50 Tokens
Changing ability = 25 Tokens


Yes,it is a bit expensive,but i understand why they did that,this game is a free game,and they make some money only if someone is buying something from the shop,and i think there are not that much players who are buying something with money,if you have a sponsor wich gives you 3 tokens per race is not that bad,you will afford the legendary in 67 days,the most important thing to do it's just to play.


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medal 5690
99 days ago
Bogdan
Dillon
2. After this update, some have complained about the pricing of the TD abilities in general, some even claim that this has made them want to quit the game. Simply put, for many, abilities are viewed as unaffordable, making the game "pay to win" for people who pay actual money to get 4 or 5 CDs, especially those with a 'design' ability. This will hamper the competitiveness in several leagues, ultimately leading to many players possibly quitting. After talking to some other players, the best solution for many would be lowering prices. While in the short term this might not seem like a great decision, over time it will be better than the current pricing. My recommendation would be this: 
No ability -> Common = 25 Tokens
Common -> Rare = 25 Tokens
Rare -> Legendary = 50 Tokens
Changing ability = 25 Tokens


Yes,it is a bit expensive,but i understand why they did that,this game is a free game,and they make some money only if someone is buying something from the shop,and i think there are not that much players who are buying something with money,if you have a sponsor wich gives you 3 tokens per race is not that bad,you will afford the legendary in 67 days,the most important thing to do it's just to play.





That is only if you do not use those 3 tokens per race to do ideal setups.  A more social, yet somewhat serious player like myself (whom also works a relatively heavy shift pattern as well) would not want to go through the rigmarole of setting up spreadsheets for all eventualities.  Thus they would find it easier to use those 3 tokens per race to just set their cars up.  This negates what you are saying.  And £15-£20 per TD is not a viable amount to pay for a legendary trait for somebody whom just plays for the social interactions.


This really does need to be reduced imo.
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medal 5839
99 days ago

Timothy
Bogdan
Dillon
2. After this update, some have complained about the pricing of the TD abilities in general, some even claim that this has made them want to quit the game. Simply put, for many, abilities are viewed as unaffordable, making the game "pay to win" for people who pay actual money to get 4 or 5 CDs, especially those with a 'design' ability. This will hamper the competitiveness in several leagues, ultimately leading to many players possibly quitting. After talking to some other players, the best solution for many would be lowering prices. While in the short term this might not seem like a great decision, over time it will be better than the current pricing. My recommendation would be this: 
No ability -> Common = 25 Tokens
Common -> Rare = 25 Tokens
Rare -> Legendary = 50 Tokens
Changing ability = 25 Tokens


Yes,it is a bit expensive,but i understand why they did that,this game is a free game,and they make some money only if someone is buying something from the shop,and i think there are not that much players who are buying something with money,if you have a sponsor wich gives you 3 tokens per race is not that bad,you will afford the legendary in 67 days,the most important thing to do it's just to play.





That is only if you do not use those 3 tokens per race to do ideal setups.  A more social, yet somewhat serious player like myself (whom also works a relatively heavy shift pattern as well) would not want to go through the rigmarole of setting up spreadsheets for all eventualities.  Thus they would find it easier to use those 3 tokens per race to just set their cars up.  This negates what you are saying.  And £15-£20 per TD is not a viable amount to pay for a legendary trait for somebody whom just plays for the social interactions.


This really does need to be reduced imo.



Tbh i didn't think at that because i do not us ethe tokens for the set up,but yes... you are right,if you use the tokens for set up you can't buy a special ability
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