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Open Discussion with the Devs: League system

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medal 5000
6 years 235 days ago
An increase in player retention will result in an increase of active players.
Whilst this game is easy to understand for gamers who are used to "Time Investment" games, a vast amount of players who enter this game will get bored fast simply due to lack of understanding of the development of facilities and such, believing that there strategies are incorrect and feeling inadequate before they've technically even begun.
Just an observation but relevant I'm sure.
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medal 5000
6 years 235 days ago
To finalise on my 2 previous comments before I drone on forever (#amillionthoughts lol!) This is in response to your first suggestion. I believe introducing more tiers will effectively reduce the potential of players becoming inactive, increase the competition within tiers by spreading the population further and splitting the competition more suitably and all in all make the game fairer and fun for both rookies and more developed and experienced teams at the same time.
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medal 5780
6 years 235 days ago
Vodki
Hi all! I think auto kick is the wrong way forward. Active league managers are essential in keeping leagues fresh by kicking inactive players and that's enough really. The imbalance lies in experienced (more likely to be funded players) vs. Less experienced (less likely to be funded) players and the speed in which these two groups meet. This causes newer players to get stuck in a league with longer active managers and thus get bored and leave the game. The rookies are who we need to please to keep the game active and competitive. I think adding 2 more league tiers (I.e. the rookie/pro/elite system) will allow newer players to "settle in" before reaching the more experienced and real pro players.


I'm not sure I agree with having more tiers. I think it would further dilute the system.

I wonder what the outcome of setting a requirement on number of total races a manager must have completed in order to move up to a higher tier. It took me 150-200 races to fully develop my knowledge of the game on my own and become confident as a manager in all the moves I make. And that is on 3 races per week! Which means it took at least a year for me to grasp the game. And in everyday racing, 150 races is almost half a year.
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medal 5000
6 years 235 days ago (edited 6 years 235 days ago)
I also think 3 tiers is just the right number. It's just the "transition tier", the Pro tier, at most times tends to be arguably nowhere near as competitive as the Elite tier, partly due to there usually being not enough competitive managers in Pro, and also partly due to managers in Pro being lower leveled with less developed HQs and teams. Rookie tiers also consist highly of new players coming and immediately abandoning their account there, which to me is the tier in most need of the auto-kick; some league hosts could attest to how tiresome it can be monitoring their rookie tiers. (For those who don't like the auto-kick, there can be an option for hosts to disable & re-enable it whenever they want.)

This all results in a relatively quick transition from rookie to elite for most active new players, but once they get to Elite, especially in established leagues, they find they start from 0 again, compounded by the fact newly promoted managers start with much less design points relative to the competition. The relatively low manager level & undeveloped HQ of newer players also contributes to the gulf in performance once they reach Elite.

Hence, I have a potentially silly suggestion, but I suggest there being an option for managers eligible for promotion to choose whether they want to be promoted or not. This means a manager in Pro who believes they are not yet ready for Elite can decline the option to be promoted, and stay in Pro for at least another season; a manager in Elite who had previously been slated for demotion will then retain their spot in Elite in the event a manager in Pro does not take up the option to be promoted.

The main problem I see in my suggestion atm is regarding Elite managers who for some reason want to be demoted and are slated to be demoted, but because of Pro managers declining the option to get promoted, the Elite manager who wants to get demoted stays in Elite instead.

Personally I find it is best to learn from those in Elite, and get more xp in Elite to level up faster since managers in Elite are usually higher leveled, leading to more xp gains for lower leveled managers who reach Elite. But different people have different sentiments, and I have seen a good number of Pro managers who would prefer to stay in Pro.
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medal 5000
6 years 235 days ago
maybe a level based or level capped tier system may work, a manager must reach a certain level to get promotion from rookie to pro and from pro to elite and elite to Legend, for example there maybe 4 tiers and every tier is level capped from 1-5, 6-10, 11-15, 16-20, Sorry if it is a silly idea :p



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medal 5000
6 years 235 days ago
Jack
With the implementation of auto-kick, some league hosts claim it has become tough to keep the higher tiers in a league populated. I had been considering doubling the size of the promotion and relegation zones for a long time, to ensure there are more cars to race against each season, and that the promotion and relegation battle is more exciting. That is one measure that might help, but I don't think it solves everything.

The way some other games address this situation is to have a pyramid structure, with progressively less leagues in each tier, reaching a single pinnacle at the top. That system would not work in iGP Manager as it stands, as unlike the other games, it has fully live racing and real-time strategy. Being able to attend the race is of critical importance and so being able to decide when you race is also critically important.

This thread is for open discussion. It's a place to throw all of the ideas in to the ring and come up with the best solution. Here are a few to begin the discussion, off the top of my head. I haven't given all of the consequences of each idea much thought, but it gets the ball rolling.

  1. 1. Only auto-kick from the Rookie tier - Only auto-kick inactive Rookie accounts, allowing an indefinite period of inactivity in the Pro or Elite tiers to keep them populated. Combined with doubling the size of the promotion and relegation zones this might actually be quite effective, and could be implemented very quickly. The inactive players in Pro and Elite should also naturally fall back to Rookie over time through relegation, and then get removed from the system.

  2. 2. End the current three-tier league, and introduce a handicap system in its place - This would utilise the ballast system. Our intention for the future friendly race system is to use ballast to level performance. Why not do the same for leagues? Tiers could be removed from the picture entirely. While everything would become more casual, it would allow friends of all levels to race together. The league host could change the Handicap setting as a percentage, with 100% aiming to completely level performance from teams of all levels, and 0% not levelling the field at all, resulting in huge discrepancies in performance, but always willingly opted in to by the players and customisable at any time. One major setback to this idea is that there are plenty of active leagues in all three tiers who would probably not welcome it, or being split up. So I don't think this one will work, but it's an idea anyway.

  3. 3. Regional pyramid structure - This would take months to build, and isn't going to solve anything short-term, but an alternative would be to have pyramidal structures of leagues regionally based so that most people can attend the races. To prevent this being to restrictive for players and limiting when they can play, perhaps rather than replacing current leagues, this system could run parallel with them.


If anyone here is familiar with iRacing, I believe they use a flexible version of a pyramid structure where you can join races around the clock and score points. I'd be interested to hear more about that system and whether something similar could work in iGP Manager too.


In my opinion I think only #1 is viable. Adding a pyramid structure or merging the tiers would cause too many issues between new and experienced players. Even if you added the handicap system experienced players wouldn't want to be slowed down plus it would compromise the rep structure. If you were in a league with say 50% handicap and you started losing races and thus rep thus losing your HoF status you'd more than likely leave the league. We all way to improve our teams that's what it's all about. Also adding the pyramid system would ok yes improve bragging rights but I think it's unnecessary in iGP. To keep the balance or create higher level leagues all you would need to Introduce is a minimum rep requirements t if you wanted higher level leagues.
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medal 5000
6 years 235 days ago
Jack
I'm thinking option 1, but promote 4 places and relegate 4 places in a 2 car league, and 8 in a 1 car league. As i said, I wanted to double the size of the zones. In addition, I think I'll remove cash penalties for changing leagues for September.

Does that sound good to everyone? If so I'll make the change tomorrow.


I think I have 8 promo slots for a single driver league is a lot I think if you swapped them (4 up in single, 8 up in double) wouldn't put so many managers in limbo. Also in 2 driver leagues what would happen if one driver got promo and the other didn't? Just curious lol
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medal 5000
6 years 234 days ago
The game has to assign the league or levels to the manager.
I squeeze it.
If a level 8 manager arrives at Elite with a level 17 manager, he will not win until they level off. (Long time without being competitive), he gets bored and leaves the game. The manager of level 17 is also bored for not having competition.

El juego tiene que asignar las liga o niveles a los mánager.
Lo esplico.
Si un mánager de nivel 8 llega a Elite con mánager de nivel 17 no ganara hasta que se igualen en nivel. (Mucho tiempo sin ser competitivo), se aburre y deja el juego. El mánager de nivel 17 se aburre tambien por no tener competencia.
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medal 5000
6 years 234 days ago
Just a thought, how about locking inter league transfers until the league the player is currently in has finished its season.
I think one the reasons for inactive players, is the lack of things to do. Once you set a stratagy, done a bit of training theres not a great deal else to do. How about introducing other features that can be done on an ad hoc basis. Maybe one lap challenges against friends? Hire a track for testing, resulting in car development?
Also how about a way to improve staff (like the driver training?)
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medal 5000
6 years 234 days ago
Dave
Just a thought, how about locking inter league transfers until the league the player is currently in has finished its season.
I think one the reasons for inactive players, is the lack of things to do. Once you set a stratagy, done a bit of training theres not a great deal else to do. How about introducing other features that can be done on an ad hoc basis. Maybe one lap challenges against friends? Hire a track for testing, resulting in car development?
Also how about a way to improve staff (like the driver training?)


Track testing and staff training would be great features to add in. To extend on the testing maybe during testing you are only testing 1 part of the car before you have to do testing again. Also with staff training perhaps introduce the idea the staff must attend classes to train and during this time period the benefits of that staff member would be dropped to the minimum.

Just a few ideas off the top of my head
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medal 5000
6 years 233 days ago (edited 6 years 233 days ago)
Vodki
Hi all! I think auto kick is the wrong way forward. Active league managers are essential in keeping leagues fresh by kicking inactive players and that's enough really.

Autokick doesn't affect the leagues with active managers so there is no problem there.

Vodki
An increase in player retention will result in an increase of active players.

An increase in player retention just increase the number of inactive leagues and the difficulty of finding a good league. After autokick, active players in inactive leagues are now discovering and moving to active leagues.

Even if inactive managers are easy to beat for a newcomer, I think in an online game like this it makes no sense to compete against inactive managers who don't differ from bots. Also a newcomer will never receive support in an inactive league.
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medal 5000
6 years 233 days ago (edited 6 years 233 days ago)
Leslie
The bottleneck at the top is the feature of the current tier system that discourages players from continuing with the game once they reach elite level. Thus they either are caught in a continuing cycle of promotion to elite and then relegation to pro or they are stuck with an interminable struggle to surpass higher ranking teams ahead of them, facing what seems like years of playing before their team is strong enough to compete with those players who have been winning one championship after another for 10 to 20 seasons. A super tier at the top would be a solution for this bottleneck. Once promoted to the super tier there would be no relegation. The top players could move freely from one league to another when in the super tier thus providing a path to overall championship events that crown an IGP ultimate champion each year.


totally agreed. at the moment we have a huge gap between the ones arriving elite and top players. we are losing many when they realize they have to work and wait :(

1. yes perfect. i'm doing that by myself. 3 days in the league - 3 days inactive and he is out for me.
2. i'm going for creating a tier above, or some Official IGP Manager league or something like that. where all of us are there for the race everyday making the perfect scenary dream came true.
could be using the actual position in the hall of fame or your best position.
3. no please, nothing regional!! hahaha i'm from Uruguay lol i'll be out of everything hahahaha

.to be an Official IGP Manager you will have to reach some objectives. let's all think this.
examples & ideas
- you have to reach 18 (17?) level.

- have attended the last 15races

- have attended xnumber of races since you joined
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medal 5000
6 years 233 days ago
There are some good points made here. I think that IGP may want to look at a restructure of the league system. As mentioned here and elsewhere, there are a lot of empty leagues, due to new players starting a league.

This may be due to a lack of communication in the game for how to start out, join leagues that are almost full. The promotion system mentioned earlier in this post of managers having to reach a certain level before moving up to the next tier is a good one as well. It can only be 3-4 seasons before a player reaches Elite in some leagues.

Great for the manager, he's doing well against the competition he had, bad once he reached elite and is struggling to not get lapped twice in a race.

The friendly race system that is coming to IGP in the future may help, as then it's friendly races outside of the league structure, hopefully keeping managers interested in a game, while they learn the finer points of strategy.
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medal 5000
6 years 233 days ago
i want to add, i think we are losing many rookies before the first race.
i think it's because it's hard for them to be sure when is the race going to start. and the thing that when they install the game, they want to see how tha racing is, so many leave before the race.
ideas:
- the countdown to race we used to have was perfect. no way you can miss the race, for every time zone. :) so no timezone configuration there. easy.
- maybe this one is too much but. i think the arriving guys should be able to race at any moment. let's say 2 test races. they will join one test race starting in 15' 5' or 10' or better to be selected by the manager :P
there is when i think we need IGP to have some 'special leagues'. i think you can 'sort us' better with this kind of things.
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medal 5000
6 years 233 days ago
dan
i want to add, i think we are losing many rookies before the first race.
i think it's because it's hard for them to be sure when is the race going to start. and the thing that when they install the game, they want to see how tha racing is, so many leave before the race.
ideas:
- the countdown to race we used to have was perfect. no way you can miss the race, for every time zone. :) so no timezone configuration there. easy.
- maybe this one is too much but. i think the arriving guys should be able to race at any moment. let's say 2 test races. they will join one test race starting in 15' 5' or 10' or better to be selected by the manager :P
there is when i think we need IGP to have some 'special leagues'. i think you can 'sort us' better with this kind of things.


Dan, I put some ideas like this into a post in the suggestions forum, it's called "an in-game help guide" because I'm terrible at writing headlines. Your ideas mesh well with what I suggested. could you add them to that post? and any others you may have?
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medal 5000
6 years 232 days ago
Yunus


I wonder what the outcome of setting a requirement on number of total races a manager must have completed in order to move up to a higher tier. It took me 150-200 races to fully develop my knowledge of the game on my own and become confident as a manager in all the moves I make. And that is on 3 races per week! Which means it took at least a year for me to grasp the game. And in everyday racing, 150 races is almost half a year.


Number of races is mostly irrelevant in my experience.
I actively poke around the other managers' pages in my league and the vast majority of players aren't even training their team, just buying pre-owned low-talent drivers from the Transfer market and leaving them as they are.

Some managers are just better on their own. The competitiveness of my Rookie league fluctuates to the point that every second season someone leaves my Pro league because they don't like being beaten every race by last season's Rookie promotions. Requiring a set number of races is going to hurt more than help when a big problem is people with higher race counts not paying attention to anything in the first place.

The only real benefit it would give is putting a brake on the progression of alt accounts. At the moment my Pro league has someone's alt that just breezed right through Rookie and sold himself 19/20 talent drivers from his main account.
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medal 5000
6 years 229 days ago
I remember a clever server that was on battlefield (4?), where there was a rookie server.
Long story short, rookie league would be every player upto lets say level 5. Once at level 5 they are then promoted to what is now pro. Promotions/demotions would eemain same between pro and elite, but once you have reached level 5 you are no longer able to return to rookie.
The reason for this idea is to hold back rookies until level 5 to prevent them getti g promoted too soon, losing big time in pro tier and then losing intrest.
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medal 5211
6 years 229 days ago
Jack, are you still planning an increase to the promotion/relegation zones?
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medal 5000
6 years 229 days ago
Dave
I remember a clever server that was on battlefield (4?), where there was a rookie server.
Long story short, rookie league would be every player upto lets say level 5. Once at level 5 they are then promoted to what is now pro. Promotions/demotions would eemain same between pro and elite, but once you have reached level 5 you are no longer able to return to rookie.
The reason for this idea is to hold back rookies until level 5 to prevent them getti g promoted too soon, losing big time in pro tier and then losing intrest.


In an active populated league Rookies will hit at least level 6 by the end of their first season anyway, and for most players that's far too early to promote them to pro.
The new-account tutorial doesn't stick. Players don't understand how training works or why it's important, and they certainly don't get the helpful race tutorial because most Rookies don't attend races. Promoting everyone to Pro at level 5 will just make Pro the new Rookie.
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medal 5000
6 years 225 days ago
Good point Thomas (sorry on mobile so cant quote what you put). Maybe a higher level would work? Level 10 maybe? I think there is alot to be done to turn people who download the game into regular players, and educating them on things like training.
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