Pitwall news

Season 24 rules published

The rules for season 24 have just been published. Car wise and racing wise nothing much has been changed. The biggest change is in the prize money. It has been increased quite a lot, but this is coupled with a gameplay change which means that from now on the prize money paid out will vary from division to division. The highest division (1) will get 100% of the stated prize money. Division 2 will get 65%, and division 3 gets 40%. The reason for this change is as it only makes sense since development costs more in the higher division, and we don't want to encourage teams to sandbag in the lower divisions.

Another rule change has been introduced which specifies how many drivers can take part in a session of the same team. Currently this is unlimited which means that a team could run as many different drivers as they want per session by swapping them over all the time in the car. From season 24 this will be limited to 3 drivers in the normal week sessions, and to 2 drivers in the off season testing only weeks. This does not mean that you need to drive with your first and second driver. You can still drive with 2 youth drivers in the testing only weeks. You just need to choose which driver you want to drive with.
From next week on a driver will also be able to participate in just 1 race session per week. This change was necessary to prevent drivers from participating in multiple race sessions per weekend, and potentially gaining much more driver training than was originally planned. This would lead to overpowered youth drivers, which is something that was reduced in recent changes.

The racescript has also had a small tweak, but that change will also be introduced just next week. The pitstop errors were too uncommon and they have been slightly increased. This will make the pit stop practice multiplier more important again.

There have been calls to re-allow refueling, so we will run a politics decision on that this week. It will mean that refueling in the race is allowed again. Since if we push that through I want to keep strategies open, we will not reduce the maximum fuel tank size so that people can still try to finish a race with really short pitstops.

Season 23

Welcome to season 23 everyone! This season was supposed to be the season of the introduction of Parc fermé, but the majority of managers have decided that this rule change should not be adopted and this was of course respected.

Just like in real world, there's a crisis raging in Pitwall. We've had to adopt our calendar to the situation where we can't travel. Therefore, there will be races this season where we race on a track that we've already raced on. Also, the races are in the European area to reduce the amount of travel. Normally, hopefully, things should be back to normal next season.

Suppliers have also been affected, and we've seen the first big changes in suppliers since the leaving and joining of suppliers was announced. Which supplier leaves and joins is determined and discussed by the admins, with me having the final say. The page on the admin panel where we can make changes to who joins/leaves was updated and improved last season to make sure that no changes can be made to suppliers joining or leaving for the next season and the season after that. This was necessary, since if we would make changes now for suppliers of next season, then there would be no warning message for the managers. This is what happened. Changes were made last season for this season (we obviously hadn't thought about the pull out mechanism), and because of this there was no news center announcement for some of the suppliers that pulled out.
Obviously this was our bad, but we won't be making any other changes (refund of admin points, re-instating suppliers, changing supplier contracts, ...) since the game functionality worked as intended, there was just no announcement. In real life this happens as well (many examples to sum up). I will make some changes to the supplier pages so that it's clear which supplier is pulling back.

Enjoy season 23! The focus is still on the race script, and we should have some more changes and fixes (to youth races) coming up to that soon.

Staff skills

In the past development updates it became clear that there was a big issue with the skills of staff that was not correctly updating. In fact, the skills have remained virtually the same since the start of Pitwall, apart from the persuade skill. This was never intended, and had to be corrected.

I removed the faulty code, and created a new system which is much easier than the overly complex system that was in place. The new system updates the skills of each assigned staff each day. There are several factors which play an influence apart from the maximum skill and talent of a person: age is the biggest factor, but the role of the person (head staff gains optimally compared to junior) and the division the person is working in (not that big of a difference).

To correct the incorrect past 21 seasons, I have run a script which has looked at the age the person would have been at that point, and have done corrections. Because of that a lot of staff have jumped in skills and therefore I also ran an extra reputation ranking and rating calculation script. The skills of staff will now improve like they were supposed to all this time.

Politics

Today the world of Pitwall has become a bit more democratic with the introduction of Politics. This module allows managers to vote for rule changes in the published rulebook for the upcoming season.

The governing body can propose one or more rule changes in a proposal. This is then published after which all active managers get a notification in their news center. They can then vote to approve, reject or abstain to vote. Making a vote costs 500 administrative points. Most votes will require 50%, but this number can vary depending on several factors.
If managers vote for, then they agree with all the proposed rule changes, against then they are against obviously, and when they decide to abstain they want to remain neutral but they will keep the vote for a next proposal. Abstaining can be interesting in case you want to save up votes for future proposals where you want to throw more weight into the scale. You can vote with a maximum of 3 votes, and it's not possible to accumulate more than 3 votes.

The first proposal has just been sent out of the door, and it is related to a new rule that was also introduced over the weekend: parc ferme conditions. This rule is currently set not to be enforced next season, but if enough people vote in favor (50%) then it will be adopted into the rule book next season.

In the future it will be possible for managers to create proposals, which will cost a lot of administrative points and have other requirements. But for now we will stick with the governing body making rule change proposals. Of course, the governing body keeps its veto right, but we intend not to use it too much.

Go out and vote! Next up is a new strategy page that is coming soon, and I will try to fix the bugs with the cars not getting of the grid in some races.

Scouting and person discovery changes

The scouting and person discovery section of the game has received an update over the weekend. The point of these changes was to make it easier for managers to discover the undiscovered potential. Especially in the staff section there are much better staff which never end up getting a job since it's too difficult for managers to find them.

Scouting gameplay changes
The blue stars got their introduction in a recent update. They are used to indicate how good the potential and current rating of persons are. If the "Known" statistic is not at the maximum level, then the stars will be blue. The known statistic can only increase, and increases by competing in races for drivers, or by being assigned to a position for staff. There are some small other parameters that play an influence to that, but that's the general idea.
There have been two changes in this area. First of all, from now on scout reports also play an influence in the known stat. Each time a scout report is generated, the known stat will increase slightly. The idea is that people talk, and some information will always be exchanged between teams.
The second change is that before the known stat would play an influence on the (blue) rating stars in an incremental way. This means that the person would always get low stars when he was unknown. They would increase as he would become known. This was kind of annoying, since it meant that all only-slightly-known persons would be low in stars. This has been changed so that it can work in two ways. Each person has an offset factor which reduces as the person becomes more and more known. How big this factor is depends from person to person. So some people can start off as a big talent, and reduce in rating big time. Or others could be a bit under rated, and increase in rating slightly over time.

If someone isn't known yet, then there are no stars to display. So I analyzed the flows, and it was quite clear that scouts keep rotating the same persons all the time. The only chance that fresh blood would enter was when a team would hire an unknown person. The original idea was that you can only scout someone if he has a job, but that restriction has been lifted now to open the market all the way for undiscovered potential. This means that from now on scouts will also be able to file scout reports for staff which are not contracted to a team, or to those who are contracted to a team but not assigned to a role.
The changes above should open up more staff talent, but driver talent suffered from similar issues albeit not that big. A small change has been made so that more driver talent should appear in the scout reports. Before youth or guest drivers without a team who competed in a division in the same season before would get preference when youth or guest drivers are invited to participate. This restriction has also been removed. This means that guest and youth drivers who are without a team will always be decided on a random basis.

Scouting page changes
The scouting page used to be a page with lots of panels crammed together on one page. The information that was shown was also quite generic and didn't offer that much information and still required you to click the person to see details. Because it's a vital tool in discovering new talent, I decided to make some changes to the scouting and market pages.
The scouting page is now split up into several tabs, and more scouting information is shown on the knowledge tabs. This should make it easier to spot great talent.
As a quality of life improvement it's now also possible to re-scout persons which were recently scouted, so that you can get more information about a person. And it's now also possible to easily decrease the number of requested reports.

Finally, the scouting page also allows the manager to specify that scouts should only scout staff which are teamless (free staff). This works similarly to the free driver only check box.
Some changes that are planned but that didn't make the updates yet are a redesign of the scout settings on the top of the page, and the removal of a news item each time there is a new scout report. These will be changed by a daily grouped scout report message.

Job market page changes
The job market page offers a lot of details on persons at a single view. Or at least, it should, but you could only really see the experience statistic before. This is not that great information wise, and therefore this page also received a long overdue update.
First of all, the table which shows the information will now also resize depending on the screen size which should be better for mobile devices. And due to that change, I could also implement dynamic columns to be shown. This means that skills per person are shown. For example: designers will get their skills shown, while drivers will get the average of each skill category shown.
Some columns which didn't offer the most critical information have been removed, and the talent statistic has been added. The contract expiration is changed into a more readable format, and youth drivers get their actual role shown instead of the generic "Youth driver". From now on it's also possible from this page to quickly add a person to the scout queue, without requiring a page redirect.
The age options have also been changed so that they make more sense. Each youth age has been replaced by the minimum and maximum age per series, so that the eligible drivers can be listed.

Other changes
Some small but handy changes as well on other pages. The cars page quantity and tyre type fields now default to a default value, which should save some clicks.
And the loophole page has been slightly tweaked so that it offers a bit of a better overview. More changes are coming in that area in a later update, so apart from the layout not much was changed.

If there are any questions, let me know in the chat.