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Where are we these days?

medal 5087
22 days ago
Honesty, It’s just plain boring if you’re not level 30 with a T30 driver. 
md-quotelink
medal 5097
22 days ago

Jo
I don't believe that there are more (new) players than before. Looking at rookie races, most of them look like bots, all using the same strategy and boosting al at the same time etc. My feeling is not that positive, I guess the whole iGP story is crumbling more and more and no update is going to stop that...


That's right. If you click on the participants' profiles, you'll notice that they're mostly accounts that were abandoned in 2023.

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medal 5000
13 days ago

Jo
I don't believe that there are more (new) players than before. Looking at rookie races, most of them look like bots, all using the same strategy and boosting al at the same time etc. My feeling is not that positive, I guess the whole iGP story is crumbling more and more and no update is going to stop that...



Feels correct. As a new player it looks almost impossible to communicate with other players. Behaviour is indeed like bots and most of them seem unbeatable. I was expecting more from this game, because not only is the Rookie part a disappointment, it'll take me a trip around the world to reach a competitive level in Elite. I think the dev's have other, more important topics to worry about than 3D and wheel to wheel racing...
md-quotelink
medal 5250 CEO & CTO
13 days ago
Night
We're playing the game not because of management mechanic (upgrading a team, because... it's really simple and not that deep), but because of
1) leagues and community built because of that.
2) the deepness of race and season management. Only 4 tires, but you can't say races are the same even if there's no tyre rules beside standard 2 type. Research and Design points mechanic are super cool, deep and interesting mechanic.

And that grind for levels, IMO, ruin all of that because we make newbies uncompetitve for TOO LONG. It's more than 2 years to reach level 30. Yes, you can make it faster via Sprint Races, but you (a) needs to be dedicated (b) for at least a year.

I know that this won't be accepted (at least fully), but I think level mechanic should be either speeded up significantly (for newers) or removed entirely. 

There is a total overhaul of how levels work coming in the wheel-to-wheel racing update, to ensure managers of all levels can compete. It's a fundamental change that I've discussed in other threads briefly but the gist of it is this: skills will be shown in the UI as percentages (relative to your level). 100% performance at any level = 100% performance in absolute terms, so 100% at level 3 is the same as 100% at level 30, and what actually unlocks with the levels is the overall progression through gameplay, such as new HQs etc.

The wheel-to-wheel racing system has been a huge and really complicated project, which I've taken on largley on my own with the help of advances in AI. It's been tricky to try get it to where we want it (a full on no-ghosting-while-racing state). It's almost there, but we keep finding edge cases in testing, and the web updates still need work. There are definitely a few more weeks to go at least before this will be live, but it looks really good. Compared to the live game, the difference is actually stunning when watching a race.

I really believe this update will fundamentally improve most of the concerns outlined in this thread, and we share them. Once it's live, the Rookie UX really needs a review too, because you're right, the lobbies are not balancing the levels of players and it's very difficult all the way through. People need to see more success and progression early on not just be lapping around at the back. First, we'll get the % based system in place and then review the impact on Rookie, and see what we need to tweak. Leagues should be completely transformed by the change and become a lot more competitive.
md-quotelink
medal 5317
12 days ago

Jack
Night
We're playing the game not because of management mechanic (upgrading a team, because... it's really simple and not that deep), but because of
1) leagues and community built because of that.
2) the deepness of race and season management. Only 4 tires, but you can't say races are the same even if there's no tyre rules beside standard 2 type. Research and Design points mechanic are super cool, deep and interesting mechanic.

And that grind for levels, IMO, ruin all of that because we make newbies uncompetitve for TOO LONG. It's more than 2 years to reach level 30. Yes, you can make it faster via Sprint Races, but you (a) needs to be dedicated (b) for at least a year.

I know that this won't be accepted (at least fully), but I think level mechanic should be either speeded up significantly (for newers) or removed entirely. 

There is a total overhaul of how levels work coming in the wheel-to-wheel racing update, to ensure managers of all levels can compete. It's a fundamental change that I've discussed in other threads briefly but the gist of it is this: skills will be shown in the UI as percentages (relative to your level). 100% performance at any level = 100% performance in absolute terms, so 100% at level 3 is the same as 100% at level 30, and what actually unlocks with the levels is the overall progression through gameplay, such as new HQs etc.

The wheel-to-wheel racing system has been a huge and really complicated project, which I've taken on largley on my own with the help of advances in AI. It's been tricky to try get it to where we want it (a full on no-ghosting-while-racing state). It's almost there, but we keep finding edge cases in testing, and the web updates still need work. There are definitely a few more weeks to go at least before this will be live, but it looks really good. Compared to the live game, the difference is actually stunning when watching a race.

I really believe this update will fundamentally improve most of the concerns outlined in this thread, and we share them. Once it's live, the Rookie UX really needs a review too, because you're right, the lobbies are not balancing the levels of players and it's very difficult all the way through. People need to see more success and progression early on not just be lapping around at the back. First, we'll get the % based system in place and then review the impact on Rookie, and see what we need to tweak. Leagues should be completely transformed by the change and become a lot more competitive.



Thanks for the update, Jack, although iam a little bit confused how rebalancing shall work. 


So a level 10 account with DRS and DP production also level 10 will be equal to level 30 DRS and DP production? 

And what about engine development? 

Without the daily advertisment videos you either need 720 races or hundreds of token to fully develop your engine... 

Will there be advertisment videos available again in the future? 

BR

Marcus
md-quotelink
medal 5023
11 days ago
I am manager of a league that already has 120 seasons, after the last update the Pro category is dead a situation I have never had. That says it all. Plus all the other problems that other managers have commented on where I agree with everything.
md-quotelink
medal 5387
11 days ago
Hell

Jack
Night
We're playing the game not because of management mechanic (upgrading a team, because... it's really simple and not that deep), but because of
1) leagues and community built because of that.
2) the deepness of race and season management. Only 4 tires, but you can't say races are the same even if there's no tyre rules beside standard 2 type. Research and Design points mechanic are super cool, deep and interesting mechanic.

And that grind for levels, IMO, ruin all of that because we make newbies uncompetitve for TOO LONG. It's more than 2 years to reach level 30. Yes, you can make it faster via Sprint Races, but you (a) needs to be dedicated (b) for at least a year.

I know that this won't be accepted (at least fully), but I think level mechanic should be either speeded up significantly (for newers) or removed entirely. 

There is a total overhaul of how levels work coming in the wheel-to-wheel racing update, to ensure managers of all levels can compete. It's a fundamental change that I've discussed in other threads briefly but the gist of it is this: skills will be shown in the UI as percentages (relative to your level). 100% performance at any level = 100% performance in absolute terms, so 100% at level 3 is the same as 100% at level 30, and what actually unlocks with the levels is the overall progression through gameplay, such as new HQs etc.

The wheel-to-wheel racing system has been a huge and really complicated project, which I've taken on largley on my own with the help of advances in AI. It's been tricky to try get it to where we want it (a full on no-ghosting-while-racing state). It's almost there, but we keep finding edge cases in testing, and the web updates still need work. There are definitely a few more weeks to go at least before this will be live, but it looks really good. Compared to the live game, the difference is actually stunning when watching a race.

I really believe this update will fundamentally improve most of the concerns outlined in this thread, and we share them. Once it's live, the Rookie UX really needs a review too, because you're right, the lobbies are not balancing the levels of players and it's very difficult all the way through. People need to see more success and progression early on not just be lapping around at the back. First, we'll get the % based system in place and then review the impact on Rookie, and see what we need to tweak. Leagues should be completely transformed by the change and become a lot more competitive.



Thanks for the update, Jack, although iam a little bit confused how rebalancing shall work. 


So a level 10 account with DRS and DP production also level 10 will be equal to level 30 DRS and DP production? 

And what about engine development? 

Without the daily advertisment videos you either need 720 races or hundreds of token to fully develop your engine... 

Will there be advertisment videos available again in the future? 

BR

Marcus



Just the drivers’ skills will not be affected by the level (if they are at 100%). A driver with 100% talent for a level 10 player will be equal in terms of performance to a driver with 100% talent for a level 30 player. Of course also the other driver skills will be changed to this new system. I only considered talent to keep the comparison simple.


The HQ will remain as it is. The HQ of a level 30 player will still be more powerful than the HQ of a level 10 player. So the level 10 player will have worse DRS and boost, less parts and less design points.
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medal 5401
11 days ago
Personally for me, I don't care how the game looks or all this wheel-to-wheel stuff. I enjoy the races in 2D mode and that's not going to change. It's a waste of effort in my opinion.

There's little depth to the game. The above are correct that levelling up is a chore and your casual gamer isn't going to stick around when they need years to compete. Especially when (such as my league) some players get stuck in Pro and cannot promote, and the admins even refuse (or are unable) to intervene.

Why not introduce a world championship pyramid. All start in a tier and the top x promote until they reach the top division. Would take time to shuffle everyone around, but you could choose - casual leagues that we have now, or enter the championship. Should ensure more active races, and once the dust has settled you'd likely be racing against people of your level.
md-quotelink
medal 5317
11 days ago

Aldux
Hell

Jack
Night
We're playing the game not because of management mechanic (upgrading a team, because... it's really simple and not that deep), but because of
1) leagues and community built because of that.
2) the deepness of race and season management. Only 4 tires, but you can't say races are the same even if there's no tyre rules beside standard 2 type. Research and Design points mechanic are super cool, deep and interesting mechanic.

And that grind for levels, IMO, ruin all of that because we make newbies uncompetitve for TOO LONG. It's more than 2 years to reach level 30. Yes, you can make it faster via Sprint Races, but you (a) needs to be dedicated (b) for at least a year.

I know that this won't be accepted (at least fully), but I think level mechanic should be either speeded up significantly (for newers) or removed entirely. 

There is a total overhaul of how levels work coming in the wheel-to-wheel racing update, to ensure managers of all levels can compete. It's a fundamental change that I've discussed in other threads briefly but the gist of it is this: skills will be shown in the UI as percentages (relative to your level). 100% performance at any level = 100% performance in absolute terms, so 100% at level 3 is the same as 100% at level 30, and what actually unlocks with the levels is the overall progression through gameplay, such as new HQs etc.

The wheel-to-wheel racing system has been a huge and really complicated project, which I've taken on largley on my own with the help of advances in AI. It's been tricky to try get it to where we want it (a full on no-ghosting-while-racing state). It's almost there, but we keep finding edge cases in testing, and the web updates still need work. There are definitely a few more weeks to go at least before this will be live, but it looks really good. Compared to the live game, the difference is actually stunning when watching a race.

I really believe this update will fundamentally improve most of the concerns outlined in this thread, and we share them. Once it's live, the Rookie UX really needs a review too, because you're right, the lobbies are not balancing the levels of players and it's very difficult all the way through. People need to see more success and progression early on not just be lapping around at the back. First, we'll get the % based system in place and then review the impact on Rookie, and see what we need to tweak. Leagues should be completely transformed by the change and become a lot more competitive.



Thanks for the update, Jack, although iam a little bit confused how rebalancing shall work. 


So a level 10 account with DRS and DP production also level 10 will be equal to level 30 DRS and DP production? 

And what about engine development? 

Without the daily advertisment videos you either need 720 races or hundreds of token to fully develop your engine... 

Will there be advertisment videos available again in the future? 

BR

Marcus



Just the drivers’ skills will not be affected by the level (if they are at 100%). A driver with 100% talent for a level 10 player will be equal in terms of performance to a driver with 100% talent for a level 30 player. Of course also the other driver skills will be changed to this new system. I only considered talent to keep the comparison simple.


The HQ will remain as it is. The HQ of a level 30 player will still be more powerful than the HQ of a level 10 player. So the level 10 player will have worse DRS and boost, less parts and less design points.


Lets consider you are right with your conclusion, this would narrow the gap between level 20 and level 30, but with a 10 level lower DRS and Boost, i'll doubt that you are really already competitive. 


And dont forget my statement concerning the development of your own engine... 


md-quotelink
medal 5072
11 days ago (Last edited by Vince Laukó 11 days ago)
Hell

Lets consider you are right with your conclusion, this would narrow the gap between level 20 and level 30, but with a 10 level lower DRS and Boost, i'll doubt that you are really already competitive. 


And dont forget my statement concerning the development of your own engine... 



That's why we need the pyramid system that Brian mentioned above, where players of similar skill and level could compete. This way the game won't be boring for those who are at a low level. Meanwhile, you can still chose to compete in a casual league.

I don't think the right solution is to artificially make a level 10 team competitive against a level 30 player, who has been playing for years.
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medal 5250 CEO & CTO
11 days ago
Vince
I don't think the right solution is to artificially make a level 10 team competitive against a level 30 player, who has been playing for years.

A fair playing field is not the same thing as an artificial boost to the level 10 player. The assumptions above that it only applies to driver skills for now were correct also, with HQs etc. still being a different level.


Re: concerns about Boost and DRS, how would everyone feel if these also worked the same way as driver skills? Whereby by maxing them out everyone gets the same performance.

As for a fundamental change to the league system, let's see how we're doing after the updates in terms of balancing before changing everything again.

I actually agree with the point raised above about a lack of depth in the current game. For years, we moved towards the mobile market and it kind of took over our focus. These days, even mobile games handle a lot more depth, which wasn't the case when we first came to market there. So, in what areas would you guys like to see more depth? Is there anything you've really enjoyed doing in other manager games that you'd like to see us incorporate?
md-quotelink
medal 5317
11 days ago

Jack
Vince
I don't think the right solution is to artificially make a level 10 team competitive against a level 30 player, who has been playing for years.

A fair playing field is not the same thing as an artificial boost to the level 10 player. The assumptions above that it only applies to driver skills for now were correct also, with HQs etc. still being a different level.


Re: concerns about Boost and DRS, how would everyone feel if these also worked the same way as driver skills? Whereby by maxing them out everyone gets the same performance.

As for a fundamental change to the league system, let's see how we're doing after the updates in terms of balancing before changing everything again.

I actually agree with the point raised above about a lack of depth in the current game. For years, we moved towards the mobile market and it kind of took over our focus. These days, even mobile games handle a lot more depth, which wasn't the case when we first came to market there. So, in what areas would you guys like to see more depth? Is there anything you've really enjoyed doing in other manager games that you'd like to see us incorporate?


First time i hear this kind of self critical statement... I really appreciate that 🙂


You can be sure nobody here is complaining here without any reasons... but its obvious, that even popular leagues have a huge loss of active managers. 

I really like the idea of some kind of pyramid level system, i also have suggested something similar, like leagues for a limited range of levels... 1 to 10, 11 to 15, 16 to 20 and so on... 

But this would require that IGP would have to provide leagues instead of allowing managers to create their own leagues. 

As long as the number of leagues is not limited, a high ratio of the leagues will remain zombie leagues with only a few participants. 

Make a disruptive decision and shut down all 1 car leagues with less than 8 managers and all 2 car leagues with less than 4 managers...this would help a lot to fill up the remaining leagues in my opinion. 
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medal 5250 CEO & CTO
11 days ago
While I'm being candid, wheel-to-wheel racing took my full bandwidth to finish. This was not even how we planned the timeline for 2025. What happened was I've been on the leading-edge in AI advances all the way as they've come through, and I've been public speaking on the topic throughout 2025. Somewhere along the way, early this year, I realised we had reached a point where I (a PHP developer) could actually begin writing in low-level languages and even updating the simulator.

There were huge gains early on. I got about 80% of the way there fast and was hugely optimistic at the time of the first blog. It's a bit like racing though, it's easy to get within 1s of the fastest time, but the last tenth takes more training than all the training it takes to get within 1s. Wheel-to-wheel has been like that. The last 10% of improvements took more time than the first 90%. Edge cases, unique scenarios and different tracks throwing unique variables into the mix kept throwing up things to improve.

My thinking in sticking with it is this only needs to be done once, if it's done right. Then we're good for years to come. I'm really relieved we'll be reaching the end of this journey soon, with a quality I'm confident in releasing. Because the reality is, you're all right with your criticisms, every other area of gameplay needs attention sooner rather than later.

The good news is that gameplay/web updates are much faster to develop than this stuff. As I return to that you'll really notice the difference in pace.
md-quotelink
medal 5039 Community Manager
11 days ago
I also want to give a massive shoutout to our amazing volunteer beta testers (seriously, they’re absolute beasts). The last major issues with wheel-to-wheel racing were uncovered thanks to their tireless efforts. They’ve been joining our nightly test sessions, often pushing through frustrating evenings where we hit a wall or made no real progress. But they stuck with it, and when we do make a breakthrough, it’s incredibly rewarding for everyone involved.

Their feedback, persistence, and attention to detail have been key in getting this feature to where it is now. We couldn’t have done it without them. Thank you all!
md-quotelink
medal 5000
11 days ago (Last edited by Herbie Rides Again 11 days ago)
Jack
While I'm being candid, wheel-to-wheel racing took my full bandwidth to finish. This was not even how we planned the timeline for 2025. What happened was I've been on the leading-edge in AI advances all the way as they've come through, and I've been public speaking on the topic throughout 2025. Somewhere along the way, early this year, I realised we had reached a point where I (a PHP developer) could actually begin writing in low-level languages and even updating the simulator.

There were huge gains early on. I got about 80% of the way there fast and was hugely optimistic at the time of the first blog. It's a bit like racing though, it's easy to get within 1s of the fastest time, but the last tenth takes more training than all the training it takes to get within 1s. Wheel-to-wheel has been like that. The last 10% of improvements took more time than the first 90%. Edge cases, unique scenarios and different tracks throwing unique variables into the mix kept throwing up things to improve.

My thinking in sticking with it is this only needs to be done once, if it's done right. Then we're good for years to come. I'm really relieved we'll be reaching the end of this journey soon, with a quality I'm confident in releasing. Because the reality is, you're all right with your criticisms, every other area of gameplay needs attention sooner rather than later.

The good news is that gameplay/web updates are much faster to develop than this stuff. As I return to that you'll really notice the difference in pace.


Jack, I really believe you are looking at the wrong issue here.  There is nothing wrong with the levels it is the League structure which is flawed and newer players coming into the game just don’t have the patience to grind unless they see instant success.  By playing around with the levels depending on how well it works you will either 1.drive even more of your long term managers from the game or 2.  It will make little difference as the experienced players will still win owing to the things they do outside the game to optimise their cars, strategies etc.


Changing the League structure is what’s needed.  Keep a quick race system and scrap Pro leagues.  Replace Pro with auto managed leagues that are level banded ( as discussed earlier in this thread).  If you want to see how these work look at games like 
Golf Clash.  Once you reach a certain level (tbd) you then unlock the ability to join a player managed Elite League.  Alongside this run weekly or even monthly level banded tournaments/challenges (again you can look at Golf Clash to see how this works).  You will keep newer managers engaged with an ongoing balanced and competitive environment for them to play and still retain the current features of an Elite level player managed league for the experienced managers.

P.s. EA did not create Golf Clash.  They acquired its creators Playdemic in 2021.  It was at the time one of the most popular sports mobile games.  Also, the model you should avoid is that used by Top Eleven.  It’s promotion only with no relegation league system ensures that most players are always in Leagues full of inactive players
md-quotelink
medal 5509
11 days ago (Last edited by Ҝ丨爪 Jㄖ几Ꮆ ㄩ几 11 days ago)
There IS a problem with the levels... It takes too long to reach the end game where people can actually play. 
I suggest double the XP gain rate at least. Give some more resources.  Ya it's a management game, ya, ya, ya, but its too much, for too long, with no reward.
People want a chance to win when they play a game, not 2 years of grind.
Getting rid of pro means what to existing leagues? We won't see any new players for 1 year?
md-quotelink
medal 5000
10 days ago
Ҝ丨爪 
There IS a problem with the levels... It takes too long to reach the end game where people can actually play. 
I suggest double the XP gain rate at least. Give some more resources.  Ya it's a management game, ya, ya, ya, but its too much, for too long, with no reward.
People want a chance to win when they play a game, not 2 years of grind.
Getting rid of pro means what to existing leagues? We won't see any new players for 1 year?



The problem is manages get promoted to Elite too quickly after racing mainly against inactive accounts or bots.  Most are then ill equipped for Elite and usually quit pretty quickly


I see no issue with doubling XP gain.

With my proposal managers would have a chance at winning almost from the start of their journey in the game as they would always be matched in leagues with other managers of a similar level and standard.  This would encourage more activity so more managers would move through to Elite.  And assuming the game attracts a regular influx of new managers the number of managers moving to Elite should increase and be constant.  It’s also a proven successful model used in other mobile games (albeit a racing game has its own unique challenges), some of which have been sold for billions.
md-quotelink
medal 4959
10 days ago



Jack
Night
We're playing the game not because of management mechanic (upgrading a team, because... it's really simple and not that deep), but because of
1) leagues and community built because of that.
2) the deepness of race and season management. Only 4 tires, but you can't say races are the same even if there's no tyre rules beside standard 2 type. Research and Design points mechanic are super cool, deep and interesting mechanic.

And that grind for levels, IMO, ruin all of that because we make newbies uncompetitve for TOO LONG. It's more than 2 years to reach level 30. Yes, you can make it faster via Sprint Races, but you (a) needs to be dedicated (b) for at least a year.

I know that this won't be accepted (at least fully), but I think level mechanic should be either speeded up significantly (for newers) or removed entirely. 

There is a total overhaul of how levels work coming in the wheel-to-wheel racing update, to ensure managers of all levels can compete. It's a fundamental change that I've discussed in other threads briefly but the gist of it is this: skills will be shown in the UI as percentages (relative to your level). 100% performance at any level = 100% performance in absolute terms, so 100% at level 3 is the same as 100% at level 30, and what actually unlocks with the levels is the overall progression through gameplay, such as new HQs etc.

The wheel-to-wheel racing system has been a huge and really complicated project, which I've taken on largley on my own with the help of advances in AI. It's been tricky to try get it to where we want it (a full on no-ghosting-while-racing state). It's almost there, but we keep finding edge cases in testing, and the web updates still need work. There are definitely a few more weeks to go at least before this will be live, but it looks really good. Compared to the live game, the difference is actually stunning when watching a race.

I really believe this update will fundamentally improve most of the concerns outlined in this thread, and we share them. Once it's live, the Rookie UX really needs a review too, because you're right, the lobbies are not balancing the levels of players and it's very difficult all the way through. People need to see more success and progression early on not just be lapping around at the back. First, we'll get the % based system in place and then review the impact on Rookie, and see what we need to tweak. Leagues should be completely transformed by the change and become a lot more competitive.



I like this change so much. ^_^ Drivers have really huge impact in all of that, and if it'll works in a percentage rate, it'll be much more manageable to fight as lower (tho still having a lower experience, but you won't race in a another dimension no matter what)


md-quotelink
medal 5072
10 days ago
Jack
Vince
I don't think the right solution is to artificially make a level 10 team competitive against a level 30 player, who has been playing for years.

A fair playing field is not the same thing as an artificial boost to the level 10 player. The assumptions above that it only applies to driver skills for now were correct also, with HQs etc. still being a different level.


Re: concerns about Boost and DRS, how would everyone feel if these also worked the same way as driver skills? Whereby by maxing them out everyone gets the same performance.

As for a fundamental change to the league system, let's see how we're doing after the updates in terms of balancing before changing everything again.

I actually agree with the point raised above about a lack of depth in the current game. For years, we moved towards the mobile market and it kind of took over our focus. These days, even mobile games handle a lot more depth, which wasn't the case when we first came to market there. So, in what areas would you guys like to see more depth? Is there anything you've really enjoyed doing in other manager games that you'd like to see us incorporate?


Jack, I have no issue with a fair playing field. I want everyone to enjoy this game and be as active as they can. In fact, that's why I don't think this is the right direction. Being a bit closer to the front and circling alone from stint 2 (or when the low level players run out of boost) won't solve the problem.

When I started iGP in 2020, we had a pro tier with 18-20 active players, a third of whom were very close to my level. I knew it would take 2-3 seasons (=months) to build a strong enough team to promote to elite, where I would still not be able to score points in the first few seasons, but that was not a problem as I had competition all along. Those guys motivated me to be active and attend every race to learn and improve, to beat them.

Instant success is not everything. It's exciting to climb the ladder if you feel real progress every week, while you have to fight with some other teams on your level, even for 15th or 20th places. I thoroughly enjoyed every race back then. After a few months, when I reached the maximum level and won some titles in elite, I wanted to stop playing many times because of the lack of excitement. I was never interested in dominating a league; winning can also be boring. Luckily, I always found a new and bigger challenge that kept me here (shout-out to the PL guys).

This is the main reason why I support a pyramid league structure (besides the current one), where not only beginners but everyone would find a challenge that suits their skills. Not to mention that it could also be a solution for the inaccuracy of HoF points, which has always been misleading. The current league structure would remain in the game as "friendly" or "unranked" championships.

Of course it's not my game, and we have to trust in you guys. I really hope I'm wrong and the current situation will be solved by the new % based system, wish you all the best! :)

md-quotelink
medal 5317
10 days ago

Herbie
Ҝ丨爪 
There IS a problem with the levels... It takes too long to reach the end game where people can actually play. 
I suggest double the XP gain rate at least. Give some more resources.  Ya it's a management game, ya, ya, ya, but its too much, for too long, with no reward.
People want a chance to win when they play a game, not 2 years of grind.
Getting rid of pro means what to existing leagues? We won't see any new players for 1 year?



The problem is manages get promoted to Elite too quickly after racing mainly against inactive accounts or bots.  Most are then ill equipped for Elite and usually quit pretty quickly


I see no issue with doubling XP gain.

With my proposal managers would have a chance at winning almost from the start of their journey in the game as they would always be matched in leagues with other managers of a similar level and standard.  This would encourage more activity so more managers would move through to Elite.  And assuming the game attracts a regular influx of new managers the number of managers moving to Elite should increase and be constant.  It’s also a proven successful model used in other mobile games (albeit a racing game has its own unique challenges), some of which have been sold for billions.


It could be so easy with a minimum requirement of programming... 


Significantly increase the XP per race or decrease the XP to reach the next level, that would make it easier to level up

Decrease the time to finish the buildings

Increase the motor points per race from 1 to 5

I simply dont understand why IGP doesnt takes these kind of measures to motivate new players
md-quotelink

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