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Proposed balancing measures

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medal 5000
7 years 226 days ago
Greg
Thanks Jack.
I wish more people would give their input, but maybe that means they agree with your ideas.


Well, this list is kind of a summary or conclusion out of several thread discussion. Kind of put together in a "roadmap".

So a lot of people propably do not comment now, because the allready had, and maybe seen that their issues are addressed in that.

At least that's true in my case ;)
Don't see anything that is wrong, don't see anything really urgent that is missing.

But you are right, it's propably good to say it when something is fine and not only nagging when something is bad, therefore:

1. :)

2. Good. 3/4 looks fine.

3. Ok
Although I was not particular unhappy with the lvl cap, but more out of a principle, I prefer soft cap's, it just feels more natural and not that gamie.

4. Great.
(However, leveling up does not bring those teams closer to the opposition if they can't generate the money to build the corresponding facilities.)
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medal 5000
7 years 226 days ago
Well there seems to be some progress toward balance. In Australia two level 19 teams vs the level 9 and under teams in our pro division finished with the top four positions but only by 50 seconds back to the nearest level nine team. Some of these adjustments may correct for this discrepancy.
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medal 5000
7 years 226 days ago
Leslie
Well there seems to be some progress toward balance. In Australia two level 19 teams vs the level 9 and under teams in our pro division finished with the top four positions but only by 50 seconds back to the nearest level nine team. Some of these adjustments may correct for this discrepancy.


Well, the benefits of the higher lvl are propably not that strong in the frist race, but will kick in after a couple more, as they get roughly double the amount of DP's every race.
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medal 5000
7 years 226 days ago (edited 7 years 226 days ago)
Christian
Leslie
Well there seems to be some progress toward balance. In Australia two level 19 teams vs the level 9 and under teams in our pro division finished with the top four positions but only by 50 seconds back to the nearest level nine team. Some of these adjustments may correct for this discrepancy.


Well, the benefits of the higher lvl are propably not that strong in the frist race, but will kick in after a couple more, as they get roughly double the amount of DP's every race.


Well, we already had one team leave because of this and I will leave after one more race. As I mentioned in a thread long ago, there is a loop in the current league system that will keep players forever trapped in Pro. At the end of every season two drivers with higher stats than every one in pro will be relegated from elite. If there is no attrition in elite then the cycle will repeat. My suggestion then and now was to have a Super division for all players who have won three elite championships or who have reached level 14 and above. The Super division would have no relegation and would bleed off players from the top. Right now the leagues system REQUIRES attrition and that is just bad business practice. Super division races would be separate from the tier system and would be a free for all system with no penalties for switching leagues.
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medal 5000
7 years 225 days ago (edited 7 years 225 days ago)
I moved a team to another league and i saw reset of design is already in place but i didn't gain any point from previous design or in any other way. is just the basic 1, 1 etc.

thanks in advance

edit: mail --> design scaled by 0% of previous balancing with league.
League is after the middle of season
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medal 5000
7 years 225 days ago
Great ideas
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medal 5145 CEO & CTO
7 years 225 days ago
Points 1 & 2 are now implemented.
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medal 5000
7 years 225 days ago
Nice job, I cannot wait for the training cap to be removed for drivers, that will help a little to reduce differences between teams.
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medal 5145 CEO & CTO
7 years 225 days ago
Point 3 (removal of the training level cap) has been applied.

I've very tentatively set progress beyond the level cap at 1% per training session. Only when the "overall" crosses your level cap will training progress slow right down to 1%. This means that people should see less "no change" messages, which will be a good thing. And it's possible to train skills in a certain group quickly to beyond the level cap as long as the "overall" level is under the cap. This gives a lot more flexibility with training to tailor a drivers strengths to what you are looking for.

The slow progress once the overall passes your level cap is to make it deeply unappealing or near impossible to buy Tokens to reach max levels. Especially from Rookie, this should not be possible. Much better to be far too cautious than to overstep in the other direction on this one. I might be willing to loosen it up a little if it works out.
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medal 5000
7 years 225 days ago
20 is the highest anything can be?
Might need to bump up the fatigue levels in races 20 stamina = 0.1 loss per lap I'm guessing because 18 stamina is 0.2 loss of health.
You can set fatigue level according to tiers too to keep it fair?
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medal 5000
7 years 223 days ago (edited 7 years 223 days ago)
20 stamina = 0.0 health loss the whole race that's a bit unfair is it not?
Drivers get slower as they lose health.

This image was took on lap 10


Currently the loss of health stops around the halfway point of the race. Can it be turned around so that it doesn't start until the middle of the race?
It's still no very fair but at lest you can stay closer to the leader for longer
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medal 6153
7 years 223 days ago
Even with 20 stamina a driver can lose health on a high push level. What probably shouldn't happen is the driver gains back some health at the lowest push level on 20 stamina.
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medal 5000
7 years 223 days ago
Blunion
Even with 20 stamina a driver can lose health on a high push level. What probably shouldn't happen is the driver gains back some health at the lowest push level on 20 stamina.


True in old version but there is no track that uses the highest push level here and that is even using hard tyres because they where push level 3 in the race I used them.
Still think fatigue should kick it at middle of the race instead of at the start to give lower stamina drivers a bit of hope
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medal 5000
7 years 223 days ago
Blunion
Even with 20 stamina a driver can lose health on a high push level. What probably shouldn't happen is the driver gains back some health at the lowest push level on 20 stamina.


in wet conditions, the demands on drivers are a lot less due to the nature of wet racing, you can't really push in wet races because the chances of making mistakes are a lot higher than in the dry typically. the stresses on the body are also less, so health lost during wet weather races should be reduced over dry racing anyway.

in dry racing, it depends how hard one is pushing but if a driver is just plodding around and left to their own devices setting times and racing within themselves, then the health loss should be minimal but composure and focus also vector into the discussion because without these when a driver is pushing really hard, the chances to make mistakes are a lot higher and it makes it harder on a driver to follow their own line lap after lap and help defend or overtake other drivers without incident.

health is one factor of the puzzle, driver loses weight during racing anyway, that should be a factor in better doctors, the higher the skills the better the driver recovery will be.
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medal 6153
7 years 223 days ago
Jason
Blunion
Even with 20 stamina a driver can lose health on a high push level. What probably shouldn't happen is the driver gains back some health at the lowest push level on 20 stamina.


in wet conditions, the demands on drivers are a lot less due to the nature of wet racing, you can't really push in wet races because the chances of making mistakes are a lot higher than in the dry typically. the stresses on the body are also less, so health lost during wet weather races should be reduced over dry racing anyway.

in dry racing, it depends how hard one is pushing but if a driver is just plodding around and left to their own devices setting times and racing within themselves, then the health loss should be minimal but composure and focus also vector into the discussion because without these when a driver is pushing really hard, the chances to make mistakes are a lot higher and it makes it harder on a driver to follow their own line lap after lap and help defend or overtake other drivers without incident.

health is one factor of the puzzle, driver loses weight during racing anyway, that should be a factor in better doctors, the higher the skills the better the driver recovery will be.


Wet weather races should be more demanding because drivers want to be as fast as possible without giving up time, which in turn should make them more likely to make mistakes.
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medal 6153
7 years 223 days ago
Wet weather racing probably factors in focus and composure as well, but not so much for stamina/health degradation.
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medal 5000
7 years 223 days ago
Blunion
Jason
Blunion
Even with 20 stamina a driver can lose health on a high push level. What probably shouldn't happen is the driver gains back some health at the lowest push level on 20 stamina.


in wet conditions, the demands on drivers are a lot less due to the nature of wet racing, you can't really push in wet races because the chances of making mistakes are a lot higher than in the dry typically. the stresses on the body are also less, so health lost during wet weather races should be reduced over dry racing anyway.

in dry racing, it depends how hard one is pushing but if a driver is just plodding around and left to their own devices setting times and racing within themselves, then the health loss should be minimal but composure and focus also vector into the discussion because without these when a driver is pushing really hard, the chances to make mistakes are a lot higher and it makes it harder on a driver to follow their own line lap after lap and help defend or overtake other drivers without incident.

health is one factor of the puzzle, driver loses weight during racing anyway, that should be a factor in better doctors, the higher the skills the better the driver recovery will be.


Wet weather races should be more demanding because drivers want to be as fast as possible without giving up time, which in turn should make them more likely to make mistakes.


well no because wet tyres don't last forever and the edge grip from each block on the tyre can disintegrate quickly if pushed too hard by the driver, it could lead to a greater loss of time over the duration.
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medal 5145 CEO & CTO
7 years 223 days ago
Point 4, Dynamic level XP has been implemented. Read more: http://igpmanager.com/?url=forum-thread/5694
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medal 5000
7 years 221 days ago
So it seems that training slow to 1% if ANY attribute reaches level cap, which prevents getting any others to the cap.
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medal 5000
7 years 218 days ago
As Christian Meister pointed out above, I can confirm (by trial of alternate account) that point 4 does not work. There is not enough money to upgrade to the higher level headquarters and, in a daily league, not enough time to upgrade your design headquarters sufficiently to affect car development in one season. To do that you would need hundreds of tokens which new teams do not have.
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