Page « 1 2 3 ... 178 [179180 ... 191 192 193 » Quick go to page:
Author Topic: Suggestions 5783 replies
Jody Parker
(Group Amateur - 32)



Posts: 767
  Country:
England 
Certified: 
Like this post (0)   Dislike this post (0)
Old post #5341 posted Jun 19th 2022, 18:28:10 Quote 
Well, for me a managerial game is all about working with what one has, what one can get, and use that to the best of ones ability.
What it's not about for me is know almost every single detail in advance and use that knowledge to basically do the same thing over and over.
Having slightly different drivers every time one gets a new one one needs to adapt a little at least instead of just going with the same stats and basically same driver every time.
With my suggestion most drivers, those that have raced, can be estimated on some of the hidden stats at least, as in "that driver performed slightly better on the P tracks despite the managers car being more H or A", and so on.
Basically what I would like is a bit more variation, one that isn't simply removed by training the driver "right".
Tibor Szuromi
(Group Pro - 5)


Posts: 11906
  Country:
Hungary 
Certified: 
Like this post (0)   Dislike this post (0)
Old post #5342 posted Jun 19th 2022, 20:20:48 Quote 
Quote ( MG van Rensburg @ June 18th 2022,15:25:59 )

Im struggling to understand the perceived issue with drivers that led to the suggestion tbh.
Will it be more interesting to fight if we put it full of elements that lutrik?

I'm not asking for that.
MG van Rensburg
(Group Amateur - 16)


Posts: 1718
  Country:
South Africa 
Certified: 
Like this post (0)   Dislike this post (0)
Old post #5343 posted Jun 19th 2022, 22:11:47 Quote 
Quote ( Tibor Szuromi @ June 19th 2022,20:20:48 )

Quote ( MG van Rensburg @ June 18th 2022,15:25:59 )

Im struggling to understand the perceived issue with drivers that led to the suggestion tbh. Will it be more interesting to fight if we put it full of elements that lutrik?

I'm not asking for that.


Huh?
MG van Rensburg
(Group Amateur - 16)


Posts: 1718
  Country:
South Africa 
Certified: 
Like this post (3)   Dislike this post (0)
Old post #5344 posted Jun 19th 2022, 22:12:17 (last edited Jun 19th 2022, 22:22:44 by MG van Rensburg) Quote 
Quote ( Jody Parker @ June 19th 2022,18:28:10 )

Well, for me a managerial game is all about working with what one has, what one can get, and use that to the best of ones ability.
What it's not about for me is know almost every single detail in advance and use that knowledge to basically do the same thing over and over.
Having slightly different drivers every time one gets a new one one needs to adapt a little at least instead of just going with the same stats and basically same driver every time.
With my suggestion most drivers, those that have raced, can be estimated on some of the hidden stats at least, as in "that driver performed slightly better on the P tracks despite the managers car being more H or A", and so on.
Basically what I would like is a bit more variation, one that isn't simply removed by training the driver "right".


So you basically want to remove the management element and add a complete random factor to make it interesting... Why have a staff market at all, why not just randomly hand out drivers, those who cant roll with it clearly dont know how to 'manage'.

Not sure if Im off my rocker, but isnt the whole point of a management game about managing your resources to get as close to the perfect/right approach/answer as you can?

Hidden information makes it a lottery game not a management game. Whether or not we perhaps need more elements to a driver is a worthwhile debate, but adding a lottery element and calling it management...?
Ilia Lilov
(Group Master - 1)



Posts: 302
  Country:
Bulgaria 
Certified: 
Like this post (1)   Dislike this post (0)
Old post #5345 posted Jun 19th 2022, 22:32:11 Quote 
This is very much a min/max game... and as any other people figure out what is the best combination of stats and aim towards that. It is perfectly normal, just as it is in WoW for example, people running the same spec and the same gear after a while as they have figured out what is the best.

Now there might be something to your idea, but for sure it shouldn't be with hidden stats. You can have additional, Top Speed, Handling, Acceleration performance on the driver which would give you some variety, but the rest of the stats will still look the same as they do now at the very top.

Something like that will just amplify the effect of PHA matching but the same time reduce your opportunity to match well, as the driver stats will be pretty much fixed and the car you can control through testing and part levels. I think that would end up just giving an edge to some people who happen to have the right driver attributes that match most of the season, but that would be mostly through luck and not by planning so I don't see how it will improve the gameplay.
Daryl Gee
(Group Amateur - 27)


Posts: 4864
  Country:
South Africa 
Certified: 
Like this post (1)   Dislike this post (1)
Old post #5346 posted Jun 19th 2022, 22:33:25 (last edited Jun 19th 2022, 22:39:49 by Daryl Gee) Quote 
Quote ( MG van Rensburg @ June 19th 2022,22:12:17 )

but adding a lottery element and calling it management...?

It's a planning game if everything is predictable, not a management game. Management and planning are very different things. How can I manage if things aren't predictable? Because that's what management is. You don't need to manage anything if there are no disruptors.







Jukka Sireni2
(Group Rookie - 145)



GPRO Crew
Posts: 3870
  Country:
Finland 
Certified: 
Like this post (1)   Dislike this post (0)
Old post #5347 posted Jun 19th 2022, 22:49:31 Quote 
Quote ( Ilia Lilov @ June 19th 2022,22:32:11 )

This is very much a min/max game... and as any other people figure out what is the best combination of stats and aim towards that. It is perfectly normal, just as it is in WoW for example, people running the same spec and the same gear after a while as they have figured out what is the best.


That is true. However, management could come in place when choosing whether you want a driver that is fast on single lap, good on tyres, good on car wear, good for sponsors, etc. Ok, there would most likely be the optimum, but it wouldn't be so clear and maybe not the same in every situation. However, the current game design is basically that go for the single lap speed, and everything else either comes with same skills, or is not important. The only ever time I chose to not go for speed was when I was wanting to not promote and went a bit for low car wear instead.
Ilia Lilov
(Group Master - 1)



Posts: 302
  Country:
Bulgaria 
Certified: 
Like this post (1)   Dislike this post (1)
Old post #5348 posted Jun 20th 2022, 01:22:30 Quote 
You could potentially implement a secondary sub set of skills such as tire preservation, fuel efficiency, start reaction. If we are talking about complete redesign of skills maybe instead of arbitrary things like Talent, Experience, we can get "Slow corners", "Fast corners", "Breaking", "Positioning", "Reaction time" like generic driving skills that might matter more for some tracks than others. Might be interesting as you can train your driver as to excel in certain tracks, or you can try to make them well rounded, most importantly it would be just a few stats that everyone maximises.

It would be a huge undertaking though.
Mikko Heikkinen
(Group Master - 4)



Posts: 12503
  Country:
Finland 
Certified: 
Like this post (1)   Dislike this post (0)
Old post #5349 posted Jun 20th 2022, 02:20:12 (last edited Jun 20th 2022, 02:20:55 by Mikko Heikkinen) Quote 
Quote ( Ilia Lilov @ June 20th 2022,01:22:30 )

You could potentially implement a secondary sub set of skills

Why

One beauty of GPRO is that no one thing is about only one thing. Most things have secondary and even tertiary effects and/or things have be effected by two or more things.

Which means (for example) that drivers with differing skill-sets can prevail.

Them things already exist, so...

Quote ( Jody Parker @ June 19th 2022,18:28:10 )

Basically what I would like is a bit more variation, one that isn't simply removed by training the driver "right".

This can already happen.
Wolf Roiter
(Group Amateur - 35)



Posts: 152
  Country:
Austria 
Certified: 
Like this post (3)   Dislike this post (0)
Old post #5350 posted Jun 20th 2022, 07:08:57 Quote 
Quote ( Jody Parker @ June 19th 2022,18:28:10 )

Well, for me a managerial game is all about working with what one has, what one can get, and use that to the best of ones ability.
What it's not about for me is know almost every single detail in advance and use that knowledge to basically do the same thing over and over.


think i can relate a bit to what you mean. for the upcoming race it is quite clear what to do in order to get perfect stint length while being properly fueled and avoiding wobbling tyres. finding a strategy for such a race is relatively easy. the last race had rain probability and we had to deal with much more uncertainty and for me personally this was more entertaining.

i also am a bit torn about driver training. experienced managers can get a rookie driver and lay out detailed training plans to carry this driver up to elite. in this matter GPRO is a pure calculation game, as one can quite accurately calculate towards OA limits. having a bit of uncertainty here could add more entertainment. like having drivers that are gaining more out of fitness training and others gaining experience faster. however i don't think i would like to see this in the game as it could get unbalanced easily.

the way GPRO works now has uncertainties and randomness on some aspects, while other things can be planned very accurately. having more uncertainties could easily lead to frustration.
Darian Vincent
(Group Rookie - 95)



Posts: 1650
  Country:
Canada 
Certified: 
Like this post (2)   Dislike this post (0)
Old post #5351 posted Jun 20th 2022, 08:03:27 Quote 
Quote ( Wolf Roiter @ June 20th 2022,07:08:57 )

Quote ( Jody Parker @ June 19th 2022,18:28:10 )

Well, for me a managerial game is all about working with what one has, what one can get, and use that to the best of ones ability.
What it's not about for me is know almost every single detail in advance and use that knowledge to basically do the same thing over and over.

think i can relate a bit to what you mean. for the upcoming race it is quite clear what to do in order to get perfect stint length while being properly fueled and avoiding wobbling tyres. finding a strategy for such a race is relatively easy. the last race had rain probability and we had to deal with much more uncertainty and for me personally this was more entertaining.

i also am a bit torn about driver training. experienced managers can get a rookie driver and lay out detailed training plans to carry this driver up to elite. in this matter GPRO is a pure calculation game, as one can quite accurately calculate towards OA limits. having a bit of uncertainty here could add more entertainment. like having drivers that are gaining more out of fitness training and others gaining experience faster. however i don't think i would like to see this in the game as it could get unbalanced easily.

the way GPRO works now has uncertainties and randomness on some aspects, while other things can be planned very accurately. having more uncertainties could easily lead to frustration.


I think GPRO's accessibility is greatly helped by the fact that there is little in the way of randomness. If you can get the calculations down you can find a way to progress. Training certain things will always raise certain categories a certain amount. upgrading certain car parts will always improve certain parts of the car.. finishing in certain positions will always generate a certain amount of money. Obviously a super in depth hardcore manager simulation would not be nearly as linear in it's calculations. But there would also be a far smaller audience for it.

The game could probably afford to get a little braver in it's evolution, But going too far would probably end up being a mistake.
Jody Parker
(Group Amateur - 32)



Posts: 767
  Country:
England 
Certified: 
Like this post (0)   Dislike this post (1)
Old post #5352 posted Jun 20th 2022, 10:04:41 Quote 
Quote ( MG van Rensburg @ June 19th 2022,22:12:17 )

So you basically want to remove the management element and add a complete random factor to make it interesting...

No, it won't remove managerial elements at all, just exact planning 10 seasons ahead will require a little more adapting to circumstances is all.
Tibor Szuromi
(Group Pro - 5)


Posts: 11906
  Country:
Hungary 
Certified: 
Like this post (0)   Dislike this post (1)
Old post #5353 posted Jun 20th 2022, 16:23:33 Quote 
10 seasons ~ > 2 years.
James Keeble
(Group Rookie - 109)



Posts: 3264
  Country:
England 
Certified: 
Like this post (4)   Dislike this post (3)
Old post #5354 posted Jun 20th 2022, 17:13:37 Quote 
a very silly suggestion IMo!
Ilia Lilov
(Group Master - 1)



Posts: 302
  Country:
Bulgaria 
Certified: 
Like this post (2)   Dislike this post (1)
Old post #5355 posted Jun 20th 2022, 18:54:39 Quote 
Current system for driver skills and training works by making your driver better on all tracks. Which causes the effect of people figuring out what skills are most effective in that and all drivers looking the same after a certain point (IE, Master promo or Elite).

It might not be that bad to make skill/training system that doesn't improve the driver equally for all tracks. It might make the development of driver a bit more fun and force you to react to upcoming calendar a bit more, rather than pretty much having a training plan for the next 10 seasons. It will also make you decide if you want a specialist or an all rounder. It seems more interesting to me as an idea.

And though it might a nice idea, I presume it might mean huge overhaul of drivers and possibly race engine as well. Also people might feel then titles are a bit more random as you might be setting up for your push season for a while but then the calendar doesn't suit your driver as much and your effort gets ruined (though that can be avoided if balance is such that your stats get maxxed out at certain point, but then all drivers are the same again).

I like the idea overall, I don't know how it could work though
Daryl Gee
(Group Amateur - 27)


Posts: 4864
  Country:
South Africa 
Certified: 
Like this post (5)   Dislike this post (0)
Old post #5356 posted Jun 20th 2022, 19:01:21 Quote 
I really don't think that most of the GPRO player base really has driver development down to such a refined art that we need to kick them all in the bollocks.
Tibor Szuromi
(Group Pro - 5)


Posts: 11906
  Country:
Hungary 
Certified: 
Like this post (0)   Dislike this post (1)
Old post #5357 posted Jun 20th 2022, 19:28:55 Quote 
How much we don’t know 10 seasons in advance.
Mikko Heikkinen
(Group Master - 4)



Posts: 12503
  Country:
Finland 
Certified: 
Like this post (0)   Dislike this post (0)
Old post #5358 posted Jun 20th 2022, 21:17:36 (last edited Jun 20th 2022, 21:20:29 by Mikko Heikkinen) Quote 
Quote ( Ilia Lilov @ June 20th 2022,18:54:39 )

in that and all drivers looking the same after a certain point (IE, Master promo or Elite).

I've promoted from Master using a driver who's skill-set might surprise you.


Quote ( Ilia Lilov @ June 20th 2022,18:54:39 )

Also people might feel then titles are a bit more random as you might be setting up for your push season for a while but then the calendar doesn't suit your driver as much and your effort gets ruined

Don't' tyres already do that ?


Quote ( Daryl Gee @ June 20th 2022,19:01:21 )

I really don't think that most of the GPRO player base really has driver development down to such a refined art that we need to kick them all in the b**s.

That's a really good point.
Jukka Sireni2
(Group Rookie - 145)



GPRO Crew
Posts: 3870
  Country:
Finland 
Certified: 
Like this post (2)   Dislike this post (2)
Old post #5359 posted Jun 20th 2022, 21:31:04 (last edited Jun 20th 2022, 21:40:38 by Jukka Sireni) Quote 
Quote ( Mikko Heikkinen @ June 20th 2022,21:17:36 )

Don't' tyres already do that ?


Tyres and maybe driver hiring are the only management decisions. The rest is just micro optimising. But damn interesting still.

Quote ( Mikko Heikkinen @ June 20th 2022,02:20:12 )

One beauty of GPRO is that no one thing is about only one thing. Most things have secondary and even tertiary effects and/or things have be effected by two or more things.

Which means (for example) that drivers with differing skill-sets can prevail.


Another way to see that would be that since almost all skills affect speed, and since optimal combination is kind of balanced mixture, you automatically get everything else you need. So just optimise speed. Yes, it's possible to do well with suboptimal drivers, but if you can get a faster driver, then practically only salary is a reason no to. Usually not even that.
Brad Hall
(Group Rookie - 90)


Posts: 5
  Country:
Canada 
Certified: 
Like this post (0)   Dislike this post (8)
Old post #5360 posted Jun 28th 2022, 21:29:15 Quote 
I suggest that this game not disable your car before the first turn when the car has no fricking issues. Car is not broken but my race ended before the first turn! This is so much fun!!!!!!!Great game that I pay $ for! WTF!!!!!
Kyle Morris
(Group Pro - 17)



Posts: 6688
  Country:
England 
Certified: 
Like this post (6)   Dislike this post (0)
Old post #5361 posted Jun 28th 2022, 21:32:43 Quote 
That is because you had a start accident. My suggestion would be to lower your clear track risk/your start risk in order for this to not happen. You shouldn't be using more than 20 clear track risk for rookie :)

Also this game is, and never will be pay to win :)
Sagar Abhyankar
(Group Amateur - 60)



Posts: 1044
  Country:
India 
Certified: 
Like this post (3)   Dislike this post (0)
Old post #5362 posted Jun 28th 2022, 21:53:48 (last edited Jun 28th 2022, 21:55:02 by Sagar Abhyankar) Quote 
Quote ( Brad Hall @ June 28th 2022,21:29:15 )

I suggest that this game not disable your car before the first turn when the car has no fricking issues. Car is not broken but my race ended before the first turn! This is so much fun!!!!!!!Great game that I pay $ for! WTF!!!!!


Quote ( Kyle Morris @ June 28th 2022,21:32:43 )

20 clear track risk for rookie :)



20 CT (Clear Track Risk) is close to a heinous crime in Rookie...

Rather anything more 0 CT in Rookie is a crime......

As Kyle suggested lower your Start Risks


Adrian Zanoli
(Group Pro - 10)



Posts: 118
  Country:
Italy 
Certified: 
Like this post (0)   Dislike this post (0)
Old post #5363 posted Jun 28th 2022, 22:05:42 Quote 
If you go to "Other Statistics" on your profile page, you will find "Start accidents: (x)" for a reason.
Kyle Morris
(Group Pro - 17)



Posts: 6688
  Country:
England 
Certified: 
Like this post (1)   Dislike this post (0)
Old post #5364 posted Jun 28th 2022, 22:07:56 Quote 
Quote ( Sagar Abhyankar @ June 28th 2022,21:53:48 )

20 CT (Clear Track Risk) is close to a heinous crime in Rookie...

Rather anything more 0 CT in Rookie is a crime......


I mean sure, but even then, there is no harm in using it. If anything its more beneficial to use it as you can see what happens when you use it over 0ct, especially in this new day and age of energy
Adrian Nelson
(Group Rookie - 145)


Posts: 10
  Country:
England 
Certified: 
Like this post (3)   Dislike this post (0)
Old post #5365 posted Jul 5th 2022, 12:37:24 Quote 
As a rookie, enjoying my first full season. I'd like to make a suggestion. After running your practice laps and are about to put in your Q1, could there be a pop up reminder to remind you that the (dry) tyres you select here will be your dry tyres throughout Qualifying and the race.

If you select Rain because it's wet qualifying, you get this option. Which is perfect - maybe it is something that is only necessary in Rookie and could be disabled at higher levels of the game (or at the players discretion)
Richard Robin Paukson
(Group Amateur - 16)



Posts: 2428
  Country:
Estonia 
Certified: 
Like this post (1)   Dislike this post (0)
Old post #5366 posted Jul 5th 2022, 12:57:02 (last edited Jul 5th 2022, 12:57:30 by Richard Robin Paukson) Quote 
Quote ( Adrian Nelson @ July 5th 2022,12:37:24 )

As a rookie, enjoying my first full season. I'd like to make a suggestion. After running your practice laps and are about to put in your Q1, could there be a pop up reminder to remind you that the (dry) tyres you select here will be your dry tyres throughout Qualifying and the race.

If you select Rain because it's wet qualifying, you get this option. Which is perfect - maybe it is something that is only necessary in Rookie and could be disabled at higher levels of the game (or at the players discretion)


This is actually explained in the tutorial for the qualifying page (the blue "i" that blinks if you haven't gone through it). However, since many people probably don't pay attention to the tutorial before their first race, this important info could be displayed in another way to players who haven't completed x races (x could be somewhere between 1 and 5, for example).
Tibor Szuromi
(Group Pro - 5)


Posts: 11906
  Country:
Hungary 
Certified: 
Like this post (2)   Dislike this post (0)
Old post #5367 posted Jul 5th 2022, 13:23:26 Quote 
Sándor Petőfi:
...
I don't write, I don't read.
I am a Hungarian noble!

...
Wolf Roiter
(Group Amateur - 35)



Posts: 152
  Country:
Austria 
Certified: 
Like this post (6)   Dislike this post (0)
Old post #5368 posted Jul 5th 2022, 13:46:31 Quote 
Quote ( Adrian Nelson @ July 5th 2022,12:37:24 )

After running your practice laps and are about to put in your Q1, could there be a pop up reminder to remind you that the (dry) tyres you select here will be your dry tyres throughout Qualifying and the race.


This would be helpful only for first few races. Quite quickly you will be aware of the importance of tyre choice and the reminder would become annoying.

So if implemented, it should be done for a manager's first season only.
Frederik Broux
(Group Elite)


Posts: 415
  Country:
Belgium 
Certified: 
Like this post (1)   Dislike this post (1)
Old post #5369 posted Jul 5th 2022, 14:01:18 Quote 
Quote ( Adrian Nelson @ July 5th 2022,12:37:24 )

As a rookie, enjoying my first full season. I'd like to make a suggestion. After running your practice laps and are about to put in your Q1, could there be a pop up reminder to remind you that the (dry) tyres you select here will be your dry tyres throughout Qualifying and the race.

If you select Rain because it's wet qualifying, you get this option. Which is perfect - maybe it is something that is only necessary in Rookie and could be disabled at higher levels of the game (or at the players discretion)

If you hover over the question mark next to tyres in Qualify 1 or 2 you get following message: The type of tyre you want to use for the lap. The dry compound you select for Qualifying 1, is the dry compound you will have to use in Qualifying 2 and the race.

Adrian Nelson
(Group Rookie - 145)


Posts: 10
  Country:
England 
Certified: 
Like this post (0)   Dislike this post (0)
Old post #5370 posted Jul 5th 2022, 17:09:40 Quote 
Thanks for the responses, I agree it's probably only needed in your rookie season (Maybe first 20 or so races, or first full season), or it could be shown every time with an option to 'Do not show this message again' If and when it becomes annoying.

Not a big deal, or a major change in coding (I would've thought)
Page « 1 2 3 ... 178 [179180 ... 191 192 193 » Quick go to page:

Reply to this topic