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[VOTE] Proposed change to Push Levels + Tyres + Fuel

What push level system would you prefer?

21.99% (192)
Push levels control temps (Neutral=stable, High=warm, Low=cool)
46.05% (402)
Keep current dynamic model
31.96% (279)
Do both, with dynamic mode as a league boost/customisation
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medal 5064 CEO & CTO
3 days ago Translate
Managers,
We’re running a simple vote on tyre temperature behavior.

For a long time, I've wanted to change this system to work the same way as it does in most other games - neutral push = neutral temps, high push = high temps and so on. By orienting the push levels around each compound in this way, it would not only give you more control over each compound, it would eliminate the classic "winter season" and "summer season" in iGP where we end up rebalancing tyres or trying to fight the weather with push levels. It would make racing consistent year round. This is fundamentally about control and approachability.

My personal view is the "base game" should be friendly, approachable, and fun for the widest range of people. We can implement any amount of depth and simulation on top as a league boost, even beyond the current system, but the base game currently alienates people with often unnecessary and unexplained complexity. To help grow the community as a whole, it could benefit from being easier to understand for new users especially. My personal vote is to move us toward a system like option 1 as a baseline, as it will give you more control. Tyre compounds will still perform differently on each circuit and there will still be plenty of strategic variability.

Option 1: Make push levels directly control tyre temps (more approachable)

  • Neutral push = keeps tyres in a stable operating window

  • High push = warms tyres up

  • Low push = cools tyres down

  • More intuitive, more consistent control, and closer to what most racing strategy games do.



Option 2: Keep the current dynamic model (as-is)

  • Tyre temps behave according to the full simulator model.

  • More depth/realism, but harder to predict and manage consistently.

  • Tyres can more easily drift outside the ideal range if not consistently managed.



Comment if you can:

  • Do you play on Mobile or desktop?

  • Do you want more control/clarity during races or more harsh/hardcore realism?



EDIT: Someone raised the point that this could impact fuel use per-tyre, so as part of this change neutral push would have the same impact on fuel across tyres. I would ensure that was implemented as part of the change. Higher push would be more fuel consumption and lower push less fuel consumption, as it is now, but the impact would be consistent across all tyres. Weather would still have an impact so a wet track = lower fuel consumption overall.
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medal 5010
3 days ago (Last edited by Klaus Vonn Richter III 3 days ago)
Während das Spiel immer weiter vereinfacht wird, habe ich bereits Manager auf Level 12 gesehen, die Rennen in hochkompetitiven Ligen gewinnen. Das entwertet langfristiges Engagement. Daher schlage ich vor, auf eine Steuerung der „Push“-Stufen umzustellen (Neutral = stabil, Hoch = heiß, Niedrig = kalt). Das System wäre so einfach, dass es sogar ein Schimpanse bedienen könnte.

Leider spiegelt das eine generelle Tendenz wider: die Spieler werden immer fauler und die Mechaniken immer repetitiver. In einem solchen Umfeld würde ein strategisch denkender Manager schlicht keinen Unterschied mehr machen.
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medal 5126
3 days ago Translate
First of all, I play in 3D in a mobile (Samsung Galaxy S24+), my experience performance-wise is satisfying in most cases, and I can have full awareness and control of my car.

Regarding the suggestion of push levels, I, as a "hardcore" manager, prefer the dynamic system that we have. I believe that the particularities of temperatures/tracks are a good combination that keeps the managing aspect very interesting across the year. However, I think that you have a fair point about accesibility, but I need to do a severe comment about one thing that you've said:


Jack

My personal view is the "base game" should be friendly, approachable, and fun for the widest range of people. 

The most important thing to do a wide approach is to make the marketing push!!!

Been said that, I've voted for the third option: I think that in a commercial way the most active leagues would pay for the dynamic push option (I've spoken with some of the co-hosts of my league and we agree on that).


Best regards.
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medal 5064 CEO & CTO
3 days ago
Klaus
Während das Spiel immer weiter vereinfacht wird, habe ich bereits Manager auf Level 12 gesehen, die Rennen in hochkompetitiven Ligen gewinnen. Das entwertet langfristiges Engagement. Daher schlage ich vor, auf eine Steuerung der „Push“-Stufen umzustellen (Neutral = stabil, Hoch = heiß, Niedrig = kalt). Das System wäre so einfach, dass es sogar ein Schimpanse bedienen könnte.

Leider spiegelt das eine generelle Tendenz wider: die Spieler werden immer fauler und die Mechaniken immer repetitiver. In einem solchen Umfeld würde ein strategisch denkender Manager schlicht keinen Unterschied mehr machen.

There are many updates in development right now which will begin shifting the whole gameplay experience. More information will be published next week.

There is a fundamental change in direction underneath all these updates. We're bringing leagues back to the surface, restoring controls and depth to gameplay, a totally new ranking system and more, all while making a more understandable experience for new users at the same time. The shift in league boosts is toward gameplay features and away from league controls, restoring schedule and rules controls to the default tier. We will be layering in more depth with each update.

I am working flat out to ensure we get these updates right. They are very different to everything we've done for the last few years. We're bringing iGP back to what it should be and the main focus of these updates is restoring the "feel" and depth to gameplay that make the experience fun. That is also why I'm opening polls like this one, because I'm trying to address this at every level of the game, to create a fully coherent, more enjoyable experience overall.
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medal 5149
3 days ago Translate
Am I correct in understanding that the first option completely eliminates the influence of weather on tire performance? And will the track's influence with its turns and straights still be a factor? Right now, this option simply looks like "warm up the tires, put them in neutral, and drive to the finish."

PC, 2D
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medal 5226
3 days ago Translate
Sincerly,  I think that the best way for IGP is:
1) solve bug problems
2) give a gameplay stability for a long period..... too much changes in the gameplay is one of the best way to let player go away and stop playing the game....and in the last months there were too much changes.

checking your new idea, i think that a good solution is let the current dinamic model for pro and elite players, while the way you suggest can be ok for rookie players .... in this way, when they become PRO, they can unlock the dinamic model , improving theirselves.
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medal 5195
3 days ago Translate
Jack
Managers,
We’re running a simple vote on tyre temperature behavior.

For a long time, I've wanted to change this system to work the same way as it does in most other games - neutral push = neutral temps, high push = high temps and so on. By orienting the push levels around each compound in this way, it would not only give you more control over each compound, it would eliminate the classic "winter season" and "summer season" in iGP where we end up rebalancing tyres or trying to fight the weather with push levels. It would make racing consistent year round. This is fundamentally about control and approachability.

My personal view is the "base game" should be friendly, approachable, and fun for the widest range of people. We can implement any amount of depth and simulation on top as a league boost, even beyond the current system, but the base game currently alienates people with often unnecessary and unexplained complexity. To help grow the community as a whole, it could benefit from being easier to understand for new users especially. My personal vote is to move us toward a system like option 1 as a baseline, as it will give you more control. Tyre compounds will still perform differently on each circuit and there will still be plenty of strategic variability.

Option 1: Make push levels directly control tyre temps (more approachable)

  • Neutral push = keeps tyres in a stable operating window

  • High push = warms tyres up

  • Low push = cools tyres down

  • More intuitive, more consistent control, and closer to what most racing strategy games do.



Option 2: Keep the current dynamic model (as-is)

  • Tyre temps behave according to the full simulator model.

  • More depth/realism, but harder to predict and manage consistently.

  • Tyres can more easily drift outside the ideal range if not consistently managed.



Comment if you can:

  • Do you play on Mobile or desktop?

  • Do you want more control/clarity during races or more harsh/hardcore realism?



EDIT: Someone raised the point that this could impact fuel use per-tyre, so as part of this change neutral push would have the same impact on fuel across tyres. I would ensure that was implemented as part of the change. Higher push would be more fuel consumption and lower push less fuel consumption, as it is now, but the impact would be consistent across all tyres. Weather would still have an impact so a wet track = lower fuel consumption overall.


I play on Windows 11-PC or iphone 13 Pro.


I want Option 2: Keep the current dynamic model (as-is). 

Cant be the same 5ºC than 25ºC for tyre temperature. This make too simple the game, and the strategic races would lose quality. 
The game would become simple, monotonous and predictable

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medal 5041
2 days ago
I did like the iteration pre-w2w update. Tyres were in a good place, with different strats ending close to eachother at finish line. strategies made sense, I don’t know how to describe it any other way.

Winter tactics were different to summer tactics and push level management made a real difference. It seems we’ve lost some of that in the current game.
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medal 5144
2 days ago Translate
I would suggest to add damage in car, and add the pit stop more interactive
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medal 5197
2 days ago Translate
I play on mobile. Personally I love winter and summer seasons. It makes the game more unpredictable and active thinking and management are rewarded. Also the current push level system makes the game different from race to race, from season to season. If you simplify the system we would lose a lot in terms of gameplay and variety.
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medal 5064 CEO & CTO
2 days ago
Tomas
I play on Windows 11-PC or iphone 13 Pro.


I want Option 2: Keep the current dynamic model (as-is). 

Cant be the same 5ºC than 25ºC for tyre temperature. This make too simple the game, and the strategic races would lose quality. 
The game would become simple, monotonous and predictable

My take on this is it still wouldn't mean tyres give the same performance / speed, only that you can control each tyre rather than it going "outside of control". There will still be an optimal tyre for speed and one for stint length, and actually it might open more possibilities. With an option for 5 tyres everywhere would it reduce strategy or increase it? I think that's open for debate.


EDIT: Another benefit of this change that hasn't been mentioned - back markers wouldn't be so slow.
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medal 5079
2 days ago Translate
I wouldn't change the push-button transmission right now because we're still processing this latest update. But if we do make changes, I wouldn't alter the current push-button transmission; I would add a motorcycle-style push-button transmission, with light, moderate, and aggressive modes. This would allow us to better adjust fuel consumption, especially when starting without refueling. When the driver realizes they're running out of fuel, they're forced to drive on low fuel with cold tires. With a motorcycle-style transmission, they lose some car-like power but can maintain aggressive steering without losing temperature.
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medal 5114
2 days ago
I can't understand how the two option differ. How about just keep it like it is, like we've been doing for years. Putting one option behind a paywall when hey both seem to do the same thing seems pretty silly. I'm not paying for something that I don't understand. Boosts are purely to be able to choose what days we race. I don't even pay attention to what other options there are, as I assume when we're fully boosted it will behave most like the game from 6 months ago as possible. Add or subtract from what's included in a boosted league makes no difference, as long as it keeps it how the FREE game used to be. 
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medal 5020
2 days ago Translate
We need a way to adjust fuel consumption by car engines without affecting tire temperature.
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medal 5175
2 days ago Translate
If this don't broken, then don't fix it 
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medal 5115
2 days ago
My league colleagues mentioned that the current tyres and fuel seems to be stable and working well.
I voted to keep as is.

Mobile iPhone 
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medal 5029
2 days ago
Desktop
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medal 5189
2 days ago
I think taking into account the temperature and characteristics of each track makes more sense for managing the push level and tire choice, but it makes sense to keep this system as an alternative. I don't know if it would be possible, but I think altering the push levels could have a greater impact on ERS management, considering that it is now rechargeable throughout the race.
Desktop and Mobile (Sansung A03s), both 2d
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medal 5083
2 days ago Translate
I hate to say it, but option 1 seems like a very suitable option for casual gamers. Those players who occasionally race and then say, "Bye IGP, see you tomorrow." They don't have to worry about managing the temperature, fuel, or tires. No study of the game, physics, or temperatures to try to be the best.

I've spent the last 3-4 years studying the Push Level, temperatures, and car behavior track by track, even comparing myself with people who participated in Project Leyendas, and in some cases even winning races against them... all starting from level 1, not level 30. 

Those who choose option 2 do so for the love of the game, because they love the challenge, not because they fear change. The game has already changed, the Push Level has changed, and yet we're still here.
Don't try to make it easy for everyone, and most importantly, don't try to make it a paid game (option 3).
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medal 5206
2 days ago
keep dynamic mode Option 2 but in some cases regardless of compound when the weather is cold it has been near impossible to warm up the tyres.... i know its been modified updated a bit but it still a factor... so may be slightly remodel the tyre behaviours
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