Jack Basford medal 6098 CEO & CTO 8 years 207 days ago (edited 8 years 207 days ago)
Thanks for the effort, Philippe! To address the points in order:
- I don't think car settings options need to change, but the variety from each track needs to be stronger. At the moment there is too small of a change from each track.
- A grid screen will return, there is not a grid screen at the moment as you have noticed
- We are going to make some improvements to desktop gameplay so you can get everything on one screen. I think it shows that we designed for phones first, then tablets, then desktop. We did this not because of priority, but difficulty. It is most difficult to make things simple and fit in a small mobile phone screen, and most easy to make them on desktops, all over a huge widescreen monitor. We started with phones and then worked our way up, but this left the desktop version needing a lot of love. It is getting that love now in testing. Have you seen
my suggestion to improve strategy access also? So you can stay on one page.
- Cars will return to the tracks (liveries in the viewer). I will add this to
my thread of things which will return. Also, about the 'big balls', it's actually a bug. We are going to fix the scaling of the dots on each track. It's a complex problem to explain about why this happens, but it's going to be fixed.
- Mechanics, designers, and engineers may not return. I felt they slowed down gameplay and enjoyment too much for most people (myself included) and became tedious and routine.
- The design system is much more direct and cuts out a lot of the bullshit. I know anything that becomes easier to understand is quickly scoffed at by the hardcore players, but the depth is still there. It's just in a different form. For example, I just beat Joey McLane today on the beta (sorry, Joey) because I designed my car for the circuit. This is important. You can design a good car for Monaco in the rain and it will be terrible at Monza in the dry.
- On detail on fuel/tyres/health in the race - it's not less detail, it's displayed visually instead of as text. For fuel, people are not going to get a calculator out beside their mobile phone or tablet. Even on desktops, it was a lot to ask from people, to calculate fuel in real-time. I don't see much of a loss here. It feels more like a game to me now and less like maths homework. There are other games which exist which feel like maths homework. IIRC, the new iGP still has more detailed fuel than Grand Prix World, which you referred to on the blog. You also have to factor in push levels, because the estimates are only based on current data, they are not 100% accurate. If you have been on PL1 all race, and then run the next stint on PL5, the data of how many laps this second stint will be is virtually useless, a bad guess.
- We wanted someone who doesn't know what a sidepod is to be able to understand the game, and what impact their changes would have. Casual F1 fans, not just hardcore fans who know all about wind tunnels and springs.
Hopefully that clarifies some things! Thanks again for playing.