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New iGP & Open Beta FAQ

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medal 5145 CEO & CTO
7 years 354 days ago
If you've disabled it then I think you might need to wait for it to expire then create a new one. If you need it terminated sooner then I can do that for you, just make a helpdesk ticket from the account you want it on.

http://igpmanager.com/account/helpdesk
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medal 5000
7 years 264 days ago (edited 7 years 264 days ago)
I'm bringing this up again :)

The new iGP car design cap levels how does it work if the league has managers between levels 9-20.

Is a low level car able to challenge the level 20 car or are we looking at the level 20 car winning every season??

Currently any level manager can win the championship if they have 100% car and a driver with a particular set of skills.
I'm just worried this level capping in the cars design is going to hurt competition seeing the highest level manager winning over and over until someone gets up to equal power.
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medal 5000
7 years 264 days ago
Will we be able to hire pit-crews in the transfer market? preferably ones that are standing and not laying around like this lot lol


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medal 6281
7 years 264 days ago
"James
I'm bringing this up again :)

The new iGP car design cap levels how does it work if the league has managers between levels 9-20.

Is a low level car able to challenge the level 20 car or are we looking at the level 20 car winning every season??

Currently any level manager can win the championship if they have 100% car and a driver with a particular set of skills.
I'm just worried this level capping in the cars design is going to hurt competition seeing the highest level manager winning over and over until someone gets up to equal power.

I've thought the same but kept it in the back of my mind for a long time. Something that might hinder the ability for a higher level manager to dominate will be their design cap based on their CD. I've noticed CDs of the same level had different design caps, if I'm not mistaken.
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medal 5000
7 years 264 days ago
"Blunion

"James
I'm bringing this up again :)

The new iGP car design cap levels how does it work if the league has managers between levels 9-20.

Is a low level car able to challenge the level 20 car or are we looking at the level 20 car winning every season??

Currently any level manager can win the championship if they have 100% car and a driver with a particular set of skills.
I'm just worried this level capping in the cars design is going to hurt competition seeing the highest level manager winning over and over until someone gets up to equal power.

I've thought the same but kept it in the back of my mind for a long time. Something that might hinder the ability for a higher level manager to dominate will be their design cap based on their CD. I've noticed CDs of the same level had different design caps, if I'm not mistaken.


I noticed CD's that don't have next season wrote anywhere strength/weakness give you a higher starting base.
example being
lvl6 with 7talnet 7experence 6moral gives 10s and 11s
lvl8 with 9talnet 7experence 8moral next season at either end strength/weakness gives 5s and 6s
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medal 6281
7 years 264 days ago
"James

"Blunion

"James
I'm bringing this up again :)

The new iGP car design cap levels how does it work if the league has managers between levels 9-20.

Is a low level car able to challenge the level 20 car or are we looking at the level 20 car winning every season??

Currently any level manager can win the championship if they have 100% car and a driver with a particular set of skills.
I'm just worried this level capping in the cars design is going to hurt competition seeing the highest level manager winning over and over until someone gets up to equal power.

I've thought the same but kept it in the back of my mind for a long time. Something that might hinder the ability for a higher level manager to dominate will be their design cap based on their CD. I've noticed CDs of the same level had different design caps, if I'm not mistaken.


I noticed CD's that don't have next season wrote anywhere strength/weakness give you a higher starting base.
example being
lvl6 with 7talnet 7experence 6moral gives 10s and 11s
lvl8 with 9talnet 7experence 8moral next season at either end strength/weakness gives 5s and 6s

I don't know much about base level designs for new seasons. Anyway though, a good start on the base design means nothing in the long haul over the period of a season. A level 17 manager with their level 17 design facility will be able to stomp all over those lower in level.
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medal 5000
7 years 262 days ago
"Blunion

"James

"Blunion

"James
I'm bringing this up again :)

The new iGP car design cap levels how does it work if the league has managers between levels 9-20.

Is a low level car able to challenge the level 20 car or are we looking at the level 20 car winning every season??

Currently any level manager can win the championship if they have 100% car and a driver with a particular set of skills.
I'm just worried this level capping in the cars design is going to hurt competition seeing the highest level manager winning over and over until someone gets up to equal power.

I've thought the same but kept it in the back of my mind for a long time. Something that might hinder the ability for a higher level manager to dominate will be their design cap based on their CD. I've noticed CDs of the same level had different design caps, if I'm not mistaken.


I noticed CD's that don't have next season wrote anywhere strength/weakness give you a higher starting base.
example being
lvl6 with 7talnet 7experence 6moral gives 10s and 11s
lvl8 with 9talnet 7experence 8moral next season at either end strength/weakness gives 5s and 6s

I don't know much about base level designs for new seasons. Anyway though, a good start on the base design means nothing in the long haul over the period of a season. A level 17 manager with their level 17 design facility will be able to stomp all over those lower in level.


How do we make work around to keep it competitive?

Do away with design capping & if possible calculate the managers levels in the league and give an average amount of design points each race to everyone, regardless of the facility levels?
Higher level facility might mean better reliability score in car design next season rather than higher number of design points each race.
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medal 5000
7 years 262 days ago
Something I've also wondered: What happens to drivers when the new system hits?

The current system we have drivers with stats sitting on 20. Under the new system, you can only go as high as your level. So if a level 10 manager right now has drivers with 20 stats do they drop to 10 when the new game hits or do they stay at 20? Do we even keep our drivers?

I'm unsure how the translation works.

Also, doesn't it also mean a level 20 manager can have a driver with much higher stats? Low level managers will stand no chance if that is the case.
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medal 5000
7 years 262 days ago
I'm really iffy about the new system too. I'm sure it becomes easier to understand the more you play it but it seems really, really messy. I've been jumping in and out of different leagues races asking peoples thoughts on it and I'm honestly not exaggerating when I say 2 people said they love it and 50+ have said they found it far too confusing and stopped playing because of it.

Which I was kind of glad to hear, because even after the lengthy description I got explaining it, it still confused the crap out of me. I thought I was the only one.
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medal 5000
7 years 262 days ago
drivers talent isn't as big of an issue as it was before i think, from what I saw it's more to do with the car jack had level 15 talent drivers and cant remember his name but he had 2 talent drivers and was able to challenge jack in races because drivers had roughly all other ratings the same level
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medal 5000
7 years 261 days ago
I'm more pessimistic than at the beginning of the beta and what you're talking about is a point that always worried me. Just imagine the following situation after a few months :
- level 20 team
- level 20 drivers with all stats maxed out
- level 20 boost (drs & kers)
- 20 design points per race

Now, tell me how is supposed to survive a good team (lvl12/15) with lvl 12 drivers, lvl 12 boosts and earning only 12 points per race ? The gap will be even higher after a few races .. The only solution I found in order to keep the game equal and enjoyable for all was cap = team level x2.
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medal 6281
7 years 261 days ago
This is a ridiculous can of worms we've opened up. *nervous laughter*
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medal 6281
7 years 261 days ago
All I can think of right now is we need a solution that doesn't hinder lower levelled managers abilities to be competitive in the upper tiers.

In this version an experienced level 9 manager can give level 13 managers a run for their money.
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medal 5000
7 years 261 days ago
Anyone know the answer to my question in regards to drivers though? Do we keep our drivers, and if so do all their 19/20 stats drop to our manager level or will they stay at 19? I'm really concerned as to how the transition over to the new system is going to affect us.
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medal 5000
7 years 261 days ago
I'm 90% sure we keep our drivers but I have no idea about new stats or how we will be able to manage our junior drivers (in junior teams).
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medal 5000
7 years 261 days ago
Drivers will stay for sure. Staff also pretty sure they will stay aside from the commercial manager as that part disappears.
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medal 6281
7 years 261 days ago
"Eton
Anyone know the answer to my question in regards to drivers though? Do we keep our drivers, and if so do all their 19/20 stats drop to our manager level or will they stay at 19? I'm really concerned as to how the transition over to the new system is going to affect us.

To add on with what Tjerk said, I'm also pretty sure stats that are 20 will be dropped to the manager's level cap.
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medal 5000
7 years 261 days ago
So I'm totally confused then. How will anyone beat a level 20 manager?
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medal 5145 CEO & CTO
7 years 260 days ago (edited 7 years 260 days ago)
We have a solution for all concerns about level balancing. It's called: Spies, and it will be coming back to the game. :) There was no spies system in the open beta, and this is obviously where most of the confusion has come from in that area.

"James
The new iGP car design cap levels how does it work if the league has managers between levels 9-20.


That scenario shouldn't be possible in most cases. Rookie is up to level 8, pro is up to level 12 and Elite is up to level 20. So the only tier in which you could have a level 9 vs a level 20 would be Elite, and that's par for the course. By the time you get to Elite you should expect really stiff competition and possibly even to encounter people who just have higher levels than you. It's narrower margins in Rookie and Pro on the level front. Of course, when we reintroduce a spies system of some sort most concerns about balancing will be addressed by that, enabling smaller teams to close the gap on the bigger teams and steal some of their progress, eventually enough to race them on the track.

But I find the question itself kind of strange to hear people asking. It would be like the day after you buy World of Warcraft, with your level 1 account, running in to the top Dungeon on the game and saying "why can't I slay the dragon"? or something. It doesn't make much sense as a question really, does it? In any other game people would say it's obvious why you can't beat the highest level competitor in the game with a low level account. But not in iGP... we have to even make that a possibility! :D So we do, in a fair way, through spies.

"Eton
I've been jumping in and out of different leagues races asking peoples thoughts on it and I'm honestly not exaggerating when I say 2 people said they love it and 50+ have said they found it far too confusing and stopped playing because of it.

It would be good if they could tell us this, rather than you, wouldn't it? First I've heard of it! That's what the open beta was for, so we could get all the feedback, especially feedback like this, and address it.

I have to say, I'm most surprised by this claim that the new game is somehow really difficult. All along everyone has been saying "it's too easy", now we close the beta and go to launch it, "it's too hard". This isn't a troll, is it? :P

If we heard this during the testing we could have addressed whatever it is these people you are talking to are finding difficult. For what it's worth, there will be a tutorial system in the new game that explains how to play (which wasn't there in the beta, which might be why it was tough for them). I would love to hear any elaboration on what is difficult to understand though.
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medal 6281
7 years 260 days ago
I always say to my league mates to complain about features they don't like, but they never do it. :(

I think the other big issue is how often people check the forums. It seems like the forums isn't visited by many players, either for lack of interest or for lack of knowing the forum is active and the place to communicate with game developers.
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