Shaun
it's been tried it simply dont work ... well it half works it keeps the gap down between rookie and pro while letting the gap between pro and elite increase.
Could you elaborate with some examples?
Kevin
I don't understand why the new game can't take the best elements of classic iGP (i.e. no tier level cap on drivers or facilities) whilst retaining the good points of this version (having to manage the distribution of dp to suit the requirements of different circuits and no more on/off season).
While we didn't foresee all of the outcomes on the new platform, I don't think it's flawed in any way to have a progression through the game (levelling up) as long as it is paced correctly. Some of the most interesting new features are also coming via balancing, so I am confident in this direction and realise people will always find fault with any system ultimately.
When it comes down to it, for most people the perfect system is one where they are winning. :D That was the same in the old iGP and the new one. We'd be hard pushed to find an MMO where people don't complain about the game mechanics when they aren't winning and generally enjoy them when they are, speaking in the broadest sense. But that doesn't mean I think this is perfect right now, and that should be obvious from my posts. I'm working closely with the whole community to address any concerns they have.
Kevin
To me it makes perfect sense but I'm sure there must be unforseen drawbacks. So what are they?
To put it simply, when the game is a free service to anyone who wants it to be, the drawback could be the service becoming unsustainable. The nature of a free to access game is that it costs money and resources to provide the vanilla free experience, some people pay in a bit and have a neutral impact, while another group spend a lot, and subsidise the free service to the first group. It's essential that some individuals are able to spend as much as they want then, and it's our job to enable that with appropriate checks and balances to ensure fairness and the same effects can be achieved by investing time or effort.
As Daniel said above, and I said in the relegation thread as well, the system genuinely lets a casual free player who invests his time beat a billionaire who spends his fortune on tokens. A billionaire also can't join the game and even jump further in than someone who just played for two weeks. That's perfectly reasonable in my opinion and I think we've struck a good balance to achieve that. Talking of billionaires is just to illustrate the example, but thinknig in those terms will overstate what we actually make. We wouldn't just be three guys working from home if we had the budget to support a bigger operation. We're taking things one step at a time and growing from the ground up. The only way to grow this in to something big without the help of a publisher etc. is to make it free to access and do what we're doing. Hopefully that all makes sense. :)