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Proposal: 'Soft' level-cap system

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medal 5145 CEO & CTO
7 years 155 days ago
After discussing how to handle high-level team relegations and evening out progression through the game for managers of all levels, a new ‘soft’ level-cap system was by far the most liked idea. I will outline a first draft of the system here, and I will also comment on potential challenges we face as the developers of these systems. We appreciate and welcome all constructive feedback.

Here is the proposed system in a nutshell:

  • The tier level caps are 8 in Rookie, 12 in Pro and 20 in Elite. These would remain as they are for now
  • Most elements currently capped by the manager level would be uncapped completely, allowing everyone the possibility to upgrade items to level 20 but with the ‘soft’ level cap enforced to ensure performance levels respect the tier a team resides in
  • The soft level cap will be enforced if anything exceeds the tier level cap. In Rookie, teams above level 8 will all perform as if they were level 8, the maximum allowed in that tier. And if an Elite team with all levels at 17 relegates to Pro, they will have the performance of a level 12 team while in Pro. If they promote back to Elite, they will operate with the full 17 levels of performance again.
  • Interfaces will make clear when a team is being capped with tips and icons
  • Everyone has access to unlock the same levels of performance, rather than being ‘hard’ level-capped where they can’t upgrade past their own level which takes time to raise
  • Everyone will see good training progress up to the tier level cap
  • Transfers will still be set to hire from the manager level, but will train well up to the tier level cap, which is the same level anyone else in the tier can access

A point which needs addressing is obviously that tokens can still be used to accelerate driver and HQ development. The current ‘hard’ level-cap system places strict limits on this, and although the soft level-cap would still do that, it would widen the available range of levels. So, after giving it some thought, this would be my solution: Training gives diminishing returns each time healing is used on a given day, acting as a daily cap on training progress and increasing realism. The HQ does not need such limits on progress as it is already balanced with research.

It’s worth mentioning that the free service is subsidised by people who like to spend lots of tokens at once, but everyone plays an essential role in the health and growth of the community. So, we don’t want to prevent those who want to use lots of Tokens at once from being able to do so, but the system also needs checks and balances for fairness. This proposal with the revision on healing should achieve a great balance for everyone.
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medal 5000
7 years 155 days ago
Despite it adversely affecting me, i have to say i like the HQ and attributes 'hard cap' in line with manager level (i feel it offers a good level of realism as most new teams would work their way through the development ladder) - however, i admit i am in the minority here. I would have kept that but i do like the 'soft cap' proposal for relegated teams who can then continue to upgrade beyond the cap for that league.

Regarding the training of drivers - is there a reason you haven't simply said every driver can have a maximum of 100% training implemented in each calendar day? Apart from it allowing people to buy tokens (which is good for the game)?
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medal 5145 CEO & CTO
7 years 155 days ago
Nathan
Regarding the training of drivers - is there a reason you haven't simply said every driver can have a maximum of 100% training implemented in each calendar day? Apart from it allowing people to buy tokens (which is good for the game)?

As long as managers can only train within a fair range, allowing individuals to train as much as they want is fine. The hard level cap currently enforces that, and the proposed "wearing out" of drivers each day (regardles of their health) addresses that within the soft level cap.

When we talk about these things we tend to talk about advantages, but give little thought to people at a disadvantage who just want to catch up and start racing their friends. 99 out of 100 cases are people who want to catch up with their friends who might be more experienced, and we've set healing and progress such that it always remains fair.

If you don't feel that the current level cap system prevents you from doing this, you are in the minority in this particular case (as you acknowledge). It is why changes are being demanded and proposed, so friends and people in the same league can enjoy the same level of opportunity and progression.
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medal 5000
7 years 155 days ago
I understand what you are saying it's just your soft and hard cap are back to front to what I'm used to seeing.
Hard Cap is the Tier & Soft Cap is the Manager!!

Example
browser.cache.disk.free_space_hard_limit=1240
browser.cache.disk.free_space_soft_limit=5120
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medal 5145 CEO & CTO
7 years 155 days ago (edited 7 years 155 days ago)
I didn't quite understand your meaning, James. Could you rephrase it?

Edit: do you just mean that you would call this "soft" limit a "hard" limit and the "hard" limit a "soft" limit? I just went with the terms that got adopted by the discussions, but maybe you're right!
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medal 5000
7 years 155 days ago
Looks like I'm in the same minority group as Nathan with the hard cap on HQ but I understand the advantage of removing it. It allows a player who's ready to pay for it to advance the HQ as he pleases, mostly around the Tier cap I expect, regardless his level. Since money pays development and it meets the money just buys quicker team building but nothing anyone else can get it's fine.

The only thing I don't like the sound of is this:
Jack

  • Everyone will see good training progress up to the tier level cap

  • So that means the soft training cap hits the driver not at manager level but tier level. Means if the manager level is above tier level it's still not possible to effectively advance the driver to prepare him for promotion into next tier. If that next tier is quite full and competetive it means
  • keeping him and training him up but taking the possible relegation due to being new and having the bigger additional disadvantage of an outclassed driver, which in turn means at least another season without training for that driver
  • firing him in favour of a better replacement one if there's one to be found
  • pumping tokens into him to close the gap as quickly as possible

    Unlike the HQ tokens I don't like this one as it feels kind of an unnecessary limitation since you can't do anything about it with time and carefull planning. You just can take the hit of possibly going down again, replacing a possibly dear homegrown talent at least for some time, or pay.

    Overall the plans for the changes sound good, though. :)
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    medal 5000
    7 years 155 days ago
    Jack
    Nathan
    Regarding the training of drivers - is there a reason you haven't simply said every driver can have a maximum of 100% training implemented in each calendar day? Apart from it allowing people to buy tokens (which is good for the game)?

    As long as managers can only train within a fair range, allowing individuals to train as much as they want is fine. The hard level cap currently enforces that, and the proposed "wearing out" of drivers each day (regardles of their health) addresses that within the soft level cap.

    When we talk about these things we tend to talk about advantages, but give little thought to people at a disadvantage who just want to catch up and start racing their friends. 99 out of 100 cases are people who want to catch up with their friends who might be more experienced, and we've set healing and progress such that it always remains fair.

    If you don't feel that the current level cap system prevents you from doing this, you are in the minority in this particular case (as you acknowledge). It is why changes are being demanded and proposed, so friends and people in the same league can enjoy the same level of opportunity and progression.


    Totes noted - i like to swim against the tide when it comes to the capping ;). I guess i probably play it with a more relaxed attitude, so perhaps i am not pushing the boundaries of what can be done currently (edit - replace the perhaps with definitely not).

    On the whole i am all for the changes - the new IGP has bedded into a much better game than the old one.
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    medal 5145 CEO & CTO
    7 years 155 days ago
    Daniel
    Looks like I'm in the same minority group as Nathan with the hard cap on HQ but I understand the advantage of removing it. It allows a player who's ready to pay for it to advance the HQ as he pleases, mostly around the Tier cap I expect, regardless his level.

    We've also seen strange situations like this, and this one, where someone gets relegated and then their HQ is "stuck" and can't function in the middle of a construction project. The proposal would fix this without the need to do anyhting strange like cancel construction or demolish the upgrade. Plus the benefits of HQ upgrades get countered with research gains for the opposition, acting as a natural leveller of the playing field.
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    medal 5000
    7 years 155 days ago
    Jack
    Daniel
    Looks like I'm in the same minority group as Nathan with the hard cap on HQ but I understand the advantage of removing it. It allows a player who's ready to pay for it to advance the HQ as he pleases, mostly around the Tier cap I expect, regardless his level.

    We've also seen strange situations like this, and this one, where someone gets relegated and then their HQ is "stuck" and can't function in the middle of a construction project. The proposal would fix this without the need to do anyhting strange like cancel construction or demolish the upgrade. Plus the benefits of HQ upgrades get countered with research gains for the opposition, acting as a natural leveller of the playing field.


    Makes plenty of sense in those situations definitely.
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    medal 5000
    7 years 155 days ago (edited 7 years 155 days ago)
    Jack
    I didn't quite understand your meaning, James. Could you rephrase it?

    Edit: do you just mean that you would call this "soft" limit a "hard" limit and the "hard" limit a "soft" limit? I just went with the terms that got adopted by the discussions, but maybe you're right!


    I have myself confused as well Jack the more I think about it.
    Soft cap the HQ & Staff can still be leveled up to mangers level past the hard cap of the tier.

    Can the Pro tier hard cap be increased from 12 to 14 so it reduces the gap between Elite and Pro.
    The cap on Rookie I think is ok for new managers joining but one level higher wouldnt hurt
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    medal 5145 CEO & CTO
    7 years 155 days ago
    James
    Can the Pro tier hard cap be increased from 12 to 14 so the it reduces the gap between Elite and Pro. The cap on Rookie I think is ok for new managers joining but one level higher wouldnt hurt

    I was thinking about raising the pro limit also, since gaining levels gets slower the higher they go, maybe as high as 15. Then it would be 8 levels in rookie, 7 in Pro and 5 in Elite, better reflecting the pacing of levelling up.
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    medal 5000
    7 years 155 days ago
    Jack
    James
    Can the Pro tier hard cap be increased from 12 to 14 so the it reduces the gap between Elite and Pro. The cap on Rookie I think is ok for new managers joining but one level higher wouldnt hurt

    I was thinking about raising the pro limit also, since gaining levels gets slower the higher they go, maybe as high as 15. Then it would be 8 levels in rookie, 7 in Pro and 5 in Elite, better reflecting the pacing of levelling up.


    It is good 9rookie(9levels) 15 pro(6levels) 20elite(5levels)
    New players it is easy but not too easy
    Established players is hard but not too hard and fairer

    It is the same as before your manager level is still going up to unlock more power as you move up a tier
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    medal 5000
    7 years 155 days ago
    As most will be uncapped and progress vs elite won't stop i think soft Level cap should remain 8 and 12. For a rookie team 6-7 level with most HQ lower than 4 level going normally to meet at pro a team level 15 with Full HQ is a "small" gap;).
    Token Block usage maybe can be 3-4 times HQ facility speed level per Manager Level.
    edit: Drivers healing also could be done just once per Race
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    medal 5000
    7 years 153 days ago
    My opinion, is to get rid of all the level caps, and levelling all together. Just control the finances. So someone starting off will have limited finances, and thus limited development, but success will gain money bonuses, and so on.

    if someone wants to use cash to buy max facilities, etc...go ahead. He can spend all that money and not win, if he can't manage his development and race strategies well.

    simple solution....no need to mess around with too many attributes.
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    medal 5000
    7 years 153 days ago
    less "caps" or "softcaps"
    and more fun for game. all races seems "le tour de france"
    accidents, engines failures, crashes, blocking tyres braking and lost time in a curve.drivers fails. crashes at start and go to pit to change front wing, for example...safety car... watching classification you know how finish the race.
    other possiblitys to overtake without DRS/KERS/red tyres.
    update engines, disable kers, kers is 99% used on last lap to get fastest lap.
    put on a hybrid sistem, as a car part, and uses to recharge more/less and give more/less power in each lap.
    put new circuits.
    disable top speed 350km/h
    new car atributes not only 8
    like hybrid system, traction, new technologies, new fuel research, new softwares, etc.

    we only want igp are more interesting/funny

    give facilities more options and more usefull.

    this write from all respect and try it to make a constructive opinion.
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    medal 5145 CEO & CTO
    7 years 153 days ago
    N, the "soft" cap is about removing caps from the picture to the largest extent possible. Random retirements and failures wouldn't be as popular as you imagine, but we are working on the safety car behind closed doors, which should really spice up races in a similar way.

    The reality is there are many more constraints placed on developing a game than coming up with ideas for it. We have to work within certain constraints, and that's how it will always be. Together as a community we've proposed several alternatives and variations, and each has its critics, but cutting through the noise and realising what is feasible is our job. We want to at least be sure that each path has the potential for long-term success and not just appeasing some short-term criticisms of whatever exists at the time, and I think the soft level cap achieves that.

    There are still a couple of alternatives I quite like personally, and in the end I may set up a poll for the decisive answer from the community on which is the most popular. It's not something you can read in to each thread on each system as they tend to get populated with the critics of that particular idea as everyone else goes about their day. I feel we've reached a very informed point though and can say which 2-3 ideas are best and most liked, the soft cap being one of them.
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    medal 5000
    7 years 147 days ago
    Your suggestion sounds really great.
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    medal 5000
    7 years 93 days ago
    now that u need to be a higher level to produce the parts needed to repair the cars e.g. if u in rookie can only produce 8 parts per race and in pro only 12 as thats the levels caps wont level caps kill the game as often u need way more parts than that to repair the cars.

    it will be very hard work if can only produce 8 or 12 parts per race yet need 20 as it means all level capped teams will never be able to produce enough parts and wont be able to repair the cars.
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