ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

Official
iGP Manager 26 Roadmap

angle-double-left ios-arrow-back 2 3 4 5 6 ios-arrow-forward angle-double-right
medal 5119 CEO & CTO
1 day ago
Hi Lukas,
One thing I have considered is a new training system with more flexibility. I think there could be potential to build something more engaging with more variety. In some other games they have training systems where you can put together "training programs" from a series of "drills" and each training drill trains some unique set of attributes. You can stack them together to produce unique combinations. That would make it more than a simple routine.

falso
15 gare!

https://igpmanager.com/forum-thread/63304
md-quotelink
medal 5083
1 day ago Translate

Jack
Hi Lukas,
One thing I have considered is a new training system with more flexibility. I think there could be potential to build something more engaging with more variety. In some other games they have training systems where you can put together "training programs" from a series of "drills" and each training drill trains some unique set of attributes. You can stack them together to produce unique combinations. That would make it more than a simple routine.


https://igpmanager.com/forum-thread/63304



Jack, seriously, I don't understand the rush to want to implement more and more new things with everything you have to solve with the new update. Wouldn't it be easier, in this case, to remove the atrophy and when the game is stable again start putting things in? It makes no sense at all, not even as an anti-farming measure, those who farm don't care about their driver and the box crew.

When you want to cover a lot and in a short time, things cannot go well. Better to do little and good than much and badly
md-quotelink
medal 5060
1 day ago
I completely agree with Lukas.
Given the 5% atrophy, we cannot restore our drivers' stats during the season, which is why it's still too much.
Not only that, but this implementation has zero effect on farmers, since they don't care about it.
In order to prevent farming, I made a post a week ago in the suggestions forum titled 'League Inactivity and Farming.'
You can have a look at this, Jack, when you find the time; I believe it addresses a serious issue regarding these idle leagues.
For now, I firmly believe that reducing atrophy should be a priority, as almost every player agrees with this.
md-quotelink
medal 5518
1 day ago Translate

Chris
Pretty much what I stated one day ago but no response, although 7 thumps up!



Non va bene così, dai... bisogna aspettare l'aggiornamento del 19? E intanto? Tra l'altro nemmeno mi fa modificare niente del campionato
md-quotelink
medal 5119 CEO & CTO
1 day ago
Lukas
Wouldn't it be easier, in this case, to remove the atrophy and when the game is stable again start putting things in?

Alright, I understand how jittery everyone must be at the thought of more new features, so I'll be clear. I'm not working on what I described, there is no plan to build such a system, nothing. I was floating an idea, that's all, to see if it sounded interesting.

Off-season season atrophy was added to replace the old level-up star rating loss mechanic. Either way, you had to train them up again. The playing field is fairer for the new % skill scale, all levels get the same access. The relative performance gap even with a 5% defecit is not insurmountable with good management. This way, everyone has the same opportunity. Level 10 can race level 30, leagues are more open, and since we flattened them this was absolutely necessary. Top level managers before also had nothing to do, they'd basically "completed" the game and were just idling. Atrophy means they have to manage the same things as everyone else each season. In every way it ensures everyone is in the "same game" and can unlock the same performance. What is the point of levels then? you might ask. Unlocks. We've moved the purpose of levels towards being unlocking new features and gameplay areas, new HQs etc. The progress dialog lists all the unlocks by level. This also creates the possbility to keep adding more unlocks in future without it forcing everyone to "retrain their drivers" etc. as in past updates, which was always a nuisance.
md-quotelink
medal 5083
1 day ago Translate

Jack
Alright, I understand how jittery everyone must be at the thought of more new features, so I'll be clear. I'm not working on what I described, there is no plan to build such a system, nothing. I was floating an idea, that's all, to see if it sounded interesting.

Off-season season atrophy was added to replace the old level-up star rating loss mechanic. Either way, you had to train them up again. The playing field is fairer for the new % skill scale, all levels get the same access. The relative performance gap even with a 5% defecit is not insurmountable with good management. This way, everyone has the same opportunity. Level 10 can race level 30, leagues are more open, and since we flattened them this was absolutely necessary. Top level managers before also had nothing to do, they'd basically "completed" the game and were just idling. Atrophy means they have to manage the same things as everyone else each season. In every way it ensures everyone is in the "same game" and can unlock the same performance. What is the point of levels then? you might ask. Unlocks. We've moved the purpose of levels towards being unlocking new features and gameplay areas, new HQs etc. The progress dialog lists all the unlocks by level. This also creates the possbility to keep adding more unlocks in future without it forcing everyone to "retrain their drivers" etc. as in past updates, which was always a nuisance.


"Top level manager had nothing to do"? Racing? Train new driver for when the current one is old? Strategies?


The difference between a level 10 and a 30 is that a 30 has spent 2-3 years on being level 30 and on maximizing the engine, drivers, headquarters and a long etc. There must be some advantage to having spent so many years maxing out an account, right? And not having to worry about having to move up the venue or train drivers due to atrophy after a season. In short, once you are the maximum level you can concentrate on competing in conditions without having any disadvantage. The top leagues and competitive leagues are (or were) leagues where all, or 90% had a maximum level and you can (or could) compete in the same conditions, so there were no excuses of any kind. Those are the leagues where people want (or wanted) to run.

These types of measures such as atrophy, among many others, cause people to stop running or put their accounts in random leagues until the account is maximized and then return to that type of league, if they are still standing. We have always told you that Igp is maintained thanks to the community, to the communities that create their own leagues and that little by little you have been squeezing and tiring. Veteran players and veteran leagues are very important for new players to stay playing IGP, as they are explained how it works, they are offered help and a long etc. When the veterans leave those new players will continue and they will be the veterans and they will be the ones who make new managers stay... It's a circle. Before this new update that circle was about to be broken and with this update between how disaster it has been and these details like atrophy and etc it has finished breaking that circle. 

You're not a Igp gamer, you can't come to understand the importance of community, no matter how much your mods or BT tell you to. Let them tell you, how many top leagues are active right now ? That have 25-32 active managers after this update. Not a single one, not one. Last year, before the February update, in the spanish community alone, you had 3-4 fully active leagues, and several others with very high activity, today zero. That's no coincidence, Jack

As I told you in my first comment, giving my opinion on the updates that have been made from 2020 to today would be a very long debate. I understand that you're the CEO and you do what you think is best, but the community, especially the one that's been around for years, doesn't want the game to go badly. Quite the opposite, the tension comes because we do not see a great future for the game and we are sorry and angry at the situation. 

Now, if you tell me that a lot of new players are joining and that they don't stop playing after a short time and that you are generating good income and achieving stability and profitability, then I shut up and say nothing more
md-quotelink
medal 5000
1 day ago (Last edited by Racing Driver 1 day ago) Translate
Jack, please read what I’ve written and think it through, and while doing so, remember this: "I’m angry for and not against you!"

In another topic you admitted that the testers know better than you what racing is like. Please, listen to them much more! Listen to those experienced and loyal players who have gone through dozens of leagues and raced thousands of races. More than three quarters of the players disagree with you. Why is this good for you? You have a non-working vision of the game in your head, because from the background you see iGP in a completely different way than those who have been playing it on a daily basis for years. The whole downhill started with level 30, and now the game has reached its lowest point. (If you want, I’m happy to explain in detail, but for now let’s stick to the point.)

From the background, you are trying to add things to the game that sound really good on paper, while unintentionally destroying everything that used to be great about this game and what the majority loved about iGP. You can’t understand it, because you don’t race like we do, that's fine... But it's not normal that more than half of my friends have quit the game (and not because of the bugs(!)) since the announcement of the new update, even though all of them had been loyal and enthusiastic for years and were in the top 1% in terms of skill. I ask sadly: does it really not matter? That friendly communities are falling apart because their members feel like their beloved game has been taken away from them? We are talking about players who would even pay to get iGP back. Because what we have now is not worthy of iGP.

And again: No one is speaking against you, but in defense of iGP.

Jack
Alright, I understand how jittery everyone must be at the thought of more new features.

This is an important sentence. It’s clear that you see how much the majority of players dislike the new features, hopefully it makes you listen to them.

Jack
Off-season season atrophy was added to replace the old level-up star rating loss mechanic.

If this is really true, then it was a very ill-considered move. Atrophy directly turns the game into pay-to-win, because no one is able to generate enough tokens in a single season to start the new one with a 100% driver, unless they buy a new pilot on the market before every season. In my opinion, this outrages any fair-minded player who has ever competed in a serious league and had to squeeze every last thousandth out of the car. There is no other solution than either buying tokens (paying for performance – P2W), or acquiring a new driver before every season, which cannot be the goal of a serious game. I should add that this can also be bypassed with farming-like tricks, so even the goal of eliminating farming has not been achieved.

Jack
The playing field is fairer for the new % skill scale, all levels get the same access.

No. Based on calculations, at the moment level 30 is where you are the weakest in the game, meaning that even a level 5 team is more competitive under the current system. In my opinion, this is partly disrespectful to those who have been playing for years and have invested a huge amount of time and energy into developing their teams, and partly it offers no real challenge to beginners, only the possibility of stagnation or even regression(!) as new features are unlocked. And if this sounds like a joke, unfortunately it isn’t. Over the past few days I have seen examples in leagues where experienced players struggle at level 30, while at level 8, with a new account and the best car and driver, players are winning races. This is unacceptable to me, and from a balance perspective we have swung to the opposite extreme: instead of the old level 30 system, we are now experiencing its complete opposite.

Jack
The relative performance gap even with a 5% defecit is not insurmountable with good management.

Yes, it is. But even on its own, it’s not normal that you can’t start a season with a 100% driver, except with the methods I mentioned earlier.

Jack
This way, everyone has the same opportunity. Level 10 can race level 30, leagues are more open, and since we flattened them this was absolutely necessary.

And what would motivate a level 10 player to play for more than two seasons? Why would they spend months developing their team if, at best, their pace would only stagnate all the way to level 30, even though their skill has improved in the meantime? And no, I disagree again that atrophy was necessary.



Jack
Atrophy means they have to manage the same things as everyone else each season.

Veteran players have already trained an enormous number of drivers, and they are still required to repeat the entire process whenever they sign a new driver from the academy.



Jack
In every way it ensures everyone is in the "same game" and can unlock the same performance.

Short answer:
No.

Jack
What is the point of levels then? you might ask. Unlocks. We've moved the purpose of levels towards being unlocking new features and gameplay areas, new HQs etc. The progress dialog lists all the unlocks by level. This also creates the possbility to keep adding more unlocks in future without it forcing everyone to "retrain their drivers" etc. as in past updates, which was always a nuisance.

This may sound good on paper, but it is not a solution for retaining new players. In my experience, the most beginners stayed and both the rookie and pro divisions were most active when there was a proper challenge for them, while they were steadily closing the gap to their opponents. Their development had a clear purpose and was reflected in their pace, and by the time they reached the elite tier, they had learned the fundamentals of the game. After that, the first points, podiums, and wins came fairly quickly, because thanks to level 20 they were not an insurmountable distance away from the front-running players. Every aspect of the game was enjoyable, and even the period when we weren’t yet fighting against the best of the elite was exciting, knowing that we had to earn our place there - but also that we realistically had the opportunity to do so within a reasonable timeframe.

iGP was a masterpiece.

Simple and great - that’s what characterized this game, and that’s why so many players loved it. Sometimes, the simplest, smallest fixes help much more than a complete overhaul. Please, Jack, listen to the experienced players and the testers.

All the best❤️
md-quotelink
medal 5570
1 day ago

Jack
Thanks Pete, that’s fair feedback and it comes up regularly.

Tracks are a big undertaking, so the focus right now is on stabilising the core platform and delivering systems that unlock more gameplay depth across the whole game.

That said, updated and new tracks are still on the radar. It’s a question of sequencing and capacity, not whether they matter. Once the foundation work settles, that’s something we can revisit properly. FYI we have a WIP version of Vegas, though it's currently collecting dust while we do this, but we will return to it at some point.


I don’t agree with that framing. The core game and leagues are still fully playable for free. I appreciate the short-term frustration with the transition period where some of the new features have not arrived yet, so the value of League Boosta are harder to understand. What’s changed is how deeper league customisation is supported going forward.

We are adjusting with feedback. Reduced Boost costs for long-standing leagues, rebalanced atrophy, and Classic and Offline modes all came directly from community input.

The focus now is on tuning the update properly through delivery.


I have enjoyed the game for over 8 years now. Dedicated alot of time to this game. I thank you for all the work you had put into the game with every update. However, I agree with a few mangers that states you basically have to spend money to keep settings that your dedicated supporters have been doing for years. If you want to do this boost league stuff and have your dedicated players stay with the game and you get what you want as the creator. Maybe make these boost quarterly or bi-annually. Having to pay every season for your league settings to not change is basically paying for a subscription to race 15 to 22 days depending on your length of season. Can we please make some adjustments to the league boost stuff or like so many others it be difficult to stay with this current setup and I would have to sadly leave as well. 
md-quotelink
medal 5097
1 day ago Translate
acredito que vender pinturas reais geraria muito mais lucro, e acabaria com qualquer questionamento, todos aqui são amantes da F1, quem não gostaria de ter 2 ou 3 pinturas originais, inclusive pinturas clássicas de temporadas passadas? 
md-quotelink
medal 5119 CEO & CTO
21 hours ago
First, I want to acknowledge the detailed feedback and thank you all. I’m reading it carefully, even if I can’t respond line-by-line to everyone.

To clarify one point, when I said that top-level managers “had nothing to do”, I wasn’t suggesting there was no racing, strategy, or skill involved. What I meant was long-term performance and resource gaps became effectively permanent. Over time, that risked top-level competition being determined on when someone joined the game. The changes to progression are about shifting away from permanent accumulation at the top and toward seasonal management decisions and systems that everyone engages with each season. The values and impacts are actively reviewed and adjusted based on how things play out, especially in competitive leagues.

I also want to reassure you that this update isn’t meant to stand on its own. A number of follow-up changes are already in progress and will start landing sooner than many people expect. The focus right now is stability and tuning, and then continuing to show where this is heading through delivery rather than debate. Thanks again for your feedback, I appreciate each of your support and hope you'll find things to your liking in the updates as we release them.
md-quotelink
medal 5390
20 hours ago Translate
In our league (one, if not the most competitive SPANISH league), we're still experiencing some failures, but I can say on behalf of our (now splitted in 2) league of 28+ active managers, some as old as the beginning of iGP, ... that everything seems way smoother (thanks Jack). Although there is still a lot of room for improvement in stability, glitches, etc... One can notice almost day by day some sort of improvement. Which talks about the effort Jack has put. 

One of the failures we're still experiencing depending on the day/circuit is that lapped cars not always activate DRS (when you are behind one, but within reach), and I mean THE WHOLE RACE behaving like the old "ghost mode" and even seing cars going through them (please remove that bug/glitch Jack).

The diminishing of team members from seasons we completely agree with the general feeling about removing it altogether (Please JACK, listen to the community on this one, we're here to also help, and that's one of the HUGE pains of this version of iGP... it won't sustain any income for the company: Trust me on this... and yet will create a big discomfort... the ROI from that is not worthy).  It doesn't matter if it's 5% or 10% or 1%... We don't like it. Not one bit. AS a matter of fact, the whole community HATES it. And "hate" is a strong word to be ignored. Every other new paid feature we can live with, not that one. 

In general terms I believe there is potential in the new iGP, we haven't left the game, and as long as Jack keeps delivering, and specially if he makes the management/engineering/complexity part larger and deeper... we're all for it. Can't wait to see that part that we have been requesting for years now.

So far, so good. 

Keep it up Jack!
md-quotelink
angle-double-left ios-arrow-back 2 3 4 5 6 ios-arrow-forward angle-double-right

You must be logged in to post a reply.