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Posts posted by joetoml1n

  1. So as this was an overwhelming “victory” for the too easy voters, how do we now raise this to the devs?

    I think the best part of 2/3 of people (at time of writing) thinking the mode is too easy signifies that we, as customers, think it’s broken and would like something done about it. Probably, being realistic, not for this release but definitely for the next release it should be a feasible change. More so than feasible, a worthy change.

    Personally, an “off track” scale for difficulty seems an obvious method, as this could kill many birds with one stone. Problems such as having excess cash, having excess resource points, the ability to sign top drivers too easily IMO. An artificial mechanic (which I’m much less a fan of as it makes it an unfair playing field) to keep the top AI teams within touching distance of the player would also work, but on its own it’s more akin to putting a plaster on a bullet wound. 

    I understand some people from codies view these forums? But how active are they on these kind of suggestions? And (without getting too far ahead of myself), how do we know if they even plan to take on board our thoughts and use this as a baseline to improve in the future?

  2. Yep, It's been this way in many previous instances of the F1 series and reported as such many times. Dev's don't seem to be addressing though. Here are a couple other threads I've been involved in with the same issues :




    I initially thought it was an issue with the game not being able to read from storage quick enough to render the image as it "pops in" - though I now doubt this as no matter how long you wait in game, it never fixes - the game goes "idle" before that. And similarly it happens in showroom - though sometimes they will clear themselves up there 🤔

    • Agree 1
  3. 2 hours ago, Ultra3142 said:

    I've been thinking about this point... Playing Devil's advocate, is this necessarily true? Real F1 teams will have weekends where they just can't achieve the times they'd expected to be able to despite their best efforts.

    Those times would come from many simulations back at the factory, with the current car setup and track conditions etc. So they should be accurate. Also, the times might not be the times the teams would WANT to achieve, but they would have a pretty good idea going into the weekend what times they CAN achieve. Personally, I don't find them particularly difficult either, I don't have numbers to back this up, but the race sim always seems to have a target time up to 1s slower than I find I actually go during the race. Some of the practice programs aren't particularly realistic from my experience too. Well, track acclimatisation is I guess - that'd usually be an install lap - but as much as a car test than a driver practice. ERS, Tyre and Fuel management would mostly be done during race sims. Other runs would be spent doing back-to-back comparisons between upgrades, setup configurations etc etc.. But I agree with @marioho that obtaining green should be no problem. I also see what you're saying about purpling every program gets extra resource points which might be the issue, but I disagree that's an issue, as it's clearly resource points the game is designed to let you achieve.

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    • Agree 1
  4. 7 minutes ago, halfblindgamer said:

    Yeah I only race that low because, well... I'm half blind. Can't see at all at my focal point (what I look directly at) and so have to see with my peripheral vision. Even that is out of focus and distance. FOr example to read text here it is blown up to 450% using magnifier tool. Add in I have to use controller rather than wheel and 70% isn't too shabby I think. My point though was that at 70% I find it is very track specific at times. Like on one track I'll be within tenths of my teammate, but on another I'll stuff them by a second or more.

    It's for sure not all the games fault though, as track difference could just be I find one track easier to drive for a few reasons etc.

    Well that’s pretty inspirational in it’s self! And sorry, just to be clear, my post wasn’t a “dig” or anything like that about the AI level when racing. Everyone can race at their own level and that was kind of my point, AI speed doesn’t effect the resource points received. 
    Keep up the good work though, happy racing 🙂

  5. 5 minutes ago, Lakrits said:

    In the end I really don't think My Team is geared towards the best drivers. It's a game mode that's more geared towards the new or intermediate players. For those of us that are good enough to get to the top quickly there's always league racing instead.

    Though, I'd love to do league racing but can't since most of the leagues are at times when I'm at work so I try to do as much ranked or unranked as possible. I kind of use My Team as practise instead.

    I kind of have to disagree. I like league racing, but haven’t done it recently due to timings and other commitments as well. I am looking to change this and get back into it however. Also general multiplayer is a mess so I’ve avoided that like the plague, if I want to do one-off online races I generally go to AC/ACC/PC2. So offline is how I mainly play F1, and mostly it’s for the structure and narrative, so I  disagree that it’s geared towards new players. There are some corners cut to simplify and appeal to them, yes. But I think it should be applicable to both new and existing players of all abilities. I also don’t think it’s much different than normal career mode in terms of the issues I have, I think the R&D progression in general across both modes is fundamentally flawed. 

    • Agree 1
  6. 54 minutes ago, halfblindgamer said:

    I would say this to OP. Is 70% the right AI difficulty for you?

    2 hours ago, MilligramSmile said:

    want complexity ? put 110% AI.
    The higher the AI, the more difficult it is to perform tasks in practice !!!
    And if you do not complete the tasks in practice, you will not receive resources !!!
    And without resources, you can't improve the car, and without a fast car you can't earn points and even more so a title.

    I do not race on 70% difficulty. I'm currently 105%, with constant push to get it higher. As I said in the initial post, I expect someone who is at 70% level to experience similar results. That is because the amount of resource points do not scale with difficulty. If your level is 70% and you have to work for your goals/practice programs/accurate race results, then thats no different to me racing on 105% and doing the same, or in fact someone racing on 110% - the resource points would be the same.


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  7. @Mintona I have! Luckily I’ve managed to get one race a night in, fairly consistently over the past month. Babies bed time, film/tv series with the gf and then a race while she does her own stuff too.. 


    @marioho Thanks for expanding on my thoughts. I also agree that if it doesn’t take longer for the player team to get to the front, the AI need to remain as competitive.  I don’t like artificial game mechanics but something needs to be done to keep the next closest (in reality I would like next 2/3 closest) teams within touching distance of the player. Currently the gulf between me and P2, which is still Merc, is too big.

    • Like 1
  8. @Lakrits

    I do 50% races. Until this season (S3) I had full Q (now I'm on one-shot, just for the change more than anything, to keep it feeling interesting) and of course you can't change the P length, it's set by the race distance I believe (another of my annoyances). However, the need to run anymore than 9/10 laps in P isn't there.. I personally don't need the practice, the car requires only minor tweaks season to season, the tracks don't change year to year (unlike real life with resurfacing or corner tweaks etc) and the car doesn't react realistically to different temperature conditions and the like, so there's little to have to adapt to. As a result, there's very little to do in P later on, I think.. 1x flaying lap for all practice programs to achieve purple, except 3-5 laps for the race strategy program.

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  9. @Lakrits 

    Understood, and I agree that some would lose interest - which is why I think there should be a difficulty setting for this too. Personally, I would want a longer game and this game COULD last me until F1 2021 but only if I had to really work for the accomplishments. If I had to invest multiple in game seasons to become WDC/WCC then I would and it could keep me going until 2021. But at the mid point in S2 with the best car and throughout S3 it looks like I'll have no challenge at all, I'm kind of done with it. I'll finish this seasons to hopefully win both titles but I want to be able to fight with the other teams. I don't want to be a significant chunk ahead of the rest of the pack for the next 7 seasons - but I can't see any alternative (other than just not upgrading my car, but that's artificial and also then what's the point in 3/4 of the game mechanics).

  10. Hi all, looking to start a discussion and get your opinions and thought… The question : Is My Team mode too easy? It’s a simple question although I’m sure the answers will be anything but simple..


    Before we get going though, this is not relating to the AI difficultly level while racing. I race with the difficulty set high, but my results are relative to my car and teammate, so I’m expecting similar experiences for people racing on 70 difficulty, for example..


    I think the mode IS too easy, and I’ll give my thoughts..


    In S1, I started with a Merc Engine, Jordan King as my 2nd Driver (as I know him personally, as he was a test driver for my team previously IRL). I selected Loop as the title sponsor - with the goal of 5 points finishes. Ambitious, yet achievable? During the relevant interviews, I played up the team in all situations (to increase team acclaim) and sponsors where possible (to get cash injections). My other key tactics were focusing on activities that would boost the team acclaim and generate R&D points (especially in early game). Latterly my acclaim has become more important. Cash was initially spent on boosting R&D point income from each dept, the durability one is an efficient one to work with initially.. Focusing on boosting experience stat of the second also brings in more R&D points I think? I kind of completely ignored activates that improved their pace - as my long term goal was to sign a top driver. Similarly I ignored team morale activities and generally they just stayed as “good” morale. Picking the right sponsors is also good, you want to be able to achieve the bonus goal EVERY week - pick the best paying one you can realistically accomplish each week. In later seasons, the ones where you OR your team mate has to win/get podium is a good shout - as even if you have a bad race, they can bring home to money! Finally, in practice, I always went for purple in the practice programs, for the extra resource points, however minor the gains become there..


    S1 started with expected results, generally outside the points or very low points paying positions, where strategy allowed. The obvious exception being Monaco where a well timed safety car came to my rescue - this felt somewhat realistic and I revelled in our good result. As the season went on I joined the midfield, sometimes I was in the middle of them (in the performance charts), sometimes I was still at the bottom, but because it was so close that still often yielded somewhat decent points paying positions. Changeable conditions in Q in Mexico allowed my to get the Inters on at the right time and achieve a freak pole position, while everyone was still on Extreme Wets. A wet race meant I gambled on a 0 Stop strategy and it mostly payed off. I lost P1 but still got the teams first podium. At the end of the season, two depts had reg changes and although I managed to adapt all parts, upgrades were few and far between in the second half of the year.




    Moving into S2, we started near the bottom of the performance charts again despite our focus on carrying over upgrades. However, we’re able to generate so many resource points that by race 8 or so, we were at the top of midfield and a well set up car playing to our/track strengths meant we could compete for podiums. In the mid season I switched out my second driver for Carlos Sainz and spend the remainder of my money maxing out all my driver perks. The reduced engine wear perk was beneficial as we haven’t focused much on the durability side and our R&D point generation is boosted.

    By race 13/14 we were equal with Merc and trading P1 with them. No reg changes at the end of the year made the start of S3 easy! Cash flow was high, we resigned Carlos, Level 3’d most depts meaning upgrades rarely fail, they come in quick and we generate a lot of weekly resource points.




    I switched up the format for S3 to keep the game feeling fresh. A compressed 10 race calendar and one shot Q - just to spice things up a little. I also hit level 20 team acclaim during the off season. So have my 4th sponsor. Also, now we are generating so many resource points that we’ve pulled well clear of Merc. I don’t know where this is going to be honest either. I can’t see our rate of development slowing down before the end of the year or we’ve maxed the car - whichever comes first.


    Personally I feel the rate of development was too quick and there’s no sign of it slowing down. I also do not have the difficulty too low for my ability - I’ve been on a par with my team mate (especially since signing Sainz) and if I mess up and don’t get the good result, he is sure too!

    What’s everyone else’s experiences? I wanted more of a slow burn. S1 felt good but since then it’s ramped up too quickly and it’s kind of ruined the realism and immersion to be honest. I’m not interesting in running a maxed out car, I want realism. I’m debating doing another My Team career, just so I have something work towards again, but I'm also looking forward to doing another F2 career, when 2020 is updated in the game. Failing that, I might have to fall back to other racing games as I’m really not sure where to go after S3 - I just don’t see the AI catching up.




    Does the game need a difficulty setting for the non racing parts of the game too? Where DNFs can be more costly, where money and R&D points are harder to come by etc..?

    • Like 3
  11. Well, this is all circuit dependant as different asphalt, weather conditions and car performance will require different settings. Less cambered rear tyres will provide better longitudinal traction, that is accelerating in a straight line, but if you're not struggling with tyre temps and wear, you might want more camber on tracks with longer corners. Your figures are very peaky, meaning they might provide a higher absolute amount of grip, but it's not sustainable over a stint as you mentioned (I also think tyre wear and temps are disabled in TT? So that's negatives the biggest flaw with those figures). Try moving the figures back towards the centre. In fact, higher Rear Toe (towards the right) is better for stability. This is all coupled with Tyre pressures, anti-roll bars and, diff though. Your 65% diff is in the ball pack of where I start, though I manage it throughout a stint, opening it as the tyres wear. Perhaps try this or initially starting 5/10% lower? A softer rear anti roll bar can help with rear stability, and lower rear tyre pressures will give you good traction in slow speed and makes the car softer as well, as the tyre flex is one of the biggest components of the "suspension" (not sure how well these specific tyre physics are replicated in the game though).

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