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Post by Il Padrino on Sept 4, 2012 14:32:57 GMT 1
All in all, the very bottomline reason for these changes was to make the game a little bit easier. We are aware that the new race engine is more complicated and will take time for players to get used to it.
If we combine harder race tactics + harder training + tougher finances, the game shouldn't be considered for the casual player anymore.
The RE is here to stay, so we made the decision to make other aspects a little easier to swallow. Such as: lower trainer wage, multiskill training, option to have better starting skills for the trainer (which was only introduced to prevent new teams from bankrupting too fast).
Ps: I'm really sorry to see you go, Stenes. I hope the decision was an impulsive reaction and you'll return in a little while. Life hasn't been exactly easy for me this year, either, both personal and professionally.
Seeing these reactions on such a minor aspect of the game, after all the work the last 3 month put into the race engine, fanclubs, division/calendar/team/cyclist history, variable calendars per division, the division forum, etc etc... don't forget you are just playing it (and for free, if I might add), while I'm building it. There are always tough decisions to be made, and you can't please everyone.
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Post by Il Padrino on Sept 4, 2012 14:22:49 GMT 1
The amount of random in the new engine is the same is before: only the chance of falling/flat has a random element. Everything else is steered by the selected tactics and cyclists' skills.
We'll add a link to the tactics page to a help document explaining the different tactics and what to expect when using them.
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Post by Il Padrino on Sept 4, 2012 10:13:07 GMT 1
Ik zal werk maken van een help pagina voor de tactieken!!
De huidige lonen van de trainers zijn trouwens herberekend. De hoogste skill telt nu iets zwaarder door (skill van 20 kost +/- 160k ipv 190k).
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Post by Il Padrino on Sept 4, 2012 10:10:53 GMT 1
Well, yes, if the trainer is better skilled in flat, then that will be faster. It doesn't matter how you distribute your cyclists (all on mountain, or 50/50 with another skill). The training still looks at the skill of your trainer.
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Post by Il Padrino on Sept 4, 2012 10:06:17 GMT 1
That was only a small portion of the transfers. The game was suspended Monday evening, while the transfers were only delayed a little while later. There were about 260 ongoing transfers suspended.
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Post by Il Padrino on Sept 4, 2012 10:04:13 GMT 1
Vksen and me also wonder what to do now. We don't know how the new engine works, what skill will be important. If there is only large pelotons where sprintskills matters a lot, more important than the skills that we trained over the last season, then what's the point going on with the riders we created? When for the current engine we need sprint and tt (to escape from the peloton)? It's like we've made riders for a cycling game, and now have to compete with them in a mountainbike game which requires a whole new set of skills. It just seems so unfair. I have a trainer 16 - 0 - 17 now, same for vksen, and if we want to compete, I guess there is no other way then buy a trainer with instant 15 sprint, and 15 timetrail? The thing that bothers me the most is that after playing with this engine a couple of times in the funraces, I didn't figure which skills I need to train now. What makes a balanced cyclist? I have not a clue. The funraces have been using the new race engine for 2 seasons now. You also had the chance to participate in the test period during the last months. Any complaints you might have about the new engine could have been made then. If you're not prepared, it's your own fault. Sorry.
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Post by Il Padrino on Sept 4, 2012 10:02:36 GMT 1
Threatening to quit the game and taking along other players with you, isn't helping your position one single bit.
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Post by Il Padrino on Sept 3, 2012 22:42:20 GMT 1
Anything IP does is going to be a compromise. As Genomico points out there are a few options, but all of them have flaws. I had a couple thoughts inspired by the other posts, and thought I'd put out another small change that might feel more fair to all. It may be too late for something like this, but.... Allow managers to hire multi-skilled trainers, but with only one specialty up to level 15, and as many secondary skills of up to level 10. - This will let mono-skill trainers catch up a bit, but not as fast as being able to hire 15/15 trainers. - Keep the hiring cost at $20,000/per skill level - adding another $10k per skill level over 10 isn't going to hurt the veteran teams, and will only impact newer teams. - Or, perhaps a sliding scale as Schizm suggested. This is a bit more fair to managers who already spent the time and money to build a dual trainer. But maybe $20k/level for the 1st (same as before), then $25k/level for any additional skills. The potential problem here is new managers overspending, though. I think it's a bit more fair to managers who have already spent time and money to build a dual-trainer, and still gives other managers a chance to make an adjustment over the course of Season 4. (Also, it does seem realistic that most trainers can train non-specialty skills at a lower level, like 10.) I agree with IP, that the cost of skills over level 15 should remain high. Premium trainers should come at a price, and since everyone can see what the new salary will be after training your trainer, that should prevent alert managers from making bad financial mistakes. Of course - the huge downside to making another change like this, is IP will have to reset the game again, because some managers have probably already hired a new trainer. But - it's important to get something like this right, and if it results in a 1-week delay on the restart, it's worth it over the long-term, imo. Maybe the best compromise would be to have a skillpool to distribute points from. Like 40 points, that should allow max two 20 skills for those who can afford it, or max 2 15 skills + 1 10 skill.
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Post by Il Padrino on Sept 3, 2012 22:38:18 GMT 1
I'm tired to plan strategies for my team and see that everything get wasted due to random changes without previous announcement. And then i read that it's not possibile to introduce the new training system without changing the trainers cause "They would need a full season to get a 2nd skill up, so the cyclists that need training on a 2nd skill will be behind for a full year" LMFAO You didn't care about secondary skill till now, but now you can't live without it?? lol But all the managers who trained their trainers accordingly to the new race engines and how the game was supposed to be UNTIL A WEEK AGO have to take the disadvantage LOL You can train your primary skill while the secondary skill of your trainer grow. You won't lose any training for that. But all the managers with multiskill trainers will lose the money they spent FOREVER! And, this sucks even more, everyone can buy a trainer BETTER than the trainer i have even if i planned to train him like this MORE THAN 1 SEASON AGO. They get it with a single fucking click. I think you're looking at it the wrong way. Those players who already had multiskill trainers had the advantage in the previous season(s) to prepare their cyclists for the new race engine. Players who didn't do that, are now disadvantaged because they missed all those trainings. But now that the race engine is implemented, it is only obvious that you should be allowed to train multiskill from the go, because the engine is intended for that.
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Post by Il Padrino on Sept 3, 2012 15:13:29 GMT 1
Training skills cost 10k per week, while the skills when hiring a new training cost 20k per skill point (sign money).
So it depends. If you plan to train a second skill soon and you have the cash, you could hire a new trainer.
But if you think you will start training a second skill only in a couple of months, you might be better of training the trainer.
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Post by Il Padrino on Sept 3, 2012 15:09:47 GMT 1
If you play in division 5, it shouldn't be too hard to win promotion to division 4. So my advice would be to take the 1 year contract.
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Post by Il Padrino on Sept 3, 2012 15:07:47 GMT 1
Yes when the remaining stuff like calendar generation is done, I'll work on the statistics (and also the Country page)
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Post by Il Padrino on Sept 3, 2012 15:03:37 GMT 1
- No I could not buy that trainer because I do not have the money ! I used all my money to buy good cyclists trained in other skills ! edit : But I do think that the sign money and the wage of a six times 15 trainer f.i. is much to low ! The wages really start to increase exponentially from skill 16 onwards. The sign money per skill is 20k, which is twice the cost of training the trainer. I could increase this (for example, 25k or even 30k for skills > 10) so that there is still a financial benefit of training the trainer.
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Post by Il Padrino on Sept 3, 2012 14:57:58 GMT 1
Team Id? (I'll confirm this, but it's possible that injured cyclists aren't counted)
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Post by Il Padrino on Sept 3, 2012 10:17:19 GMT 1
Yes, it also doesn't matter whether you train them all the same skill or not. It's the total being trained that counts.
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