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Reviving 2-car Leagues

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medal 5684
22 days ago
Having read this entire thread the only thing that is obvious to me is that the developers want us to spend money on the game.   Seriously that's the end of it.   Many great ideas have been proposed here but in reality it always ends up being about the money.   The issues are way to easy to fix with even a general idea of how the game works but it's not getting fixed... that is the answer for us all..
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medal 5771
21 days ago (Last edited by Bruno Rodríguez 21 days ago)
Jack
The launch of iGP Manager 2025 was aimed at building a stronger community and future for iGP. I’m happy to say it has been successful: signups are currently at their highest level in four years, Rookie and Pro are alive again, and we haven’t even started marketing yet. While this is great progress, I’m aware that the higher tiers have felt the impact of all the game economy and balancing adjustments, so I want to address that.

As development of the new platform is ongoing, I’d like to return to our commitment to the higher tiers and our long-standing Elite managers. The first step is to look at imbalances and issues faced by managers in two-car leagues. I’d like to dedicate some development time to this.

We welcome your suggestions and feedback. Let us know how you think we can make 2-car leagues more viable or what issues you've encountered trying to run a 2-car team that is not faced by a 1-car team. If you’ve got a specific example or story to share, please include your Team and League IDs so we can dive deeper into the data.

Thank you for your continued support, and I look forward to your feedback.


Hello Jack, I thought Sprint races giving out parts was intended, it is, well, was a good incentive for elite players to join sprint races, specially for two-cars league managers.


I returned to sprint races when I noticed it gave parts. It made sprint races popular and fulll of players.

I mentioned it in the thread to help other players struggling with part managing. But one day after I mention it in this thread, they stop giving parts.

Now I have 0 incentives to play sprints, not worth it. Even if I gain 1.7m, the parts wear is too much on top of the parts wear after league races, and to add more to it, there are no ads anymore to get extra parts.

It's really a bad move to remove parts as a prize from sprints, and doing it without communicating to the player base it's not the best way in my opinion. I mean, I assume some admin saw my post, tested that sprints gave parts and removed the feature because it was not intended.

Welp, one step closer to killing two car leagues I guess.

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medal 5059 Community Manager
21 days ago
Hey managers,

Thanks a lot for your suggestions. I’ve proposed the following changes to the dev team in order to reach a balance between 1-car leagues and 2-cars leagues:


+25% salary cost for every driver and staff in 1-car leagues
-25% salary cost for every driver and staff in 1-car leagues

+25% parts wear for 1-car leagues
-25% parts wear for 1-car leagues

Rework of the Reliability attribute curve. currently the gains between 30DP spent and 300DP spent are marginal, around 1 part less for every 150DP spent.

Moving the changes to the input (car wear/salaries) instead of the output (factory/cash generation) we remove the possibility of farming assets by staying in one format and moving to the other.

Please let us know your thoughts.
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medal 5379
21 days ago (Last edited by Peter Man 21 days ago)
José
Hey managers,

Thanks a lot for your suggestions. I’ve proposed the following changes to the dev team in order to reach a balance between 1-car leagues and 2-cars leagues:


+25% salary cost for every driver and staff in 1-car leagues
-25% salary cost for every driver and staff in 1-car leagues

+25% parts wear for 1-car leagues
-25% parts wear for 1-car leagues

Rework of the Reliability attribute curve. currently the gains between 30DP spent and 300DP spent are marginal, around 1 part less for every 150DP spent.

Moving the changes to the input (car wear/salaries) instead of the output (factory/cash generation) we remove the possibility of farming assets by staying in one format and moving to the other.

Please let us know your thoughts.

Do you mean -25% for the 2 car leagues, not the 1 car leagues again? Otherwise, they cancel each other out.

Would the driver salaries automatically change, if a manager decides to switch format? (from 1 car to 2 car, and vice versa)
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And I agree that the Reliability stat needs a buff/rework (the same, but to a lesser extent can be said of the Cooling stat)

My suggestion (after playing this game on-off for several years):

Reliability: Adding on to your suggestion José of increased parts wear, rework completely the functionality of Reliability. Low Reliability should imply that your car is more prone to pieces falling off, or coming off the car, affecting its overall speed. That could be front wing endplates, front wing gurney flaps, bargeboards etc.

I would propose on a scale similar to the current tyres, with 75% - 100% car condition, zero performance effect, 50% - 75% car condition, progressive decreased overall car performance, and under 50% car condition, the car speed performance would be noticeable, and car condition under 25% resulting in possible DNFs.

Cooling: Double the current effect (so that the stat is actually worth improving) At current, it is the 7th most useful stat, only ahead of Reliability. With the increased total DP cap for Elite, it rarely, if ever gets increased, as the 'Big 4' + Fuel Economy, and Tyre Economy, are far more useful
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medal 5011 Super Mod
20 days ago
Here's my take on the parts issue.

I've spent three seasons monitoring parts usage in a 22 race season at 50% race distance with a Level 30 account. On average each car uses 17.5 parts per race (35 parts for 2 car). My Manufacturing facility is Level 30 so I'm generating 30 parts per race.

Without taking into account any parts I receive in daily rewards, but taking into account I don't need to repair the cars after the final race of the season because I receive a free-of-charge repair the net result is:

2-car format has a deficit of approx. 72 parts per season
1-car format generates a surplus of 294 parts per season.

The 2-car format is manageable if you think about it and develop your HQs in line with your management level. Bear in mind that you don't need to repair your cars for the final few races of the season and if you're still experiencing problems with parts balance you can always lobby the league host to reduce the season length. Cars are repaired free of charge after the final race of the season so logically, a 17 race season means you have a free repair every 17 races which is much better than a free repair once every 22 races.

One car racing is seriously unbalanced in terms of parts, absolutely no resource management is required. I have a L30 account racing 1-car format that always has 1,200 stock of parts (1,200 being the cap) because of the 294 parts surplus every season.

Not going to be popular, but in my opinion 2-car parts usage should be left "as-is" and cars competing in 1 car should have their usage doubled to make people actually manage their resources and bring them in line with 2-car.

Additionally, the parts storage cap should be lowered to something like 5 times the level of the Manufacturing HQ for 1-car, and 10 times for 2-car. The lower cap in 1 car would prevent people from exploiting the system by building up a stock of parts in 1-car then moving the team to 2-car racing.

There also needs to be some consideration about driver wages, but that's a different discussion.
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medal 5684
20 days ago
To me the also ought to be a way to enjoy the game more.  For those of us in a 2 car league with high weekly demands say 5-7 days you really can't do the sprint races without effecting your ability to be competitive.  I would think most of us really enjoy the league play and I would say most of us are limited to that one race per day.  I honestly don't know of any other game I've played that by actually playing the game your ability to preform well is effected.  That's completely backwards in its thinking of course unless we spend large sums of money to stay relevant.   2 car leagues are also full of managers that are clearly non active as it's too much to keep up with and who doesn't get tired of losing every single race.  Others here have offered different tiers on how managers promote which i won't cover but were solid.  Also the time it takes to develop all the buildings takes way too long.   It basically ensures you will lose all races until you finally are at the top of your tier before you can become competitive.   Lastly there should be an automatic kick from league play if you're inactive for say 4 races.   
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medal 5771
16 days ago

Protoss
To me the also ought to be a way to enjoy the game more.  For those of us in a 2 car league with high weekly demands say 5-7 days you really can't do the sprint races without effecting your ability to be competitive.  I would think most of us really enjoy the league play and I would say most of us are limited to that one race per day.  I honestly don't know of any other game I've played that by actually playing the game your ability to preform well is effected.  That's completely backwards in its thinking of course unless we spend large sums of money to stay relevant.   2 car leagues are also full of managers that are clearly non active as it's too much to keep up with and who doesn't get tired of losing every single race.  Others here have offered different tiers on how managers promote which i won't cover but were solid.  Also the time it takes to develop all the buildings takes way too long.   It basically ensures you will lose all races until you finally are at the top of your tier before you can become competitive.   Lastly there should be an automatic kick from league play if you're inactive for say 4 races.   



I agree that iGP manager punishes you for playing the game. If you participate in a sprint race, you lose more resources than the ones that you win. Engine and parts wear out, you gain experience and some in-game cash.


I think that at least the first and second sprint race you play each day should give extra parts and extra money, and after those 2, okay, no more extras so we prevent players exploiting the mechanic and hoarding parts and money since this is a managing game.

Bottom line: create incentives to play the game, to recommend it, to enjoy it, specially for new players.

I do love this game, and I enjoy my daily race in my league. I have rivalries and friends. But a new player hasn't build a community around them yet, punishing them to play extra sprint races is counterintuitive in my opinion.
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