Forum topic poll
What would you like to change mostly, to remains popular the game?
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Topic: Decreasing participants |
349 replies
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Quote ( Robin Goodey @ March 30th 2017,20:28:19 ) Why the hell are you playing then Cameron? Since you clearly hate the whole game.....
Are there any better alternatives? If so, why aren't you playing them?
Also, I have more patience than others.
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Quote ( Cameron Halsall @ March 30th 2017,20:26:16 ) If the advert doesn't represent the game, you've failed. That's the whole point of an advert! It must attract users interest and make them want to continuously use the game, otherwise you've wasted the opportunity. It's very easy to target the users who will use the game long term - these are the people you have to target. All you need is to imply the challenge and the seriousness of the game, and people who want a challenge will come. The messages on the logon screen suggest a much more user friendly game. You could say that the real game is completely different from what is being advertised.
If you think targeting ads is very easy, maybe you should tell Vlad how to do it.
There used to be some banners somewhere, but I didn't find them quickly. But I think we cannot advertise
Do you like F1? Do you have a degree in mathematics or statistics? Do you like linear regression?
If yes, then GPRO is the game for you.
even though that might be a reasonably accurate representation of higher levels of GPRO.
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Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) 1. Allowing the driver to make decisions on the fly that will benefit the manager (e.g. changing tyres for the correct conditions that the manager may have incorrectly put)
On the fly, as in during the race? Apart from being massively unfair as would benefit managers that can be online at the time, it's also impossible without writing a brand new game. The "race" you view is a replay, the race itself is calculated from the time qualifying closes until the race is displayed. My bad - read manager and not driver. In that case, what if you didn't want him to make such changes? You set it up as the manager how you want.
Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) 2. Reworking the strategy mechanics so that they make sense for new players.
In what way do they not make sense?
Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) 3. Removing any mechanics that do not accurately reflect real life strategy
Very general, and would surely need to be considered on an issue by issue basis. There are mechanics that improve gameplay that may not be as realistic as possible, and there are things that could be introduced to be realistic, but would be negative for gameplay. While some realism is generally good, it does need to be balanced for the good of the game.
Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) 5. Giving players more freedom to make important changes, while still keeping it fair by prohibiting changes past a deadline (e.g. allowing for the changing of a single part once per race, but if another part has been changed, the manager can still change parts that have not been changed)
Don't know what you refer to apart from the example you gave. It would make thing a lot simpler, remove a massive chunk of FOBY and also make planning a hell of a lot easier (change parts pre and post testing). Are they all positives?
Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) 6. Limiting the tyre choices to a selection of prime and option from the four current compounds, as per discretion from the tyre suppliers
Discussed at length in another thread specifically about this suggestion. Pros and cons to the debate. You should look it up and add your thoughts if it's something you are interested in.
Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) 8. Implementing a hierarchy of assists for the levels of the game. As you progress through the different levels, you face more restrictions as to the help that the game gives you.
Not a bad shout at all, but maybe not needed with the introduction of a good tutorial.
Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) 9. Updating the UI, rewriting website text (a lot of which could have improved grammar), and introducing tutorial media (be it in the form of a video or a much improved newbie guide (which is far too brief in my opinion) , and introducing and improve the marketability of the game.
We've been calling for a change to the blue screen for years :p
Don't think the website text is an issue, but you should point out anything that is wrong and it can be addressed.
While you may feel the Newbie Guide is too brief, many don't bother to read it at the length it is, so not much point expanding it. A video tutorial or a step-by-step guide would be an excellent addition. It is something that Vlad has asked for help doing and while there were some initial volunteers, it hasn't progressed as I imagine anyone would hope. If people want to offer their help in such a project, and have the talents to do so, please get in touch with Vlad, as per his "future of GPRO" thread.
Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) 10.Implementing a philosophy of glasnost to the operation of the game, by making the GPRO crew more accountable and open to suggested changes as opposed to the philosophy of keeping the game niche (motorsport is already quite niche), making changes that are easier to understand, and help managers who are new to the game perform well while also learning how the game works, and making the game more fun.
Why should the admins be accountable to anyone (I assume that's who you mean, as it isn't the Crew in general which are anything to do with changes)? More openness probably wouldn't be a bad thing, but it's been pointed out in the past that Vlad's time is limited and having him comment on all suggestions would be a waste of his time.
He does read the suggestion thread and takes things on board, but the decision is, and will always be, his to implement what he thinks is good for the game.
It is a niche game - it hasn't changed since it started and don't see why Vlad would change it now.
What changes have not been "easy to understand"?
New managers "performing well" is probably covered by the tutorial point (with the mentor system already in place to try and do just that).
And "fun" is subjective.:)
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Quote ( Cameron Halsall @ March 30th 2017,20:37:01 ) For one thing, changing the wet/dry system that confuses most people when they start. It makes no sense that drivers should carry on using the wet tyre in the dry because it hasn't tecnically started raining yet.
Wet dry system may not be quite perfect, but I don't think there is much better options either without giving the weather in advance. You should see my suggestion for intermediate tyres and drying track strategy model.
Quote ( Cameron Halsall @ March 30th 2017,20:37:01 ) Is that too easy for real motorsport teams? Because that's exactly what they have to live with, and more importantly, it makes much more sense.
They have limited time too. They can't do one test stint, go back to factory, then do another, go back again and so on. Of course, in real life they can do small changes during test day, but as said, here it would be too easy.
Quote ( Cameron Halsall @ March 30th 2017,20:37:01 ) This would make the racing more competitive, by limiting the choices that managers can make, simplifying the strategy process.
No it wouldn't. Strategy has a limited role anyway unless you totally mess it up. And with limited tyres you could still mess up.
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Could you quote just the part you are replying (may be hard on phone, but on computer just paint the part you want to quote and it should work)?
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Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) Clearly I wasn't referring to during the race. I was referring to little stupid things, such as not being able to change any parts after making one change. Don't patronise me - I know exactly how the race is calculated, and I don't think that should be changed.
As I said, my bad, I misread, my mistake. But how can your driver change a part on the fly???
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) You're not a new player, and neither am I, but I can tell you that It's absolutely ridiculous that a driver does not instinctively pit for the correct tyres after starting on the wrong tyres, but when conditions change, he does. Also, I still don't understand some of the mechanics of the game or what they do. That is a testament to how unnecessarily complicated the game is.
Pitting for the wrong tyres may not be something you want him to do. And it could screw your full fuel strategy if he did. He's following your instructions and while a total newbie may make a mistake, it isn't that complicated to understand.
To avoid such mistakes and help understanding, the tutorial video/guide stuff is surely the best solution?
And it's good you don't understand everything. It isn't the kind of game where everyone is supposed to understand how it all works. It's supposed to be difficult for some things.
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) I don't think I've ever met someone more resilient to change. The random system for example - completely unrealistic. As I have outlined before, there is no scenario in real life that you cannot prepare for or influence in some way.
I'm not resistant to change at all, if I think the change is good - but, like any other manager, it's only a personal opinion. When Jukka suggested that the impact of randoms should be reduced to, at most, cause an extra pitstop, I said that sounded like a good idea. But, yeah, resistant to change /o\
And your "random system is unrealistic" point is refuted by many (either directly or when it's been raised in the past).
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) Clearly not in your opinion. But then nothing that any new player suggests is according to you. The case in point happens to be one of the key areas where changes could be made, although the game is mostly good at ensuring that in regards to time scales, everyone gets an equal shot (not a fair one, mind).
You're incorrect more than once here. You should really stop trying to pre-judge me. :)
I actually think that the reduction of some FOBY wouldn't be a bad thing at this point in the game's life-cycle. I do think oversimplifying things to allow part changes in steps or pre and post testing is not beneficial to the game as a whole.
And I've supported many a new player suggestion in the past and even defended their right to make suggestions when it was suggested that players are not allowed to make suggestions until they've competed in an arbitrary amount of races. (Wasn't that a mouthful :p)
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) Again, why are you so dismissive? Is there anything that you actually want to see changed that isn't your own idea?
I didn't dismiss it at all - I said there are pros and cons and you should go to the relevant thread to add to the discussion (it's far too major a change to be lost in a thread that is about increasing new managers). I didn't even state if I thought it was a good or bad idea myself!
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) Fair enough, but in general, the strategy guides and the wiki do need reworking to be more helpful. A glossary of terms would be a good starting point.
Perhaps, yeah. What terms do you have in mind for a glossary? And if you have specifics that you think would be better included in the Wiki, do suggest them (better to do so in an appropriate or new thread so not lost in the middle of this discussion, IMO).
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) They hold the power to remove people, and they police the forums. While obviously this is necessary, people need the assurance that they can safely protest authoritarian behaviour.
I think you're confusing mod and admins. And also a very strange point to make as why anyone needs "assurances" for something that is permitted already (and happens already) if kept within the forum rules.
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) This is not how most businesses work. Usually customers have a much larger say in what actually gets implemented, be it directly or otherwise.
Depends on the business. I certainly wouldn't say "most". They may listen to customer ideas and feedback, but they'll generally do what they think is best.
Vlad does want the game to be successful, of course, and has a view of the game no one of us has. He's positioned to make the calls of what is right or not for the game overall.
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) This game is far too complicated for a general audience to consume.
Yeah, agreed. Which is the game we are playing, and why it has the players it does. Dumbing down the game for a "general audience" is changing the game altogether, a very risky business decision as risks losing many current players with no ideas of replacments, and, I imagine, not the kind of game Vlad wants to have, or it would be the game he created.
Quote ( Cameron Halsall @ March 30th 2017,21:03:34 ) The mentor system isn't particularly useful. While it may seem great that managers get advice from people who have been there and done that, the questions that they may want to ask may not occur within the period in which they are being mentored.
Nothing stopping them asking questions outwith the mentor period. I know many mentors that even actively encourage that and the general forum is, on the most part, very helpful to those that ask nicely for such help too.
Still, the video or step-by-step tutorial would be a massive advantage, IMO.
Quote ( Jukka Sireni @ March 30th 2017,21:08:50 ) Could you quote just the part you are replying (may be hard on phone, but on computer just paint the part you want to quote and it should work)?
Was going to say similar. Very difficult to read otherwise, and hope I didn't miss anything.
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Quote ( Cameron Halsall @ March 30th 2017,20:19:28 ) There are so many aspects that other websites, let alone other games, do better. The UI clearly hasn't been updated for years - looks very dodgy. It is very difficult to find useful information when you first start, and without the help of experienced members, you end up going in circles. There should be at least a guidance video, or a set of pop ups or scenarios that give players a soft introduction to the game, to help them understand the key basics, and most importantly of all, the game should reflect real life, and be as fun and engaging as possible, which would mean making a few crucial changes
1. Allowing the driver to make decisions on the fly that will benefit the manager (e.g. changing tyres for the correct conditions that the manager may have incorrectly put)
2. Reworking the strategy mechanics so that they make sense for new players.
3. Removing any mechanics that do not accurately reflect real life strategy
5. Giving players more freedom to make important changes, while still keeping it fair by prohibiting changes past a deadline (e.g. allowing for the changing of a single part once per race, but if another part has been changed, the manager can still change parts that have not been changed)
6. Limiting the tyre choices to a selection of prime and option from the four current compounds, as per discretion from the tyre suppliers
7. 8. Implementing a hierarchy of assists for the levels of the game. As you progress through the different levels, you face more restrictions as to the help that the game gives you.
9. Updating the UI, rewriting website text (a lot of which could have improved grammar), and introducing tutorial media (be it in the form of a video or a much improved newbie guide (which is far too brief in my opinion) , and introducing and improve the marketability of the game.
10.Implementing a philosophy of glasnost to the operation of the game, by making the GPRO crew more accountable and open to suggested changes as opposed to the philosophy of keeping the game niche (motorsport is already quite niche), making changes that are easier to understand, and help managers who are new to the game perform well while also learning how the game works, and making the game more fun.
I think it would be much easier to make new game not start changing and rewriting this one. What would stay from GPRO? What will happen to people who like the game as it is(or agree to slight changes to freshen up things)?
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Spending hours and hours debating the finer details of a game's marketing success on a forum the administration team barely reads, is one of the reasons why many people don't post on the forums. That has a lot to do with participation.
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Quote ( Luke Frost @ March 31st 2017,06:44:49 ) on a forum the administration team barely reads
By admin team, you mean admin singular, really.
And just because he doesn't comment, doesn't mean he doesn't read, specifically the bug forum and suggestion forum.
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If the participants will be very low...so, I have a plan! 2 drivers/manager?! :) like in Formula1
pls don't dislike, rather argue pls
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I gladly lend you my car and money, Tamás. :D :D
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Quote ( Veres Tamás @ April 11th 2017,21:48:21 ) pls don't dislike, rather argue pls The argument has been had a million times already.
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Quote ( Daryl Gee @ April 11th 2017,22:46:28 ) The argument has been had a million times already. 1000001*
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Isn't 1 driver per 2 managers more likely to increase player numbers?
We'd all have to recruit a co-manager meaning double the players overnight!
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Quote ( Roland Postle @ April 11th 2017,23:03:33 ) Isn't 1 driver per 2 managers more likely to increase player numbers?
We'd all have to recruit a co-manager meaning double the players overnight!
lmao
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Quote ( Veres Tamás @ April 11th 2017,21:48:21 ) pls don't dislike, rather argue pls
- Dear Mr Veres, don't care about Dislikes.!!! 1. ...There is the last Weapon of those Have Nothing to say. 2. ...The most times it,s Honor to collect "Dislikes".!!! ...you must wary if you take "likes" from that Brain Level People.!!!
- Good Night from beautiful Sithonia/Chalkidiki/Greece.!!!
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:D Keep Calm.
Furthermore, my name is Tamás (In Hungary the family name is the first name)
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Ioannis:
I drink: 2 decilitre red wine (EGRI BIKAVÉR ÷ bull's Blood - Hun EGER).
Bless you!
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Quote ( Veres Tamás @ April 11th 2017,23:23:37 ) Keep Calm.
Furthermore, my name is Tamás (In Hungary the family name is the first name)
- Thank you very much Tamas for the infos.!!! ...It's difficult to be Calmer, ...the next level of Calm, it's to die... :)
- By the way it's very easy to see in Any Profile.!!! ...as more "Dislikes" has gives the gay to the Others, ...so Purer it is.!!! ...Low.!!!
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I love to get dislikes! more,more pls! :P Go on :D (rather,than a random:D:P )
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Someone's beating a dead horse? Lemme grab a crowbar and join in on the shenanigans.
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To me form my limited expierence.. Biggest problem in game is being able to take a young driver as rookies and advance with that same driver.. Therefore biggest problem would be Motivation driving OA to high of level to fast.. The methods used to drop Motivation basic bankruptacy are insane...
The change that would help players develop the driver they want for age national origin and such would be to Make motivation like charisma no effect on drivers OA.. Since main effect of motivation is simply qualifying and you gain such huge chunks from successful racing why should manager be penalized and lose his driver he spending millions on in testing in training with nearly zero control of Motivation..
To much wasting effort controlling driver motivation when other things need to be thought of other then how to bankrupt your team to control motivation.. If we had 30 active driver in each series maybe this would not be issue.. But Likely the Biggest issue is Not being able to develope our drivers because of the limits placed on us By ridiculously low OA's at all levels mainly because of Motivation
My current driver I got was 69 Oa is now 97 OA .. At 69 OA he had 6 xp and zero Motivation.. He was started on week 15 last season he now Has 228 Motivation and 0A.. testing has neted no extra exp,,, Since I cannot keep this driver only because Motivation out of control... My choice is race to crashout and Over develope and bankrupt My team.. Is his how F1 works NO! So Fix this! If motivation was non OA we could finally take a 17 year old driver with zero exp and train him to be an elite driver in the future.. The driver pool is full of trash let the players develope their own superstars!
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Just a few things Terry
Firstly, Charisma does have an effect on OA. It's not much, and natural charisma gains are small, but does make up a section of a driver's overall.
Secondly, motivation doesn't just give a qualifying boost, it is quite a significant pace stat in general. Removing it from the OA calculation really doesn't make much sense in that regard. Given that it is such a useful stat, in my opinion I think this will cause worse drivers to promote to higher leagues. For example, it's common to see drivers over 140 OA promoting from Amateur to Pro with full motivation, which would place their raw OA around 120+. If managers could run their drivers as close to the OA limit as possible even with maxed motivation, that pace could quite easily promote them. And drivers like that may not stand much chance in Pro and above the following season.
I also think motivation is an excellent safety net when training drivers.
Furthermore, I understand that in Rookie it is hard to manage your motivation. But everywhere else in the game, managing motivation is an essential part of driver training. Removing methods of management from a managing game can't be a good thing, surely?
And finally, training young, low exp drivers to Elite is not unheard of, and is certainly doable if managed well. Starting from Amateur might help. Rimantas took his young driver all the way to Elite successfully. As did the current Elite leader :)
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-2 drivers per manager -using the same point system as F1 (positions 1-10 get points, from 25 to 1) -ability to change between tyre types, so you don't have to use the same type throughout the whole race
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Number of managers would easily increase if we hire a hEaD Hunter!
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hello, i came back to this game in the 2nd race of this season and have now decided to leave once more, i wont be around to see any responses after i've posted this but i saw this topic at the top of the most recent forum posts and decided id give my reasons for leaving
the game as far as i can see is all about collecting data and interpreting it in the right way, as well as managing finances and staff. i dont have any issue with managing the last 2 but its the data part that bugs me, it will take me forever i feel to be on par with someone who has played this game for a long time as the data never needs to change or becomes useless, i notice my rookie group is being dominated by someone who has 433 races under his belt, i fail to see why this guy is in rookie when he got himself relegated the last 2 seasons in a row hes clearly capable of surviving in a higher division my only thought is that hes down here on purpose because hes bored / wants to beat newbies etc, fun for him maybe going to drive others like me away ? absolutely 100%
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There are managers that have made it to Master/Elite within few Seasons. I don't really think the advantage from data is massive until going for Promotion in Pro. After that it's getting more crucial, but tbh, if you are in Master, I do think you should have certain knowledge about stuff.
I think it would be good if the script automatically puts managers with like 200+ career races into a group with other managers. So real Rookies can race along with each other.
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Quote ( Tim Wagner @ April 12th 2017,13:30:11 ) I think it would be good if the script automatically puts managers with like 200+ career races into a group with other managers. So real Rookies can race along with each other.
I don't get that line of thinking - as if you had groups with just 'real' rookies, then 3 of them still promote - and are then probably totally unprepared for amateur - so relegate back next season while being totally outclassed - and as such, they will lose interest at that point. Whereas racing against experienced 'rookies', they might just learn some more from the guys who are doing well..... and at least in rookie, they still get points and feel they have something to aim for during their 'learning' seasons (rather than finish 30th every race in amateur in season 2)
Of course, they may just bail out anyway as the guy two posts above is about to do....
No easy solution either way
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Quote ( Josh Clark @ April 12th 2017,12:36:19 ) Just a few things Terry
Firstly, Charisma does have an effect on OA. It's not much, and natural charisma gains are small, but does make up a section of a driver's overall.
Secondly, motivation doesn't just give a qualifying boost, it is quite a significant pace stat in general. Removing it from the OA calculation really doesn't make much sense in that regard. Given that it is such a useful stat, in my opinion I think this will cause worse drivers to promote to higher leagues. For example, it's common to see drivers over 140 OA promoting from Amateur to Pro with full motivation, which would place their raw OA around 120+. If managers could run their drivers as close to the OA limit as possible even with maxed motivation, that pace could quite easily promote them. And drivers like that may not stand much chance in Pro and above the following season.
I also think motivation is an excellent safety net when training drivers.
Furthermore, I understand that in Rookie it is hard to manage your motivation. But everywhere else in the game, managing motivation is an essential part of driver training. Removing methods of management from a managing game can't be a good thing, surely?
And finally, training young, low exp drivers to Elite is not unheard of, and is certainly doable if managed well. Starting from Amateur might help. Rimantas took his young driver all the way to Elite successfully. As did the current Elite leader :)
When you have 19 year driver with 15 exp and 228 motivation .. Houston you have serious problem.. exp is to low for Ama motivation has gotton out of control.. This went from zero to 228 in less then 10 races..
the suggestion was skip a race.. now that is dumb I want every bit of exp possible..
Next bankruptcy be over 15 mil in debt. well unfortunately he placed to much I would have had to do upgrades of cars droping it to 35 mil to make that number by the it climbed out I could not resign the driver ..
The idea was to make solution to help retain managers.. one ways make it easier for new managers to retain their project driver. Motivation is killer if you know how to get s good setup every week.. That even using just where a noob driver said he satisfied with car with no ti or exp..
So in effect I had to fire my driver and hire a new one... Old one will be useful to another manager I doubt ama manager unless he had good car and facilities already..
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Terry, your frustration is understandable. But learning how to control driver OA (mostly motivation) is a very important part of many strategies for playing this game. You will see managers in all levels of the game working on this same issue.
Best to get it learned now, in rookie, than to lose a driver later on in Ama or pro.
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