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Current status of iGP 2.0

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medal 5702
1 day ago (Last edited by Juan Ignacio Rodríguez Ansaldi 1 day ago) Translate
First of all, I would like to revisit this topic a month and a half after the publication of the “Current Status of iGP” forum thread.
https://igpmanager.com/forum-thread/65508
I strongly recommend reading that post first in order to better understand the context of this one.

The purpose of this message is to analyze how the game has evolved during this period, identify which objectives have been achieved, which have not, and which features are still under development, while also adding a few additional suggestions.

The W2W system has improved considerably compared to the situation on April 2nd, the date when the original post was published. The racing quality is now significantly better than it was 46 days ago. Cars no longer collide with each other in the same way they previously did, and the new system designed to prevent three-car parallel situations has proven to be an interesting and effective solution. While there is still room for improvement, the current implementation is much more stable and no longer creates the same frustrations as before.

Another important aspect was the extension of the “testing phases.” At present, there are very few noticeable bugs affecting race quality. Most of the major issues have already been resolved, and only a few minor problems may still remain.

There has also been discussion regarding the addition of more moderators or support staff in languages other than English, allowing players to receive assistance directly within their own language forums. This appears to still be under development. Additionally, the implementation of a Discord channel involving administrators from the largest and most active leagues could become an effective communication solution between the community and the developers.

Although detailed update information has not been consistently presented, the community did receive a forum thread outlining several future plans for the game.

Sprint races involving two drivers have also been improved, which is an important detail worth recognizing.

Currently, tutorials and promotional clips are being shared across platforms such as YouTube, TikTok, and now the official iGP Manager Instagram account. While this is a positive step forward, there is still substantial room for improvement in terms of promotion and player engagement.

The market system has remained unchanged. Personally, I do not believe this was the best decision; however, the player base seems to have adapted to it over time. Perhaps a simplified market system or assistance feature for players level 5 and below could help newer players acquire the staff they need more easily.

Additional tutorials have been introduced, which provide some extra guidance for players. However, I believe an advanced setup tutorial should also be implemented, as the current system can still be difficult to fully understand. Improvements to the setup system itself would also be welcome.

There is still no sign of minigames or daily streak systems. Some players have reportedly received missions, although it is unclear under which conditions they appear. It seems they may only be available to new accounts when starting the game.

A better balance between rookie and veteran leagues has now been achieved through the league ranking system, where activity appears to matter more than reputation itself. This has been a positive development for competition and league management.

Most of the technical concerns raised previously have now been addressed and resolved.

I would also like to reiterate the importance of improving the notification system. Notifications for forum replies should be delivered directly to the in-game mailbox located on the main screen. In addition, if another player sends a private message through the game’s messaging system, a visible notification should appear when the recipient logs in, informing them that they have received a new message.

Regarding the previously discussed new staff roles, it appears they have been completely discarded from future plans.

Safety cars and race accidents also appear to be entirely excluded from iGP at this point.

As for the 2D mode, it remains enjoyable, stable, and sustainable. There are no major complaints regarding its current state. However, it is evident that the true long-term future of the game is centered around the W2W system.

Finally, I would like to add a few further suggestions. The game still needs stronger retention systems for new players, encouraging them to interact more with the community and remain active for longer periods instead of leaving shortly after joining. Community events featuring some form of reward system could help significantly in this regard.

New minigames inspired by titles such as F1 Clash or Top Eleven could also improve player engagement. Additionally, introducing customizable KERS regeneration settings would add strategic depth to leagues. For example, regeneration rates such as 0%, 1%, 3%, 5%, or 10% per lap could be made configurable, allowing league owners to choose the option they prefer or set it freely within a selected range.

I hope this message once again provides a constructive and updated perspective regarding the current state and future direction of the game. This post was also intentionally shorter and more concise than the previous one.

Respectfully,
Rodríguez Ansaldi.

EDIT: It should be noted that incidents on laps 1 and 2 of many circuits in W2W continue to have errors.
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medal 5716
1 day ago Translate
En varios circuitos paso por encima de la hierba 
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CEO & CTO medal 5538
1 day ago
Aimar
En varios circuitos paso por encima de la hierba 

This will largley be addressed in the next app release.

Regarding all the suggestions, thank you. Things are definitely improving. A lot of my work is still focused on the foundations. There really is so much more to running a service like this than meets the eye, when you run the entire stack - finance, business compliance, management, infrastructure, servers, the underlying systems and frameworks, evolving those and maintaining all the dependencies, and then occasionally stuff like our avatar editor, which was built by a third-party, being discontinued, to create a whole load of work you never imagined you'd have to do. Gradually, bit by bit, I've worked my way through all of it, and finally back to gameplay. That's why you are now seeing improvements around the game, such as training, tutorials, and as you noted, there are some "missions" or checklists for new users now and much more.

We're getting there, and we will get to all the other features in the months ahead. The next update (in June) will be a really significant step. It will restore the 3D avatar editor and add race suit and helmet customisation for the first time, among many other improvements, such as a new race viewer UI.

In summary, the months of work on the foundation are starting to be rewarded. Everyone can see how much more stable the service is now. We often go multiple days without hearing of so much as lag. The AI functionality is now free for all and will scale in availability with time also. These are major technical thresholds, and vital future-proofing as we scale, even if they might not seem like much yet. This is a solid foundation to keep building on. Tests I have run this week also prove the service is more scalable than ever before, so we're ready to handle much greater demand with no visible loss in quality.

It's an exciting time, and will probably be one of our best years ever for development of the game. I've still got a few surprises to come as well.
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medal 6266
1 day ago Translate

Jack
This will largley be addressed in the next app release.

Regarding all the suggestions, thank you. Things are definitely improving. A lot of my work is still focused on the foundations. There really is so much more to running a service like this than meets the eye, when you run the entire stack - finance, business compliance, management, infrastructure, servers, the underlying systems and frameworks, evolving those and maintaining all the dependencies, and then occasionally stuff like our avatar editor, which was built by a third-party, being discontinued, to create a whole load of work you never imagined you'd have to do. Gradually, bit by bit, I've worked my way through all of it, and finally back to gameplay. That's why you are now seeing improvements around the game, such as training, tutorials, and as you noted, there are some "missions" or checklists for new users now and much more.

We're getting there, and we will get to all the other features in the months ahead. The next update (in June) will be a really significant step. It will restore the 3D avatar editor and add race suit and helmet customisation for the first time, among many other improvements and such as a new race viewer UI.

In summary, the months of work on the foundation is starting to be rewarded. Everyone can see how much more stable the service is now. We often go multiple days without hearing of so much as lag. The AI functionality is now free for all and will scale in availability with time also. These are major technical thresholds, and vital future-proofing as we scale, even if they might not seem like much yet. This is a solid foundation to keep building on. Tests I have run this week also prove the service is more scalable than ever before, so we're ready to handle much greater demand with no visible loss in quality.

It's an exciting time, and will probably be one of our best years ever for development of the game. I've still got a few surprises to come as well.



good news,thank you jack.Once your team has finished these changes, I would suggest two more to complete the job: adding mechanics in the pits during pit stops, with an internal view also selectable in the pits, and a final area screen with an image of the podium.
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