|
Post by goof on Nov 17, 2011 16:32:01 GMT 1
Does it matter much? You just have to click one time more if you want it to be descending. It's just about usability. You normally try and make the interace do what people want with the least effort. Plus it's two hits to the server rather than one. Yeah, I agree with you that it is more logical to be ascending first, but I can't understand why it bothers much.
|
|
|
Post by Il Padrino on Nov 18, 2011 13:16:39 GMT 1
Does it matter much? You just have to click one time more if you want it to be descending. It's just about usability. You normally try and make the interace do what people want with the least effort. Plus it's two hits to the server rather than one. You're right, I'll fix the sorting order (also on the cyclist summary)
|
|
|
Post by VeryRisky on Nov 18, 2011 14:09:49 GMT 1
Thanks, all helps.
|
|
|
Post by lee1950 on Nov 25, 2011 18:55:12 GMT 1
From "Small bugs" thread: There must be something wrong with calculating flats and fall's in a race. I know the skill's for this are not a garantee not to get flats or fall's but the results are rediculous. I noticed this quite a few times but I'll post 1 examle of the race today: Geraldine Haperen (39) has skill's 11-14 and in today's race he had 2 flat's + 1 fall You must see that this is way to much and something should be done with the calculation on probability to have a flat or fall. This isn't the only case but it's a pretty good example I must agree with this, it's just too much. Some cyclists fall or have a flat tire in edit - the half of the races in which they participate. Irl, that wouldn't happen. Perhaps cyclists with Steering or Balance less than 5 could increase in those skills at a faster rate until they reached 5. If it takes something like 20 flats to go from 1.0 to 2.0 in Steering now, maybe that could be changed to 10 flats. 5 is still a very low level for Steering/Balance, but it would be realistic for riders to learn the fundamentals of those skills a bit faster. Once they reach 5 the speed of increasing those skills would return to the normal rate. Thanks!
|
|
|
Post by Il Padrino on Nov 27, 2011 16:38:14 GMT 1
Yes, I proposed this also in the Belgian 'suggestions' topic
|
|
|
Post by goof on Nov 28, 2011 15:02:48 GMT 1
It would be handy if cyclists with an injury would be marked in the summary of cyclists.
|
|
|
Post by goof on Dec 8, 2011 0:08:14 GMT 1
Maybe this has been suggested before, but it can't the TdF begin one day earlier? (maybe next season) It will be better that way.
|
|
|
Post by rarau on Dec 8, 2011 18:37:12 GMT 1
Maybe this has been suggested before, but it can't the TdF begin one day earlier? (maybe next season) It will be better that way. why only Tdf? if will be, will be a day, 2, 5 but for all season
|
|
|
Post by goof on Dec 8, 2011 19:33:16 GMT 1
Maybe this has been suggested before, but it can't the TdF begin one day earlier? (maybe next season) It will be better that way. why only Tdf? if will be, will be a day, 2, 5 but for all season Because the TdF will then end on sunday. I don´t have any problems with an other race this calendar. It´s just that the weeks after the TdF are very full, and these weeks will be a bit better to look over.
|
|
|
Post by JoeLag on Dec 11, 2011 0:56:32 GMT 1
There's not much of Latest messages in the division page! How about some system generated messages? Perhaps whenever a cyclist is injured it would be nice for the whole division to know about it? Or if any team in the division bought or sold a cyclist?
|
|
|
Post by Il Padrino on Dec 11, 2011 12:54:28 GMT 1
Yes, that was the whole idea The latest messages is where the manager messages go, but the idea was to also have a 'division news' section, where big transfers and injuries and such are posted. I've not had the time so far to start working on it, unfortunately, there's always something more pressing. Many of the ideas I had when starting on the game have not (yet) been implemented. Like press-interaction before or after a race, which would also create an item in the division news section, and could even have an impact on your team, when you praise or critisize a certain cyclist. But as these are not 'core' functionalities, these ideas were put in the fridge
|
|
|
Post by floppiwoppi on Dec 12, 2011 15:19:49 GMT 1
If we use the funrace iso the usual race.. it’s already not bad at all. With extra parameters everybody has a chance to win a race. To minimalise daytrading use ‘club love’. Who stays longer in a club, has more that sticky feeling with the club, so better prestation. Everytime the cyclist change.. it starts from zero. So I was thinking of 3 parameters: each in 6 levels: Non-existent, bad, weak, good, great, fantastic (means => 0%, 20%, 40%, 60%,80% and 100% of the max capacity on every skill)
Form: cyclus/age (+35 its diff to stay longer on top.. lot/less of races.. hide skill= cyclus)
Mood: win/lose team, cyclist go to other team, on the list, hide skill= cyclist (not) good in the group
Club-love: goose up every level/ after 5 riding After 20 ridings a cyclist has great => 80% of his max capacity of club-love
When a cyclist had fantastic (100%) on every skill.. he use his max capacity for a race.
The advantage is.. everybody had a little chance to win and extra tactics.
|
|
|
Post by lee1950 on Dec 12, 2011 18:18:59 GMT 1
I like the idea of team loyalty, and having some benefits for keeping a cyclist. Not sure about directly affecting his racing results with a boost on the road. If we use the funrace iso the usual race.. it’s already not bad at all. With extra parameters everybody has a chance to win a race. To minimalise daytrading use ‘club love’. Who stays longer in a club, has more that sticky feeling with the club, so better prestation. Everytime the cyclist change.. it starts from zero. So I was thinking of 3 parameters: each in 6 levels: Non-existent, bad, weak, good, great, fantastic (means => 0%, 20%, 40%, 60%, 80% and 100% of the max capacity on every skill) Form: cyclus/age (+35 its diff to stay longer on top.. lot/less of races.. hide skill= cyclus) Mood: win/lose team, cyclist go to other team, on the list, hide skill= cyclist (not) good in the group Club-love: goose up every level/ after 5 riding After 20 ridings a cyclist has great => 80% of his max capacity of club-love When a cyclist had fantastic (100%) on every skill.. he use his max capacity for a race. The advantage is.. everybody had a little chance to win and extra tactics. Sorry - not 100% sure what you are proposing here. "Form"? Could you explain more? "Mood" - Maybe: riders who start on your team would demand lower salary (20%/25%) than riders who transfer in. "Club-love"? Please explain more? One problem: this would favor multi-skill trainers quite a bit......
|
|
|
Post by Quatannens on Dec 12, 2011 20:53:37 GMT 1
To be honest, I don't like the idea. Certainly 'club-love' is something I really don't get. I would rather introduce a parameter for the whole team. If you do a lot of transfers, this will infect this parameter and cyclists will be unsure about their future. It's not like Hattrick that a player get's better when he stays longer... Cycling isn't really a sport where you really have to feel something for your sponsor. There isn't really much contact with supporters and if there is, those supporters will probably just be there for the cyclist, not for the team. (Gilbert supporters will still be there, although he will ride for BMC...) So that was my thougt about 'club-love'.
About mood, there is already a mood with levels. The only thing that has to change is how it works. Mood shouldn't just stay high without any victories and should be a little variable in time. (Problems with their wifes, depressions, bad sleep, ... or just good times with mates, just got a baby, ...). These things don't have to be mentioned, but just a mood that can change a little bit should be possible.
And to end: Form. I already suggested once (long time ago) to give cyclists options to explore stages, or to work to a certain tour. This influence shouldn't be big and certainly not random. Good cyclists (experienced ones) will be able to get the best form at the right time, so older cyclists should be able to control their form better then young cyclists. But I don't want things to be too complicated, because nobody will like to play. So maybe just an invisible form of the day implented. (Variable between +/-4% and if possible make +0% the most common form, and +/-4% the least common form). This way the best cyclist won't win always, but he will win the most races.
|
|
|
Post by lee1950 on Dec 12, 2011 23:46:40 GMT 1
Nice, Quatannens! I like your ideas.
|
|