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driver's level need to be capped? what if it wasn't? NEW IDEA

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medal 5000
7 years 337 days ago
*does :P
well, i agree with the idea that a manager, is not able to get a new driver with better level than his own manager level, but, i still don't understand why i'm not able to train my driver after reaching level cap. +1% per train is almost nothing. maybe this is for the low level managers to catch up? but, it really doesn't work, because they are also capped in their low level.

EXAMPLE: in my league, there are guys with level 19, and drivers with 20 points in almost every attribute. i'm level 16, with my drivers level 17 so i can't train them (just getting that 1% per train) the diff between drivers my drivers and his is 27 attribute points. (that's a huge diff i think) and, to reduce that, i can just wait and wait.

I think drivers training should be uncapped. to train them until 20 on everything.
ok, maybe thats no fun, everyone with drivers with 20 on everything. well, then i have this idea.

IDEA: not every driver has the same strengths and weaknesses (maybe 2 weaknesses and 2 strengths). Weakness means driver has -2 o -1 in that particular attribute, and stregth +2 o +1. this way, everyone can train his driver until maximun, and still we will have different drivers all around because of this strength and weakness.

- What you think about drivers level being capped? and meaning you can't train more than +1%?
- What you think about the idea?
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medal 5090 CEO & CTO
7 years 337 days ago (edited 7 years 337 days ago)
Training is already "unlocked" beyond your level cap, but in order to prevent someone from maximizing all their stats with Tokens, or to make it cost a lot of money to do so, I set progress beyond the cap at 1%. That's the reason it works the way it does now, to stop someone from going crazy with Tokens and just buying level 20 stats in an afternoon.

I said when I introduced the current system that perhaps 1% was too restrictive though. I am open to raising it up to 4% (which is what it is just before you reach the level cap). Since not a single complaint has been made about using Tokens on training to date, it should be totally safe to raise the progress rate above the level cap. Would that improve the situation?
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medal 5000
7 years 337 days ago
yes, i think so. 4% will help, yes. (make it 5% hahahaha)
And i agree, tokens have that power so now i understand why. ;)

i'm just bringing this now because car design and spy system is giving closer battles and competitive seasons (for me that was a great improve). But well, the diff between drivers is huge.

thanks!!
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medal 5000
7 years 337 days ago
Ok you want a complaint lol

Take a driver from the academy that is aged 17 and level 9 you get +1 with every click in training until the driver gets to level 16 then it's 2 clicks to get +1

Another driver from the academy aged 20 and level 10 you get +1 with every click up until they reach level 13 then it's every 2clicks.

Currently for training youth to max is a season and a quarter so raising the percentage to train more experienced and already established drivers is creating a loophole that will mean the youth will be maxed out in a single season with every at 20.

I saying that cause i level 19 training puppies from level 8+ lol
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medal 5000
7 years 337 days ago
James: i bet your simulator is also level 19 ;) :P :O
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medal 6571
7 years 337 days ago
James
Ok you want a complaint lol

Take a driver from the academy that is aged 17 and level 9 you get +1 with every click in training until the driver gets to level 16 then it's 2 clicks to get +1

Another driver from the academy aged 20 and level 10 you get +1 with every click up until they reach level 13 then it's every 2clicks.

Currently for training youth to max is a season and a quarter so raising the percentage to train more experienced and already established drivers is creating a loophole that will mean the youth will be maxed out in a single season with every at 20.

I saying that cause i level 19 training puppies from level 8+ lol


As Dan says, that training Simulator is doing wonders for you.

I think another thing that helps is young drivers are easy to train initially, regardless of level (even though there is still variation in progress speed from low to high levels).
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medal 5000
7 years 337 days ago
Yes I have it at level 19 was first thing I maxed out as to me it's the most important facility but it is something that everyone seems to forget youth drivers are always low levels and they are easy to train. Their wages are only a 3rd or 1 4th of that of drivers in the market, yes they may have a low talent & experience ratings but the fact is they can be maxed out in 2 to 2 and half weeks in everyday racing. Where as a driver of 25+ from the market takes up to 2 or 3 days just to get a +1. So to me jumping up from 1% to 3 or 4% is a bad idea as it will make youth drivers even easier to train. If you where to spend say 40 tokens in one season you might can max a youth driver out in the 1st season
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medal 6571
7 years 336 days ago
I think increasing the restricted progress to 3-4% won't hurt.

I feel like it will help move us closer to a middle ground for those who do and don't want to spend tokens on training progress. Hoarding tokens does no good in my opinion.
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medal 5000
7 years 336 days ago (edited 7 years 336 days ago)
I think raising the cap is a very bad idea. James is correct. The game is just about tuned now. It would be a bad time to throw another tweak into the system that would skew the results of the spying/balancing system. One of the problems is that so many managers are using legacy drivers whose attributes are restricted by the game to match their level. That is totally fair. Many others have drivers that are rated above their level due to having not been in a team at the switch-over. They are in a position of exploiting the system. And they still want more.

With the balancing/spying system good drivers are one of the few ways to gain an advantage and the Academy drivers allow that advantage NOW because they are very fast for their training level. No one is using Academy drivers because no one has realized that a lower level Academy driver is faster than most legacy drivers when trained correctly.
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medal 5000
7 years 336 days ago
Leslie
I think raising the cap is a very bad idea. James is correct. The game is just about tuned now. It would be a bad time to throw another tweak into the system that would skew the results of the spying/balancing system. One of the problems is that so many managers are using legacy drivers whose attributes are restricted by the game to match their level. That is totally fair. Many others have drivers that are rated above their level due to having not been in a team at the switch-over. They are in a position of exploiting the system. And they still want more.

With the balancing/spying system good drivers are one of the few ways to gain an advantage and the Academy drivers allow that advantage NOW because they are very fast for their training level. No one is using Academy drivers because no one has realized that a lower level Academy driver is faster than most legacy drivers when trained correctly.


shouldnt it be that a academy and a legacy drivers with the same attributes have the same speed?
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medal 5000
7 years 336 days ago (edited 7 years 336 days ago)
Martin, that is the case but the programming that reduces the legacy drivers to the manager level does not achieve the training balance that makes the Academy drivers faster. There is a subtle way to train an academy driver that will make a talent 13, experience 4 driver faster than a legacy driver of talent 20, experience 10. Since most legacy drivers cannot be trained, or at least not much, they are stuck with the speed that is given to them while an Academy driver can be trained to the correct balance and will be trainable again every time the manager levels up.
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medal 5000
7 years 336 days ago
well, i just looked to myself.

i found a few drivers with 20 talent, age around 20 and overal level 7-8. (that were my manager levels those time). So i trained them now in stamina first and now i started to train driving abilities. im already about 2 levels below my manager cap with all drivers

Also i dont want to give them away, as i really invested much effort in them and also renamed them into some of my favorite german F1 drivers :)

Maybe your point is true if your above level 15.

i guess its simple a gamble for both ways.

searching this drivers was a big effort, as i watched the market quite long.

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medal 5000
7 years 336 days ago (edited 7 years 336 days ago)
Martin, There is no reason to give up your current drivers. It takes around 20 tokens just to find an appropriate driver in the Academy plus another 15 tokens to purchase the driver. Then it takes quite a while to train one to the level that makes it comparable to a higher level legacy driver. Not everyone is going to want to go to that trouble. But my point here was to defend the current level capped driver structure that is in place because the system that is now in practice provides some depth to the game in the driver training area. That depth would disappear if higher level cap were introduced.

Introducing newly generated drivers into the transfer market would allow more people to practice training their drivers in the way I have discovered through the Driver Academy. That would be a much better way to allow players to get the drivers they want than upping the driver cap.
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medal 5000
7 years 336 days ago
@Leslie: check the new suggestion in this thread, maybe this can work better <a href="https://igpmanager.com/?url=forum-thread/6295">uncapped simulator + restricted healing with tokens</a>

i really want to be able to train my drivers, no matter what manager level i am because higher level managers have Ayrton Senna and i have to accept Mazzacane.
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medal 5000
7 years 336 days ago
Well, it isnt, that the level cap will be removed for auction, instead only for training. So i see no difference in the point of training.

Well, this problem here is another math problem:

At the moment it cost 100 training session to increase one attribute of a driver. (if you reached the level cap)

You have to increase about 10 attributes to increase a level of a drivers.

so you need 1000 training sessions per driver level above your manager level. 1 Training session cost about 11% health (depending at your doctor). To heal a driver it cost 1 token per 10%. So you need about 11 token per 10 training sessions. so you need a total of 11,000 tokens. 11,000 tokens cost 11,000 * 0.08 GBP = 880 GBP if you do it only with buying tokens. So from this point it should be okay to increase the training level to 4% if your level cap is reached. then the costs would reduce to 220GBP, that already is a lot. If i imagine, if i would train my drivers up to level 16, it wouldnt me worth this 1100 GBP.

this few tokens for academy really doesnt matter.

So, now the 2nd math calculation:

a driver heals 5% in 2hours -> 5% * 24 hours/2hours = 60% per day. 60% are about 5 training sessions/day. at the moment it are 1000training session to increase a drivers level. this means you need 200days to increase a drivers from training alone. if we increase this training cap to 4%, we are at 50days per driver level. So lets round it up to 2 month.

so i guess the truth is somewhere in the middle. My opionion would be to increase the training of level capped drivers to 2% per session, so 1 level would be about 3-4month or 550GBP
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medal 5000
7 years 336 days ago
As James pointed out earlier driver training for Academy drivers proceeds much faster than you have calculated. Add in only about 40 tokens in healing your Academy driver and you are able to get a very fast driver very quickly. An academy driver that is not entered in races can train down to health of 1 and then repeat. That is the way I have been able to do my research as quickly as I have.

The comments made here are sufficient for Jack to be reminded of the ramifications of changing the system. It is up to him to decide what is best and he has the habit of coming up with innovative ways to keep things interesting.
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medal 5000
7 years 336 days ago
Leslie

The comments made here are sufficient for Jack to be reminded of the ramifications of changing the system. It is up to him to decide what is best and he has the habit of coming up with innovative ways to keep things interesting.


Well yes, i agree 100% on that.
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medal 5000
7 years 335 days ago (edited 7 years 335 days ago)
Leslie
It takes around 20 tokens just to find an appropriate driver in the Academy plus another 15 tokens to purchase the driver. Then it takes quite a while to train one to the level that makes it comparable to a higher level legacy driver. Not everyone is going to want to go to that trouble.

This tell me i need like 12 races just to get a well talented driver from the academy (i'm getting 3tokens per race)
Then, as James said, it takes a season and a quarter with his simulator at 19, i think it will take 2 complete seasons or more to have a top driver with a simulator level 16. So no, i think i don't want to go to that trouble LOL. but that trouble does not even solve my problem because his train will be restricted in the same place my actual driver has.
Also, managers with level 19, can train drivers almost to the top on everything, so, a well trained driver level 16, won't get any closer in performance. The gap, still there.
I know the game is getting tuned, as i've said it many times. I think here it needs some ideas. Don't be scared to changes ;) I think every change we had, has been a good call.

Jack
I said when I introduced the current system that perhaps 1% was too restrictive though. I am open to raising it up to 4% (which is what it is just before you reach the level cap). Since not a single complaint has been made about using Tokens on training to date, it should be totally safe to raise the progress rate above the level cap. Would that improve the situation?

This will help for sure.

Another thing i don't like, is the possibility to heal a driver with money. doesn't look real. you can fix an engine, buy a front wing, build a facility but heal a driver? well, maybe you can buy 2 hours in a jacuzzi for him but that won't get him 100%. LOL kidding.
So i think that's another thing should be restricted. Let's say you can just heal +10 per race with tokens and not 99. That sounds more real.
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medal 6571
7 years 335 days ago
While it's important to have realism in the game, some things simply can't follow real life. If we followed everything to real life, we'd still be running some sort of game system that hurts players who are new or low on cash and reward players who have history and money to burn and deep understanding of the game.

Another thing: Jack's made sure that the game isn't pay to win. Nobody seems to be abusing the healing of drivers as far as I've seen, so let's leave that alone. I'd like for Jack to keep his game profitable. Plus, as Leslie says, Jack comes up with great rebuttals in response to calls for improvement, so there's surely a middle ground here.
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medal 5000
7 years 335 days ago
Blunion
While it's important to have realism in the game, some things simply can't follow real life. If we followed everything to real life, we'd still be running some sort of game system that hurts players who are new or low on cash and reward players who have history and money to burn and deep understanding of the game.

Another thing: Jack's made sure that the game isn't pay to win. Nobody seems to be abusing the healing of drivers as far as I've seen, so let's leave that alone. I'd like for Jack to keep his game profitable. Plus, as Leslie says, Jack comes up with great rebuttals in response to calls for improvement, so there's surely a middle ground here.


Agreed, in both things.
Obviously i'd like the game to be profitable. they deserve it.
I think we all are in the same ship, Blunion. I believe all this ideas, conversations and different points of view help Jack to bring the final idea.
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