HCR
Some players are pushing for systems to be simplified to the point where effort no longer matters.
That may feel convenient in the short term, but it damages depth and long-term longevity.
Wanting everything easy and simple might sound appealing, but it ultimately leads to lazy design and a weaker, less rewarding game.|
PS: IRL: Even Fernando Alonso and Cristiano Ronaldo train every day. That is exactly why they remain at the top of the performance curve to this day, if you know what I mean. 🤖
I registered my very first account in 2013, and although I didn’t play much back then, it was incredible to see how much the game has evolved until 2020-21. 5 years ago, we had a perfect 20-level system, which served the needs of both beginner and experienced players. Then they introduced level 30 and the decline started. A few months/years later, it became obvious that some kind of change was needed, as fewer and fewer new players were sticking around. Everyone can decide for themselves what they think about this, but in my opinion, it would have been better to take one step back rather than a step "forward" at that time. Beginners can now immediately build a team capable of winning, these days you can practically win with zero effort invested. No joke, I’ve seen a level 8 player win offline in an league full of experienced and active players.
Why am I writing all this? Because this is exactly why atrophy was introduced, as you wrote: "wanting everything easy and simple". The difference is that this desire came from beginners. In my view, what you wrote applies to the entire current game: "that may feel convenient in the short term, but it damages depth and long-term longevity". Atrophy is a consequence of this whole new star system. It’s not normal that in a 15-race season a driver cannot be trained back to 100%, and the issue here is not convenience. I would gladly train my driver every day if, for example, a random skill area dropped slightly after each race. In its current form, however, both the academy and any attempt to ever get your driver back to 100% become pointless. The winner is the one who can sign a 100% driver before every season.
Although truly competitive championships like PL or DWC no longer exist, I can imagine players in these leagues spending hundreds of tokens at the start of every season just to remain competitive with their driver. To me, this is nonsense and clearly pushes iGP in a pay-to-win direction.
The star system is not a good long-term solution for either beginners or veterans. For beginners, it takes away the sense of progression and replaces it with a game where the goal is simply to maintain your team’s competitiveness with unlocking features. Veterans, on the other hand, lose their motivation when they see that the same competitiveness they built over years can now be achieved with nearly zero effort. On top of that, with the new push system, a major skill-based element of the game has almost completely disappeared. The new 10% research also favors those who either couldn’t or didn’t want to think logically, or learn how to develop a car for an entire season. A lot of exciting development directions ended up in the trash with this change.
Many elements of the new update fit your statement perfectly. It’s just unfortunate that you highlight these points specifically in the debate about atrophy, which is merely a consequence of a fundamentally flawed system that rewards players who invest zero effort. Compared to the increasingly common “sign a new driver every season” mindset, even developing junior drivers required more effort…