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Development and designers

New 1. October 3, 2017 12:31 pm
I really thought i found great head designer that would improve my awful max research, but instead it dropped to terrible.

Apparently this one is better...
than this one

2nd one has better personality ratings, better morale ratings and master 100% compared to bachelor 72% and is older, and worked as designer before(should have some experience, right?)... yet is worse. I just dont get it.

I thought that master 100%, superb intelligence and superb ambition are kinda signs that its supposed to be a good one?

Ive read in some old guide. that might not be correct anymore, that superb personality stats + high degree (isnt master 100% highest possible?) means it is almost guaranteed to be superb one, but only limited by age and/or experience.

One is younger, less experience, much much worse degree, worse personality and worse morale stats... yet better?

I really thought i could get the one with best possible stats+degree and build up experience, but now im not so sure. Or am i wrong in thinking that master > bachelor?

Should i stick with younger one with awful (lol) max research or go with the other one and push through it and build experience on him?
Or just get random ones until i get lucky, as it seems there is no predicting who is good or not without scout reports, and with getting 1 report every 1-2 days and needing several reports on same person to reveal stats, should i just wait for weeks until good one is found?

Im really baffled here and really have no idea anymore. Awful and terrible max research doesnt sound too appealing.
New 2. October 3, 2017 02:56 pm
Austria Fenninger Racing
Division 1
first of all, I havent noticed any link between personality and skill, it might be there, but the impact isnt that big I think.
How good a designer is, is mostly dictated by his actual skills. And experience doesnt hurt either.

I dont know what the stats of your designers are, but both got no experience.

I would suggest 2 things:

1) get a head designer that has some sort of experience (3/5 or 2/5 will do) that is not too expensive(max 50k wage)

2) get rid of coach and scout and get two junior designers that cost nothing without experience. Dont forget to assign them to the role!

That should get your research level to a level where you can progress your team. After your HQ2 is done you can add coach and scout to your team to further progress it and scout better staff. Youth drivers are very optional as it takes ages to profit from it.

Hope I could help a bit!
New 3. October 3, 2017 03:56 pm
Ill probably do something like that.

There was some guide here on the forums (it did say that its old and might not be accurate anymore), but still, 100% master and everything else green seemed like best option for future.

Im aware that experience is the key, but what is the use of degrees then? I thought 100% master would be better starting and with experience reach higher, so i got one like that with terrible experience and wanted to build it up (3/4 research limit would be acceptable to start with, certainly didnt expect terrible when 72% bachelor with 0 experience has 2 limit). Since its new team i thought i could get good degrees with no experience and build them up, not going for someone expensive with experience right from the start.
But in the end its worse than 72% bachelor that never had a job before... and that makes no sense to me, regardless of experience.

All this time i avoided all with lower degrees even with experience thinking that better degree means better start and/or higher ceiling, and that worse degree with experience would just make up for difference in degree, not that it would be better regardless of degree. Something like 90% master with little bit of experience would be same as 100% master with no experience. That kinda seemed logical to me.

Oh well, guess some rebuilding is about to happen.
Thanks for the advice and info :)

edit: found the guide https://pitwall.org/help.php?help=beginner_guide
Lots of old stuff, but figured staff things might be accurate still.
New 4. October 4, 2017 09:50 am
Search YouTube for MCDXCOM
personality traits have no effect on skill - they are simply there to show how staff will get along with each other.

They are not good or bad. ie a staff member with superb loyalty may actually be really unloyal it just means he will get along well with another staff member with superb loyalty.

For staff ability you need to scout them and reveal their hidden stats which for designers are inventive and reproductive. - only these have an effect on research and ability to design good parts
New 5. October 4, 2017 11:25 am
Belgium Skylark Racing
Division 3.1
The degrees was introduced to give some sort of indication about the talent of the person, not about the current rating. But I'm going to change that system in the future as it's way too confusing (as has just been proven again).

I'll remove the degree percentages and then re-introduce the talent rating for scouts. That way people can be sure-er about the talent of a person (even though that doesn't always tell every thing either).
New 6. October 5, 2017 03:49 pm
Not sure if needed to change it all because of this, but for sure tooltips and better guides are needed.

So if i mouse over power position, it should tell me what the hell that means (if not in guide).

Figured it out only through trial and error, after losing so much time trying to start negotiations with demanding sponsor... when i could have gone with easier one.

Same with personality stats. I figured that its tied to actual stats(because there is barely any info anywhere, so you interpret it yourself, until you figure it out through experience)... for example, if someone is ambitious, intelligent and professional, its very likely that he will progress faster and reach his potential easier than someone who is stupid slacker without ambition. He might have huge potential and 100% degree, but never realize it because he is lazy for example.

So, for me, nr1 priority for future are tooltips and information. I still have no idea about half the options, what do they do, why would i use them etc.

Wth are loopholes and why am i supposed to assign designers to loopholes? Research i understand, but loopholes? Is it if i want to go above the limit set by the rules? No mention about the section in the guide and no tooltips about it.

And then new players mess up, lose money, have terrible staff, car, drivers and give up in frustration (when combined with 6 months no new team and 1 acc per person...).

But anyway, for me, every option is ok as long as there is information explaining how it all works.

Now i know, so it should be easier and less money and time wasted.
New 7. October 6, 2017 06:40 pm
Search YouTube for MCDXCOM
Pitwall has always had a steep learning curve, but it is like a brick wall to climb now for new players
New 8. October 6, 2017 06:51 pm
Austria Fenninger Racing
Division 1

#6 by Stephen Whitener
Wth are loopholes and why am i supposed to assign designers to loopholes? Research i understand, but loopholes? Is it if i want to go above the limit set by the rules? No mention about the section in the guide and no tooltips about it.

Yes, you are correct. It's a way to go over the rules 'legally' (like grey areas in F1). There is nothing mentioned in the guides, because it is a fairly new mechanic (2 Seasons I think).
If you have any questions, dont hesitate to ask them here or in the chat, if it is a short question.
New 9. October 8, 2017 10:00 am
Search YouTube for MCDXCOM
the limit set by the rules is not enforced yet - so there is no need to invest in the loopholes yet - however you are right in your understanding
New 10. October 8, 2017 04:33 pm
Thanks for the info.

Got new dilemma now. How development actually works? Is it based on current research or skill of designer on the project?

Why do i ask?
Have only 5 staff slots, so if i unassign scout and add youth designer, i can get to unsure max research, so if i research everything to unsure and then unassign youth designer to put back scout, will that affect my designing of new parts in some way? Do i need youth just for research or have him on all the time for design to be better?

Thinking about next seasons car, and how i could get the max of it all



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