Forum topic: unbalanced things

Italy Matteo Rossi Pitwall Supporter

162 races

8 championships

32 wins

92 podiums

Current team

Mexico minardi
Division 1

Henri, i answer you here and not in chat because there are a lot of things to say and i hope that more people partecipate in a constructive discussion

1) i'll start from your Div2 teams concern: i honestly don't think that the drivers level is a problem, the main factor is that many teams in div2 are not very active as Div1 teams, in fact only 6-7 teams in all the four Div2 have a quite good car to try to compete in div1, so first of all the problem is the poor number of active players.
if i should try to guess the number of active player of the entire game i'd say between 50 to 60 and that's a realy poor number compared to other browser game of the same type. and the realy active players are 20-30...that's sad.


2) regarding differencies between teams and drivers, are you sure you want tighter drivers performance? or maybe is it better to increase the weight of the car's performance compared to the overall performance? in my opinion 2 cars with the same concepts are too similar even if one has high percentages of development and the other has low ones. so the only one that can see the data and the big picture here is Frank, and i hope he has a good idea of what is going on in the game before modify something. if he ever will have time to do that
my opinion is always that if the game has only 100-200 more players will be far more competitive and balanced from this point of view


3) dont get me wrong, i agree that game need a solid works of balance in many aspects, but imho the most unbalanced thing is the finance part of the game and people don't seem to see it:

3a) there are few teams that have far too money, and this thing alone can ruin everything. they can pay too high wages compared to every other teams, they can pay higher buy out clause, they can even poach the best drivers of the game if they want to
a possible solution could be to rise the weekly cash cost:
from 0 to 75 millions = 1% (like it is now)
from 75 to 150 millions = 3%
above 150 millions = 5%

3b) other financial imbalance is the income from fans. the fans amount keep growing in the same way whether a player has 0 fans or already have millions of them.
some teams have so many fans that they have many millions more in weekly income, this is leading to the same negative consequences of 3a.
A possible solution could be to add a "fans cap" to the total fans number and a "diminished return effect" in the weekly fans growth. So for example if i have 0 fans i can have a maximum weekly growth of 50k fans, while if i already have 2 million fans my maximum weekly growth should be way less than 50k fans.
i think that these solutions are easy to implement for Frank
Yesterday 04:40 pm

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