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New iGP & Open Beta FAQ

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medal 5145 CEO & CTO
7 years 256 days ago (edited 7 years 256 days ago)
"Eton
- Add push levels back into qualifying to avoid AFK teams holding up the pack on cold tyres.

The justification for this (that people will be held up) isn't as relavant anymore. All the tyre compounds are balanced and can compete with each other, there is no more supersoft racing with instant tyre overheating. Also, KERS/Boost and DRS are available for all teams, but get upgraded as you level up. This means it's easy to get past those guys as well, if you need to.
- To mix up strategies even more, include your first stint fuel weight into qualifying so if you wanted to start up front, you could start mega light rather than everyone doing the general "8-10 laps softs" and hoping to win qualifying (or the "qualottery" as we used to call it)

Rather than mixing up qualifying with fuel, we've opted to do it with tyres. The supersoft tyre doesn't make much sense as a race tyre now, only as a qualifying tyre or for a 5 lap stint.
- Be able to set your push levels for every lap when doing your setup so if you were AFK, you could still push hard on the first lap of each stint etc. This would give AFK managers some chance to do well in races, and it also meant the active managers weren't being held up by the AFK guys if they started behind them on the grid. It would have been the best of both worlds.

Again, getting held up is less of an issue now.
- Change some supplier stats so certain suppliers worked better at different tracks, but also make it so you can only change suppliers every 3-4 races (to stop people figuring out which supplier is the best at each track and changing it every race)

There is no 'perfect' supplier now. Every supplier has unique bonuses and they will each work better with different tracks/cars. So, basicaly, this is also addressed.
- Adding super softs and mediums to also mix up strategic diversity. This was eventually done though as you all know.

- Adding engine push levels separate from driver push levels, so you could conserve fuel if you'd slightly under fueled or give yourself a boost if you accidentally slightly over fueled. You could also control engine temp separately to tyre temp, so control whether you were quicker or slower at the start ot end of a stint.

It's something we will look at in future (engine modes).
- Remove subscriptions, give everyone 2D

Done.
- Maybe add a track or two, and make the 2D viewer more aesthetic.

Done. All tracks have been rebuilt in double the resolution with details like tyre barriers, rubber on the track etc. for the update (this was not even shown in the beta, but you can see it in the trailer video).

We couldn't add more tracks to the old game because... when the guy who built that stuff originally left, he didn't do it in the best way and left us without a track editor. We've since had to build a new one, but we do have one now and will be able to add new tracks after launch. It's a bit embarassing to admit that we were in such a position, but I had to just take the cringe and criticism on the chin while we rebuilt everything. If I go back to our early days, the way we built things showed our lack of experience. We had never built a game before.

- Remove "next season" design completely, to rule out the typical 100% / 10% managers so that everyone starts every season on an equal playing field. Bare in mind this suggestion was to go in correlation with the new design system which was like the current beta, where certain parts were more important for different tracks. Not the current system where everyone would have just set their bar completely on this season and all be the same every race.

Done.
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medal 5000
7 years 256 days ago
Oh, I know all this Jack. That list of points is what we all felt like the game needed in 2012/2013 in the state it was in then. I was mainly reiterating to give my POV & show where that POV developed from. I understand most of them have been addressed now.

But at the end of the day the gameplay is still balanced around afk managers in its current state with tyres, and this is what I particularly dislike about coming back to the game now. There is a lot less management required in race, and this is why I find it a little stale. I can safely say first hand it's no where near as advanced as it used to be regardless of it not looking much different on paper.

We used to have to push, know when to push and how hard to push, when to back off, and there was actually quite a bit of technique knowing whether or not you needed to back off early if people ahead of you were heavier so you could save some blue rubber and heavy pushing for before DRS zones while in dirty air etc. I could go into great depth about all the techniques we used, but it's kind of irrelevant now. Due to the heavy dirty air physics in the game, there was a great deal of micro management (multiple adjustments every lap), particularly on your out laps, but that is mostly gone since you run out of the gate with grey rubber.

Blueish tyres used to be great if you knew you were light, because you could back off early and still keep pace with the heavier guys and then push hard a few corners before DRS to optimise your passing opportunities. You can't really do this now, because your tyres start off optimum and if you push at all, you're often over heating them straight away.

Most of the racing now is waiting for DRS zones or just using your kers to pass people, since you can almost never push or save a little bit of blue rubber for a great deal of hard pushing out of the gate. There's almost little to no micro management required compared to the old days. Great for AFK guys, not great for people who show up.

Hey at the end of the day it isn't a deal breaker, I just feel like "in race management" has been severely dulled down, and it's a little less motivating to show up. Grey rubber addressed the problem of afks holding people up on low push, but I think it addressed it in the wrong way because it removed key elements from in-race management.

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medal 5145 CEO & CTO
7 years 256 days ago
Attending and not attending might be a bit closer now, all things considered, but it should be that way in my opinion. The way it was 2-3 years ago with non-attendance resulting in cars going around like they are on wet tyres in the dry (due to over/under heating) was not realistic at all. It ruined races and disilusioned both the attending (because they got held up) and non-attending (because they can't be competitive without attending).

When the mobile apps are out, maybe we can look at widening that gap a little more within the game balancing, as there will be much easier access to attend races wherever we are. But as it stands, I think this is the right thing to do currently.
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medal 5000
7 years 256 days ago (edited 7 years 256 days ago)
I agree it's the right thing to do, I'm not arguing that at all, because the gap between AFK and active managers was unrealistic, but I think it was gone about the wrong way. 

It's the whole reason we wanted the "push per lap" in pre race setups, so it would give the AFK managers a fighting chance, but at the same time it wouldn't ruin the active managers race, and it didn't remove any of the micro management or control variations for us active managers.

The whole warm/grey rubber thing feels more like a quick fix, if that makes any sense. While the end result remains almost the same, it took a lot away from gameplay by doing it the way it was done.

But again, I don't even know if the push per lap suggestion was possible, it was just something we dreamed of.
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medal 5000
7 years 256 days ago (edited 7 years 256 days ago)
I have an idea: let's have two different push levels. One controls the fuel mixture; another controls how much pace the driver is extracting from the tyres.

Edit: I mean like the game F1 2012. In the menu before the race you can set how much fuel you want to carry into the race (those who played would know: aggressive, normal or cautious), and during the race you can set the fuel mix (lean, standard and rich).
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medal 5000
7 years 256 days ago
Have you ever considered adding Safety Cars? Since cars in iGP never collide with one another and car failures are always due to the manager's negligence, the Safety Cars must be triggered in another way. Maybe the server could just randomly throw in a safety car once every 2 or 3 races.
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medal 5000
7 years 256 days ago
I'm not a fan of the idea just because it can totally ruin strategy. Say you start out front on 8 laps softs and you pull a huge lead over the guys on mediums but then a random safety car hits you on lap 7. You lose all the lead you pulled and quite possibly the race haha.
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medal 5000
7 years 255 days ago
Will there be more national variety amongst drivers than we saw in the beta where 80% of the drivers were British? Also YDA academy produced drivers with the same nation as the manager. Would like to see more variety.
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medal 5145 CEO & CTO
7 years 255 days ago
"Jason
Have you ever considered adding Safety Cars? Since cars in iGP never collide with one another and car failures are always due to the manager's negligence, the Safety Cars must be triggered in another way. Maybe the server could just randomly throw in a safety car once every 2 or 3 races.

We're looking in to it. I can't be more specific at this time.

"Jackson
Will there be more national variety amongst drivers than we saw in the beta where 80% of the drivers were British? Also YDA academy produced drivers with the same nation as the manager. Would like to see more variety.

The nationality of drivers is deteremined by the nationality of players that generate them. There are a few technicalities, it's hard to explain how the drivers are generated in the new system but it's way more efficient. Basically, if a Spanish manager logs in first, then a lot of the drivers will be Spanish initially and so on. If it proves to be a problem we can revise the way this works eventually.
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medal 5000
7 years 255 days ago
When August 26th hits, are all data immediately transfered to new iGP? Is there a conversion for the "this season" design to the new iGP design?
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medal 5000
7 years 255 days ago
i think we have to slow down a little. maybe this new version wont be perfect in the beggining. maybe we find some teams are too powerful, or some drivers, or something make it imposible for some teams to win or to be in the battle. That's a risk every new game have. 
I think beta time wasn't enough and we will have to find out solutions after the launch.

For me, one thing is clear, Jack and the team (incredible you are just 3 LOL, awesome job, congrats!!) will keep working on the feedback to make the game improve. I saw that in beta and i see it here in the forums. 

Obviously i was scared about everything. That's because the actual version is so good that i couldn't imagine nothing better and there was no way to convince me. 
Now, i'm starting to think different, i'm starting to think the change will cost us some time to start enjoying the new version as we are enjoying this one. 

i'm sad because i won't be able to play this actual version and hoping the new version bring me the same feeling as soon as posible.
I'm sure there is no other game i've played where developers spend this amount of time on us gamers. So i'll be patient. 

I have many suggestions i'd like to share and see in the future. Like 'Luck Factor', 'Collitions', 'Push level 6 with risks of somekind' and other crazy thoughts but, i'm waiting for the launch knowing or hoping the developers team won't run away after that :) 

About the lvl conversation and powerful teams: i'm trying to imagine how spies will affetc this, i think that would help to close gaps and i like that.
What if teams with lower levels start with better cars. At least first races they can enjoy some battles until the powerfull teams use the power.
Or give those teams the oportunity to choose a race to use some 'extra design points' and be the surprise of the race.

(Sorry my english, hope is not that bad but, sometimes i think it is. :P have fun reading lol )
 
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medal 5000
7 years 253 days ago
26th Aug. Lunch
2nd Sep. Balancing
16th Sep. Balancing
30th Sep. Balancing
7th Oct. Holiday - Check Forums
21st Oct. Balancing
28th Oct. Balancing
11th Nov. Holiday - Check Forums
25th Nov. Blog about updates in Dec.
8th Dec. Balancing
15th Dec. Updates
22nd Dec. Holiday - Check Forums
5th Jan. Balancing

:D how that for a work schedule?

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medal 5000
7 years 253 days ago (edited 7 years 253 days ago)
Balanced.
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medal 5841
7 years 253 days ago
"James
26th Aug. Lunch
2nd Sep. Balancing
16th Sep. Balancing
30th Sep. Balancing
7th Oct. Holiday - Check Forums
21st Oct. Balancing
28th Oct. Balancing
11th Nov. Holiday - Check Forums
25th Nov. Blog about updates in Dec.
8th Dec. Balancing
15th Dec. Updates
22nd Dec. Holiday - Check Forums
5th Jan. Balancing

:D how that for a work schedule?



26th Aug. Lunch???
Not sure the rest of us needed to know that during migration from existing to new game your priority is eating! LOL!
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medal 5000
7 years 253 days ago
"James
26th Aug. Lunch
2nd Sep. Balancing
16th Sep. Balancing
30th Sep. Balancing
7th Oct. Holiday - Check Forums
21st Oct. Balancing
28th Oct. Balancing
11th Nov. Holiday - Check Forums
25th Nov. Blog about updates in Dec.
8th Dec. Balancing
15th Dec. Updates
22nd Dec. Holiday - Check Forums
5th Jan. Balancing

:D how that for a work schedule?



So James is going to eat one meal in the next five months. Good luck with your Hunger Games :)
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