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#1 by Tim Watts
Most of this difficulty in growing relates to staff. I know in real life you dont really know who you are hiring but i think that most people will know whos who to a certain extent. Currently the rankings system is that messed up that I have seen and had staff who are terrible in every stat, ranked very high and want a fortune in contracts. Not only that but you have to rely on scouts to give you a rough idea and they are next to useless most of the time.
I also have seen younger staff/drivers asking huge amounts of money and have not really done anything to prove it. This becomes a big problem if someone wants to build a driver/staff up but has some success along the way with the team.
I think you need to simplify this a lot. Have price groups based on stats and only have extra charges on top once the staff/driver is in div one and winning races etc. That way staff dont get a big head on lower divisions and want big money before getting to the big league.
#1 by Tim Watts
The development system is a little too complex. I would have no idea if the next part i make is going to be any good and the stats that come out are a bit of a lottery. There are big changes for next season and to be honest I have only had a very brief look at the beta version so I am not sure if it is better or not.
I also dont really know where to focus on or what will give bigger or smaller gains. There is no "road map" to success.
I have been playing this game for many years, this should be something someone can work out after a season or two at most.
I think it has just become too intense. Maybe limit each part to weight, durability and performance(which has a base stat based on designer but then improves based on the amount of laps done, kinda like a mechanic getting used to the part). Still make people do laps to find out what they are like so you can redevelop but have the part perform better the longer it is used. That way people are likely to sit on a part a bit longer to have the team understand the part more which makes it faster. Or they might take a risk and develop a new part early to try get better results in half a season compared to other teams. Also Make the part ranking a lot easier. Div three teams have parts ranked from 1-4, div two 4-7 and div 1 7-10. when you get promoted you will most likely have the base parts for that division based on being the best from the lower division and you get a year off from relegation. Within the parts you have 5.1, 5.2, 5.3 - 5.10 When you get to 5.10 you then work on 6.1. You could use the exact same system for staff and drivers. Relate their score to their income and off you go.
I would say though that it needs to be realistic to an extent but dont go overboard. It was a while ago but a remember PW1 being realistic but also a lot easier to manage and to plan what to do next.
I feel you can make this a lot lot simpler while still having realism.
#1 by Tim Watts
I dont feel you need to change production or anything else to a points system you have it sorted pretty well I think. Parts take time to develop and build. Its simple and realistic.
I think you have that area pretty spot on.
#1 by Tim Watts
I see you are also looking to make the game less people interactive by having your own league filled with Ai and doing away with the 7-day cycle. I could be wrong here, if so please disregard the following.
It will probably attract people but I also very strongly feel that those are the two main reason I didnt pick a lot of other games.
I think its great having a competition where you are racing other real people its probably one of the main reason a lot of people have stuck around. I would have hung up my racing gloves years ago unless there were people in my divisions and the game to chat to. I really hope you reconsider this. All good to have Ai in div three if its not full but dont fill the game with it. Try to keep it a community game. People racing people.
With that comes the 7 day cycle where you can only test or do qualy on certain days. Again this is what i consider one of the greatest strengths of Pitwall. Please dont underestimate how much realism this adds to the game that no other game I have found has. It gives you a nice niche that will attract people.
That fact that you cant just skip through and that there are things you can only do on a certain day is great. It adds more to the realism then i think is given credit. Really enjoy the nights where the F1 race is one then either just before or after is my PW race. The only thing I would change about this is having a "holiday" mode where you can go away from teh game for a certain amoutn of time and not have your team go backwards.
#5 by Adam Eggbeer
I don't like the part rankings in your idea. That is too much like PW1 where people can get to a good point and stay there. I'm guessing if you get relegated, you get the top level on the tier below which means that it's going to take teams getting promoted ages to catch up. There is very little chance of getting back to back promotions. If you get a year off from relegation then you will find that you could finish 5th in the division, score 100 odd points, win a race or 2 perhaps and still get relegated which isn't fair. If you get promoted, you should have to earn your spot in the division above.
#5 by Adam Eggbeer
As for there being no road map to success, that is wrong. There isn't one direct route but several and it's up to you to choose which way you want to go about it. If there was only one route to the top then it isn't mentally stimulating as you just have to go through the motions to get to the top with no skill involved.
#4 by Dan Mills
I'd like to see loyalty play a part with staff and drivers, rather than being drawn to the highest bidder. Now it's pretty much a numbers game.
Tim Watts:I think i was trying to get a slightly different point of view on this one. It more based around it not being very easy to see which way is working or what the directions are. With the staff/drivers system being broken and development needed some tweaking its not exactly straight forward to make a decision on what to concentrate on. I certainly agree it needs to be a thinking man/womans game but even a thinking man/woman needs to see what is working and what isnt to make better decisions. At a minimum it needs to be more transparent to make sure new gamers will stay interested.
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