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Feedback: Game Balance & Meta

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medal 5200
23 hours ago (Last edited by Darth Maldini 22 hours ago) Translate
I have been playing iGP Manager for 2-3 years with a large group of friends. I must say that I am generally pleased with the direction the game has taken after the recent updates. However, there are still areas that need improvement. I’ve compiled a list of issues and suggestions based on my experience:

1. REALISTIC MODE SETUP
While this mode is an exciting addition, its mechanics remain quite vague. I believe a comprehensive guide for this mode is necessary. Specifically, how each setting affects the car during setup should be more transparent. Furthermore, the "Impact" section feels inconsistent with lap times. Clarifying the logic behind this feature would be very helpful.

2. SC / VSC
I have mentioned this on the forums before, but I want to reiterate: Safety Cars and Virtual Safety Cars should be a toggleable option for League Managers. While some players dislike the "luck factor," it would be a vital feature for private leagues looking to add more drama and realism to their races.

3. W2W & DIRTY AIR
The W2W visuals look great on track, but the mechanics currently feel ineffective. Dirty air and slipstream effects should be increased. At the moment, track position and clean air provide almost no advantage; in fact, being in the lead often feels like a disadvantage.

4. DRS
The DRS effect is currently too powerful. Even at Level 10, it provides around a 1.5-second gain per lap, which completely kills strategic diversity. In my league, everyone runs the same common strategy and purposely stays in traffic to benefit from the massive DRS boost. Since dirty air is weak and DRS is overpowered, the only "meta" right now is to sit in a DRS train until the final laps and then dump the full ERS battery. If you try a unique strategy, you lose the DRS train and have no chance of competing. I strongly suggest reducing DRS efficiency by at least 50%. A 1.5s gain is game-breaking.

5. FUEL
Lately, there is a strange discrepancy (0.1 - 0.2 liters) between practice data and race data. This causes cars to either run out of fuel before the last lap or carry 2 laps' worth of extra weight. For example, if practice says 3.2L, the race uses 3.0L, leaving us with 5-6 liters of wasted fuel at the end. This wasn't an issue before, and it makes precise planning very difficult.

6. WEATHER
Since the weather relies on real-time data, many tracks end up having very similar temperatures. I suggest adding an option for League Managers to enable "Randomized Weather." This would make races much more unpredictable and exciting, especially if it creates transitional (damp/drying) track conditions. MM Mobile 3 is a good example in this regard. I think their weather systems are excellent.


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medal 5559
16 hours ago Translate
Also atrophy should be removed, especially for the pit crew. I train daily but I can’t keep up with the atrophy. Seriously, it’s just stupid.
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medal 5065 Moderator
3 hours ago
Nice feedback, to add my thoughts:

1. The setup itself being not too transparent is a good thing, requiring experimenting and not getting it always perfect is realistic after all. However some basic help tooltips what each setting influences (most) would be a good thing. Lap times in practice being of limited help is old, but I need to try the TD Telemetry skill, should help there. Still having some proper training session would be nice there.

2. I agree, even though how much of a factor luck will play will depend on how it'll be done. Also if there will be other settings like no setup = DNS.

3.&4. Those need looking into and some balancing, tyres as well.

5. That sounds like an effect of what I consider a bug: It strongly looks like the practice car isn't using the advanced setup modified DP values, at least not the FE and TE ones. This greatly influences 1 and needs looking into and a fix in my eyes.
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