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Reviving 2-car Leagues

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medal 5074
2 days ago

Bruno

Ҝ丨爪 
With the ads for parts gone it is now worse for 2 car leagues.



I did not notice ads were gone! This is probably not an intended change.


Now, please be aware that sprint races do give parts! After one league race I needed 16 parts (32) total to repair both cars, with one sprint race I got 29 parts more than enough since I am generating quite a few parts with the factory already. Plus finishing 2nd have me 1.7M prize.

Ads are gone since the company who provided the service closed unexpectedly.


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medal 5578
1 day 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 5942
4 hours ago (Last edited by Bruno Rodríguez 4 hours 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 5104 Community Manager
4 hours 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 5709
3 hours ago (Last edited by Peter Man 3 hours 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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