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DRT-Apophis

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Everything posted by DRT-Apophis

  1. DRT-Apophis

    So, I went throught the 10 seasons of "My Team"...

    Personally I think it's more than enough atm, there aren't enough changes between seasons to keep things fresh. May be they should have a few different R&D trees for each department (that have different point requirements to progress and maxed-out stats are varies), then the game randomly pick one every time when there are rule changes. Or that when rule change happens the game allows you to tweak the rules in the settings before the season starts. For example: If there's engine rule change, there could be options for players to change the maximum KERS deployment per lap, or maximum engine power and etc. If aero is what affected, it could be options to adjust the base value of drag or downforce or slimpstream/dirty air effectiveness and such. Or at least just let us edit the full calendar after season one. Or even better, let us adjust each AI team's base performance & potential progression speed at the start of new season. So on and so on...
  2. DRT-Apophis

    next update

    If that's the case then it's absolutely amazing! I wanted Tsunoda so badly especially after knowing Honda is gonna abandon F1 (What a blow to F1 as a whole and his chance to join...sigh). But will they get rid of drivers that aren't participating 2020? Like Anthoine....
  3. DRT-Apophis

    next update

    Wait, they're gonna add new F2 drivers into the grid?
  4. DRT-Apophis

    So, I went throught the 10 seasons of "My Team"...

    Currently in my 4th season, I purposely nerfed my own progression by not only spreading out the spending on my R&D researches, but also not really upgrading the Resource Point Generation facilities until I really felt like being left behind (which didn't really impact me all that much until the 3 departments rule change at the end of season 3, which dropped my aero to dead-last because I went out of points) Having less resource points definitely made things more interesting because I'm constantly doing catch up, but, not in an annoying way because the speed of the generation is still fast enough, you just need to do a bit more planning. I also only hire F2 drivers to balance things out, the buffs from the personnel facilities are simply too OP if they were applied on the F1 drivers with very high base stats. And I absolutely agree on the fact that AI's pace increased exponentially the more progress their teams made in the R&D departments, I could barely catch them up without lowering the difficulty settings by 3-5% (From around 104-107% on average in my first 2 seasons). Especially during qualifying they're simply monsters, unrealistically so, if you use fast-forward it made things even worse. Thank you for going through all that hassles for us, I was worrying about the slower teams never being able to catch up with others in R&D, it's good to see Williams being not too far behind.
  5. DRT-Apophis

    Balancing of the AI

    More specifically, AI are especially fast on tracks with lots of mid-high speed winding corners, like Suzuka & Silverstone, but notoriously slow on low speed/tight 90 degrees turns such as Baku & Singapore (Especially when they avoid cutting pass the curb in these tracks like players usually do) They do make mistake quite a lot, quite often locking up brakes or lost traction at exit when you really start pushing them. My biggest issue is how they're so much faster on qualifying (especially when you speed it up), and how they could suddenly gain nearly a sec or even more at the final 2 laps of each race. It's very difficult to set up the AI difficulty with this because you always either set it too low and they aren't competitive through majority of the race until the very end, or you set it too high to have yourself driving at the limit the whole race to catch them thinking this is as fast as they could go, only to get your ass headed to them on the final laps.
  6. DRT-Apophis

    The Worst Things Jeff Says to You

    Jeff in Alfa Romeo's Garage: "We've found a leak in the ice-cream machine..." 😬
  7. LOLOLOL I did it to make it less confusing for the Americans!
  8. I believe people could adapt to new technologies very quickly if given enough support which is an area that's never short in modern F1 team, especially in this situation where the settings is obviously a fantasy, we could imagine these old pilots are at their young age and prime in our game, living the same age as us. It's similar to some soccer management game I've played long time ago where they had soccer stars from every generation available to scout and hire, but their ages are randomized so they're not following their real ages. Imagine being able to hire Senna for your team, oh...I can dream right?
  9. I'm very new to this forum, am I missing something lol?
  10. DRT-Apophis

    Utterly Broken Career Mode

    You're correct, like I said I also agreed that the system is flawed because it doesn't give you enough hints. At least in real life there're lots of ways that you could use to at least find some clues. The game is just not very polished in these kinda areas First, using cockpit view as an argument that if someone is not playing in the most authentic way possible then something else that's also supposed to be realistic shouldn't exist is an invalid point, because OP's problem here is a system lacks the option for players to choose how they wanna play. While cockpit mode is also based on real life, yet they already gave you the option to choose whether you want it or not, it never had the same issue's as OP's. Second, if it's hypocritical only by pointing out something in the game is replicating real life while the game itself is not completely true to life, then the game shouldn't even exist in the first place. We players are never F1 driver in real life so it's mighty hypocritical if I didn't point out that why we're on the grid. The 2020 F1 season never actually took place on many scheduled race tracks, so it's mighty hypocritical for me to not complain about the game is still using the original calendar. The cockpit view is limited by player's computer screen and it's only an imitation of a camera view that's based on the driver's eyes in real life, it's mighty hypocritical I didn't say why can't I actually get inside the car and see everything with my own eyes. The list could goes on and on. Should CM never have been bother adding contents that are based on real life just because it's hypocritical if they can't or can't make you replicating everything? Did you see how ridiculous these sound?
  11. DRT-Apophis

    The Worst Things Jeff Says to You

    I have a feeling that, Jeff would be more interesting as a character if his voice lines make references to iconic radios from real life. I mean..unless CM is able to actually make an interesting character out of him, he's not terrible, but just very generic and dull, with an impression that said "I'm from a video game". It would be great if Jeff has some character development, it's obvious they want Jeff to sounds more human by giving him some attitude, but because it never really changes throughout the game, he ended up just sounding like a more annoying version of those machine-like race engineers in some sim-racing game.
  12. DRT-Apophis

    Utterly Broken Career Mode

    I can understand your frustration, but getting sack by a team as a driver is just a common occurrence in F1 (just look at our poor Perez...). You could complain why there isn't an option to turn that feature off, or that the system is flawed because it doesn't have enough clear indication for the players to know, which I absolutely agree on both. Though at the end of the day, the game is CM's creation. They and their investors/licence holders are the only ones that have the final say on things, we're just buying the final product as a customer. We can suggest and make complaints, but are not entitled to make them do whatever we ask for.
  13. DRT-Apophis

    Time difference AI difficulty level

    What I've noticed about AI difficulty is that, their pace seems to increase exponentially the higher their R&D have reached. On my season 1, my Honda powered car could comfortably keep up with teams 1-2 positions higher than me in R&D at around 103-104% for qualifying and 105-106% for race on most tracks (some tracks like Singapore and Austria I need to tune it up to 110%). Often finished the races around P10-P14 with my teammate Nobuharu in P18-20 most of the times. In season 2 there're regulation changes on Chassis & Durability, but the performance comparison between teams didn't drop or change too much, instead the top 7 teams are getting closer in performance (including mine) towards the end of season. At this point I noticed I need to tune down the difficulties about 1-2% for me to keep up with my closest rivals, they're getting stronger. For season 3 there are no regulation change, and all the teams R&D are starting to improve drastically. Despite my team still have managed to reached the top spot (often changing position with Ferrari & Merc), I could barely keep up with them in race even when I've tuned down the difficulties to 100% sometimes (such as Austria and Hungary), and in qualifying they're almost untouchable for me if it's not 100% or lower, I often even had a hard time chasing down Mclaren and Renault which are often in #4-5 in the chart. Although this might have something to do with my Honda PU still missing 2 manufacturer Major upgrades, but the AI are still quite noticeably stronger now.
  14. DRT-Apophis

    The Worst Things Jeff Says to You

    Jeff: "Kimi, check you MFD for..." Kimi: "FOR WHAT??!!" Jeff: "Ice-cream selection, Kimi." Kimi: "Give me the steering wheel then!! Hey!! STEERING WHEEL!!!" Jeff: "Yes Kimi, we're putting the blanket on."
  15. DRT-Apophis

    WHERE IS THE SAFETY CAR IN CAREER? THE PROBLEM SOLVED.

    The absurdly low damage sensitivity in even the Realistic setting is probably the culprit, I don't think it's a bug. I have installed the Realistic version of Extreme Damage Mod in my game (PC), and I get both VSC & SC throughout all of my careers consistently even after I've reinstalled both the game and mod through a few different hard drives, still almost at least one SC every race, sometimes a dozen of them which actually could get quite annoying 😖. Most of the SC happens when there're cars on track getting terminal damages, sometimes it's when cars getting engine failure, though both are not guaranteed. It probably has something to do with where the incident happens, which, with the vanilla game I don't think it matters because accident just doesn't happens often enough.
  16. DRT-Apophis

    Damage model

    In Racing Simulation 2: Monaco Grand Prix from Dreamcast, both front & rear wing including the nose cone can flew off separately. It also featured tire burst/punctures, twisted suspension when you went off track and hit the curb or bounced-off the gravel too hard (not just completely came off), could even slightly twists the monocoque and split the whole thing in half under heavy hit, with engine & gearbox rules implemented with the possibility of these components complete fail in the game as well. Oh, and the car collision model is not just a box compare to most games at that era or even nowadays, you could climb over other cars if your wheel hit other car's wheel at certain angle and the car could even go airborne and flip. All done before the year 2000. Though, that game is not licensed by F1 so it's probably not fair to compare it with ours, but the tech is definitely possible. In my opinion it's the most underrated F1 game ever.
  17. DRT-Apophis

    Performance patch week

    Hard to predict until the patch lands, the thing is, they might also tweak individual team's pace on upgrading their facilities, which will heavily affect their R&D progression. That's why the best way to do it is to has an option for the players to choose whether they want the new performance balance or not and should be able to switch back to the old one anytime they want. Judging from what they did with the driver's stats update, the action might be irreversible for the team performance update, which is not ideal imo. Or, just give us a slider to adjust each team's performance and progression speed before a season so we can re-balance it ourselves lol.
  18. DRT-Apophis

    Performance patch week

    Currently I'm in my 3rd season, the top 6 teams are so close in performance that the first 6 races have different winners it's crazily tense, I expect my next new career to be the same. Really hope they allow us the have option to apply the performance patch to the game itself or not, can't imagine seeing the same Merc winning every race like in real life, it's realistic, but very boring.
  19. DRT-Apophis

    The Worst Things Jeff Says to You

    The no rain forecast always hits me the hardest. "Radar is clear, no rain expected for the time being😉" "Jeff, we're in the desert, you drank too much beer yesterday?"
  20. DRT-Apophis

    The Worst Things Jeff Says to You

    After getting into Q2 and 15th in the starting grid with my teammate in 20th. "Tough luck there, it's not quite where we wanted to be in qualifying." Jeff, we're not Brawn GP, this is my first season bro (almost wanna break his neck lol).
  21. DRT-Apophis

    Damage model

    Totally agree with you, the rear section of the car is basically protected by an invisible force field in this game (both AI & Player, actually), I was especially disappointed that the rear wing could never break. If you play on PC, highly recommend to use the Realistic setting of Extreme Damage Mod, it increased the sensitivity and likelihood of parts felling off from contacts to a pretty realistic level. Downside is you can't play multiplayer with it installed, so always backup your files.
  22. DRT-Apophis

    My engineers are not excited by my performance

    Oh dear, I think you've got me. I tried to justified my claim by re-imagining existing dialogues and also comparing them with some other racing games...I actually failed to find any real fault from them except for may be some word-of-choice need adjusting. Then why am I still irritated by them quite often? I actually remember that I quite like Jeff's introduction during my first ever practice session, but was put-off by him by his lack of excitement from my supposedly decent results in my first MyTeam season. I think this might had something to with how the game placed these type of dialogues only based on our car performances compare with the field instead of having a setting that place different dialogues based on milestones and how long we've been in this sport as a new team. Imo, at the very least, make it so that Jeff have more unique/enthusiastic dialogues specifically designed for the first season. The interviews are probably the bigger issues here, the whole system seems to lack polish. As you've mentioned that some are just the game accidentally misplacing dialogues for certain situations. Though even with that out of the question, the contents of both the questions themselves & the way players could answer are still often too systematical, too many of them are tided with the acclaim/morale system, it really limits the variants of how dialogues can be design/written. The interview system should be design to add immersion first, then benefits/negative effect to game progression come second. More variations are always gonna be welcome...I heard a lot of interview contents were pulled straight from last year's game, some of them didn't even get alter to fit this year's new mode better.
  23. DRT-Apophis

    My engineers are not excited by my performance

    In my opinion, almost all of the voiced dialogues are very poorly written and implemented into the game. From Claire asking me how did I feel for not making to Q3 when I was actually in Q3 finishing 10th, or whoever not impressed with me not making to Q3 in my first MyTeam season with a new car, to repeating the same old qualifying program is very important on my 3rd season as if I'm new to F1, and many many more, they're just BAD. Instead of being a well-thought feature that thrives at enhancing the immersion of the game, at the moment they are merely existing as either fillers or part of an uninspiring game mechanic (morale/acclaim), it's easily the most immersion-breaking feature in the game. Let's hope something can be change in future titles.
  24. First of all, I have very little knowledge on licencing issue in F1 games and game programming in general, so I'm pretty much just brainstorming and shooting out ideas from my desperation of wanted to see more from this amazing series. I'll get straight into the points, and update stuff here whenever I come up with anything new (always good to have some dream, right?) Aug 22nd: From now on any newly updated ideas will be in RED until the next update. Livery Editor: (Updated on Sep 24th) Texture options (Matt, chrome, gloss, carbon fibre, etc) for each section of the livery individually. Methods to change rims color and texture (or even the rim model). If rim color change is possible, there should be a separate option to change color of the ring area of the rims, like the rims on the Mercedes black version livery. Number values for all the sliders for color matching purposes. Need to fix the bug where the saved liveries' color values jumping around by 1-2 randomly every time you revisit them. Ability the apply the colors groups from Livery to Team Color & Race Suit and vice versa. Ability the save colors palettes for use across all editing platforms. Different fonts and ability to change color (with outline option) for numbers. Instead of forcing players to scroll through numbers of preset to edit the one they wanted every time, once you selected a design it should be saves as a template, if you want to switch it to other preset it should be an option within that template. DO NOT Remove the designs we currently have, only add more in the future. DO NOT restrict to only having preset color palettes like some other games. Ideally, instead of just having sliders, we should implement an HTML/RGB system, with the possibility to copy/paste an HTML code for specific colors. Individual color/texture changing option for the Halo and rear view mirror as an option. Option to add/remove engine supplier logo on the car with all the edit options available as the normal decals. If the option of adding engine supplier logo as decal is possible, it should contain both logo-only & logo-with-letters version. If freely editing color of the supplier's logo is not allow, there should be at least the option to pick either Black/White & the color(s) that the supplier preferred (for example: Honda's red logo like AlphaTauri). More sponsor decal slots (Please read the details of the sponsor section from below). Apart from adding more decal slots, please also include a decal slot on the engine cover where supplier logo classically took place in real life designs, we can use this slot for the supplier's logo, but it should also act as a normal sponsor's decal slot. Ability to write your own team name with different kind of fonts to place on the car and race suit. On the livery editor section of main menu, there should be an option to tide each car livery with corresponding race suit and emblem into sets. The system we have right now is quite inconvenient because if we selected a specific livery for multiplayer use, it applies to everything else (example: livery A's stickers are applied to all characters the user created, or emblem A applied to all user created liveries and race suit) The livery customization in MyTeam mode should display all user created liveries like the one in main menu instead of just showing the livery selected for career use. Ability to share paint schemes and emblems with the community to download & vote (Likes only, to prevent abuse). More historically-inspired liveries that players could try to replicate the real design (Gulf, Martini, etc). Ability to have 360 degrees camera control when editing your character and previewing your team (So you can see the back of your character with the car). All & all sections of the colors of both liveries and race suits should be editable, some designs are basically ruined from the get go because only certain parts can be edit (like DIGITAL of car livery). Sponsor Stickers & Team Emblem (Livery Editor): (Updated on Aug 31st) Needs to be able to change color for every sticker individually. Stickers on Race Suit should be untied from the car and have individual color changing options as well. Options to add outline with color changing function. Texture options or even fully textured/colored version (with color change). Resize and distort option for team emblem. Special liveries (Racenet for example) should still be allow to have sponsor decals. Player's character: Ideally, a full-fledged character editor. Or, at least add more Eastern Asian character presets (Pretty mixed feeling to know my only option is a person with the face of a sumo wrestler...) Option to add different type of beards, and accessories like glasses on ALL preset models. More audio names (Preferably more common first names and nicknames). Ability to change design of the Hat, separate from the Race Suit. Able to add and change sizes of your number and team emblem on the suit Can they not show that much teeth when talking and laughing? My Team career: (Updated on Sep 22nd) Management aspects needs to get deeper and cover wider range of things. Things such as transportation fees, part exchange/development costs and damage cost (full-chassis replacement for example), and staff salaries should be include. Make bankruptcy a real risk, so the sponsor system and any income options could plays a much bigger role. Though, It'll be ideal if there's going to be an option to tune it down and streamline it to our current system, so players can choose how deep and difficult they actually wanna go (Carl could say: "you could let our secretaries and accountants to help you on all the hassles, so you can focus on the racing.") Instead of only having Will's interview to decide your starting progression on New Game, there can be an option to do Winter Testing, where it can be serves as a platform for the players to test drive the new car to gather data/resource point to decide which R&D department they want to focus before heading to the new season. However, skipping (or just have the option to simulate it to save time) the testing shouldn't have too much of an actual impact to the game progression, it should act more as a tool and immersion enhancement for the hardcore players. Instead of benefits taken immediately after each facility upgrade, we should implement a system where each tier of facility has a certain limited capacity of "equipment/machinery slots". Players can purchase different type of equipment that bring different benefits to each facility, but due to limited facility capacity they'll need to plan wisely, removing equipment to save up slots should cost money too. Upgrading the whole facility to higher tier will unlock more slots or more advance perks, but does not actually bring any effect until you fit new equipment into the new slots (Imagine this system being similar to putting gems into weapon in RPG). Each equipment upgrade/perk will cost different amount of slots and not just a one for one, this will force the players to do more planning, and make the whole system feel more complex and not just a linear experience. Each equipment upgrade/perk shouldn't bring benefits that are too significant, instead each of them should bring small amount of effects with some bring multiple ones, the ones with overlapped effects with other perks can be stack together to get higher benefits. Implement a performance slider or some sort to individual teams during the gameplay settings at the beginning of the season so players can adjust their starting performance & potential R&D development speed freely themselves without waiting for the game balancing patches (which usually ended in more dissatisfaction), this could create nearly unlimited replayability value. Ability for players to setup the race calendar or even weathers themselves for each season like in Gran Prix mode (or at least after season 1). More rule/gameplay options like in GP mode or even expand the selections (example: no penalty, no damage on player's car, etc). May be we could implement a more complex system of staff management, such as the responsibility of hiring technical director(s) to unlock certain part of R&D, or better marketing/media staff that unlocks more different/unique types of team events that have unique benefits such as boosting specific sponsors' relationship. The ceiling of R&D should not be too far off from what the rest of the grid could potentially reach. With the current pace of progression, player's cars get too unrealistically OP too quickly and AI teams simply have no way of catching up. The pace of Resource Points generation by facilities need a nerf or re-balance. At the current state, player's team could easily reaches the top in performance within two seasons, and the pace speedups exponentially the further you've leveled up unless the player purposely hinder the progression by not investing into the point generation facilities and perks. The amount of generations either need to be slower, or other AI teams need to be able to upgrade their own facilities much faster in order to catch up with the players (or there should be a slider in the season setting that players can use to adjust the AI progression pace). The adapting parts mechanic during rule change needs to be more complex. Instead of just having reinvesting some extra points to retain that part immediately in the next season, the action should at least have certain chances of failing, but you would only get the result when the new season starts. The areas of parts that fail will be blank out and you'll need to reinvest on the research as if you never had those parts, but the successful ones will retain the paths of parts in the R&D tree that related to them, so reinvesting wouldn't be too tedious. Another way is, instead of having the mechanics of adapting parts, once new rules are dropped, there should be an entirely new R&D tree for the department that's been hit by the new rule alongside with the one from current season. The new tree will work exactly like the normal tree where it will takes full cost of R&D points, may be with slightly shorter time if you already have that part in the old tree, and chances of failure to develop. With this players will really need to plan out how they should approach both seasons, instead of like now where there's nearly no difficulty to adapt to the new season other than just some minor inconveniences. It will also really mix up the performance a lot more. Please keep the descriptions of the part upgrades in the R&D section, I really like to read these little insight of what we did to get the improvement from the parts. Engine & Reliability R&D should be a group effort between all teams with the same power unit. Instead of having a set timetable of availability for factory parts and investing on your own in the R&D, all the teams with the same PU should be sharing and investing on the same R&D tree, when new part is available it would benefits all of them. For balancing purposes, the costs of investment for each part should be much higher in these shared R&D trees, and should be possible for multiple teams to invest on the same part (Development of said part only starts when the sum of combined invested points reach the requirement). DO NOT place a story or even mention anything like that in the game, let the players make up their own story. Jeff needs to stop repeating the same dialogues every race weekends about how important practice programs are, replace it with something like how to attack each track for specific programs, or recommendations on tire settings based on the current temperatures on track, those are actually useful to everyone. We need more than just Claire and Will for interviews (How about having Murray Walker interview you when you or your team have become very successful? The interview contents doesn't even have to be related to acclaim or morale, it's more of a reward for the players) Interview overall (both contents and the system itself) needs a major overhaul, most questions are very out-of-touch from what's actually happening (Saying I have a much better weekend this time when we just had a 1-2 finish the last race, really?). Interviewers need to be more professional (I know even in real life some of them aren't...), their questions need to stop making us feel as if we're completely ignorant about the sport. Even for actual new players that really didn't know much, the questions we have now get old almost instantly and really ruins the immersion. Less childish, cringy answers for players to select (1 out of 4 at most), and restrain from using too many exclamation marks in the players' answers (too overly react & dramatic), let the players answer like a professional, mature team owner, even if the answer options are meant to attack someone or even being an A$$, there're better way say those things instead of actually being a 13 years old. If the (cost of) animations or voicing aspects are the culprit of the lack of diversity and realism in the interviews, then may be we should just ditch the unimportant ones (Like Claire's), and replace it with unvoiced interviews and a background of the paddock area with journalists (doesn't even need to be animated). Having the interviews done professionally and with depths are way more effective at producing the immersion than what we're having that seems to only exists for the purpose of existing, in fact, they're only breaking the immersion more than anything. Instead of only having ability to unlock new answers during interview by leveling up Media Coaching perk, answers should be separate into tiers. You always get to have 4 (or more) different answers for each interview question, but each answer will have extra option to answer the same thing but in better wordings or more professional which are unlock by your perk level (but you can still choose the lower tier answers if you really wanted to). The higher tier(s) of answers could give extra benefit boost, minimize the negative effect or even just serve the purpose of making players feel like a true media star. Since car liveries are being update from time to time, may be we should implement a system where the AI teams will update their livery throughout the season if the game already (or will) have multiple livery files of said team in the game files (Like Williams and Mercedes from this year). It seems like a waste to just completely replace the old liveries after updates and not use them as enhancement for the game experience. Include real reserve drivers from each team, or even have some retired drivers like Alonso, Hulk & Button in the driver market to increase the selections of driver line-ups. Make it so that F2 drivers from certain junior program are much more likely to (or will only) join the team that supported or sponsoring them (Mick to Ferrari, Guanyu to Renault or Matsushita to teams with Honda PU for examples). If we wanna get a bit wild, let's include legendary drivers from the past like Senna & Niki into the drivers market (but only appear sometime down into the career) like some football management games out there. Of course, make it so that that's an option so players who prefer more realistic experience can just turn that feature off. We can also put some restriction to these drivers, such as only one-year contract at most with very expensive contracts, and they retire from that playthrough and such. If possible I hope we could keep Anthione Hubert. There should be more options and realistic on teammate's contract, like multiple-years contract instead of just half year. We should have more control over on picking/upgrading Teammate's perks, it could be a way to actually shows the media and the teammate him/herself that you really are investing on your staff and not just talks. This could be part of the teammate relation that effect the likelihood of them staying in your team or the next part: Team order should actually exist, and it's related to your relationship with the teammate, their acclaim level, or may be even personality. All of these will effect their likelihood to actually obey the orders, but will have negative effect(s) to their relationship with you nontheless. There can be varieties of Team orders, range from telling teammate to let you overtake, be my wingman and defend me from behind to even something like win the race for us (which in this case obviously have positive effect to their morale). Teammate's training activities need to have permanent effects, but the effects can't be too significant (still needs to balance it out for the game progression), may be an exp leveling system should be implement for each stat (Note: being able to see multiple exp bars increase feels really good, that's the feeling of progression). Age and driver's growth potential should be a stat (so growth and decline period differs from driver to driver) and should be transparent to the players (Unless there's good enough reasons to justify hiding the said stats). The current stat boost from personnel facility is too OP. Instead of straight-forward boost, they should serve as speedups of the driver's growth, where their potential max-stats could be reach earlier and delay the decline (Though they'll still max out during their peak even without the facility's boost, just faster with it). We need to re-balance the performances between F1 & F2 driver by altering their peak stats, where the starting stats of F1 drivers are already near their peak, while F2 drivers are still far off from that but will eventually reaches similar level as F1 drivers if you train them. With the facility boost model mentioned above, it'll make investing on F2 drivers much more worthy of an option than it is now. If you completed a season of either F2 or F1 driver's career, the interviews should be different if you use that character to start a team in My Team mode on the first season (at least). Calendar progression needs to be more controllable instead of forcing the players to really focus on just pausing at the right day. Players need to to have more influences over Teammates's perks and cars, ability replacing their power unit's components and gearbox, purchase perks, even if they cost money or resources (I actually prefer ordering & replacing parts will cost money for both of you). For immersion purposes, anything that mention the year 2020 should be either replace or delete after the first season. In career and MyTeam mode, other driver's helmet with manufacturer or team logo on the design should be either replace by those corresponding to their new team or just delete it from the design if they switched team. Longer team name. Sponsors (My Team): Ability to sign more sponsors (There can be a new category of "minor sponsors" that provide small but additional incomes or benefits), this also means more sponsor decal slots for the livery. Add some level of background to at least the main sponsors (such as what kind of brand they are) Depends on the type of brand they are, some sponsors should be able to provide special effect to your progression (such as certain R&D boost if they're tech/engineering company, or facility upgrade discount if they came from construction industries, or, signing Codemaster will boost acclaim gain from Esport event activities lol). Make sure to only limit the special effects to some sponsors, the info will be too overwhelming and it waterdown the supposedly special ones if every one of them has it. If we can have real company as sponsor, we can make it so that the game will unlock special livery that's related to that sponsor (of course you can choose not to use the livery). Racing: (updated on Sep 24th) AI needs to be able to more reliably overtake/go around slower cars (Especially damaged ones). AI needs to be smarter on going around stationary/retired cars, right now they just all sit behind the accident scene, despite having tons of space to go around. AI needs to be able to perform better launching off the grid. For some reason their acceleration seems to stall a little right after launch, as if they wanna let you overtake them (Probably have something to do with them not weaving during formation lap which leads to cold tires). AI needs to be able to willing to fight back when players are side by side with them in the corners, they're a bit too nice atm. AI difficulty setting needs refinement so that their actual performances are more consistent between different tracks and sessions (Qualifying & race difficulty are roughly about 2-5% apart from 100% difficulty and above for most tracks). AI difficulty setting adjustment during the middle of the race should be possible. AI needs to be more willing & active on getting the inside line into the first few turns of first lap, we need to get rid of the slow 2 lanes train, and it's too easy for players to take advantage of that. AI needs to actively swerving left right to warm up their tires during warm-up lap, right now we only have that when safety car is present under yellow for some reason, it's part of the immersion (even if it doesn't actually do anything for the AI car). AI are too slow in slower corners during formation lap and safety car situations, and they shouldn't suddenly do brake-checking at the moment when the "safety car is coming-in this lap" prompt pops up. Improve AI for practice and qualifying session during their non-competitive laps, they need to know you're coming in behind them much earlier and jump out of the racing line, and not start to accelerate as soon as you're close to them as if they're trying to race you. The current ceiling of AI difficulty is pretty decent across most tracks, no major change is required, it just needs refinement mentioned above. We probably don't need safety car if it's just one car having engine problem and is already off the track. No more yellow flag when you're just slowing down during practice and qualifying session. No more suddenly and automatically cutting off your throttle during any yellow or safety car situations. Animation of car entering or leaving their pit box needs to refinement and be more organic/realistic, right now the car movements are very unnatural and awkward on many tracks, it looks especially ridiculous with modern graphics (It's been a problem since the very first Codemaster F1 game). May be there should be an option of letting players to drive on their own into the pit box (with guideline effects like racing line that could be turn on/off), or even into their start grid. If the above situations can't be control by players, there should be indications of when the auto-pilot is gonna kick in. Pit assist setting should be separate into Pit-in assist & Pit-out assist (Not the pit release assist). The clutch engage prompt at start should be separate from the MFD so players can still adjust their setting at launch without having to switch pages on the MFD every single time. MFD should be accessible during auto-pilot. More parts should be able to fell off, rear wing is a must. Damage sensitivity setting should go beyond of what we currently have, may be to the level of realistic setting with the extreme damage mod. Wheel should be possible to climb over other wheels if they made contact at certain angle, it's been done since Monaco Grand Prix in Dreamcast generation. Car components complete failure on/off should be in the setting, the higher the wear (at least from 50% onward) the higher the chance for actual failure, only failing at 100% wear is too immersion breaking. Tire punctures should be more of a possible scenario after an accident had happened somewhere on the track (because of unseen debris). Add an option for player to choose to remain as a spectator in the practice and qualifying sessions if they retired or crashed out. Cosmetic damages such as marks on bodywork, front wing and floor losing bits, should be replace/repair automatically whenever you return to garage during practices and qualifying sessions. If somehow this can't be done, then they at least shouldn't be so easily damage by simply just going through kerbs. Red flag should happens if the accident involves more than a certain amount of cars and retiring. Other Enhancements: (Updated on Sep 22nd) It would be very nice if we're able see our pit members celebrating in the pit wall during checkered flag. More variation of cutscenes for victory & podium celebration, specifically for player and our teammate's victory. I felt that what we have right now except the one for winning the championship are lacking some emotions...diving into and hugging your crew on your very first win, applause your teammate when they've won, celebrating and taking photos with the whole team holding the trophy with ending credits singing We Are the Champion when you've won the world championship and etc...something to remind those emotional scenes in F1, a memorable moment, as a true reward for the players. The current victory celebration cutscenes can surely stay because there's no real fault of their own, they can be used for other driver's victory (Because it's not important for you) and multiplayer's win to save screen time. More variations of commentating dialogues is always a welcome. Less spectators on the grandstand during practice. The volume of crowd cheering still needs to be present but lower. Ambient noises in the pit during practice and qualifying can be louder. I wish there're more emphasis on getting behind the scenes during non-racing moments, be it in the paddock with your motorhome and hospitality facilities, or showing more of your HQ and stuff...a little bit deeper and personal to the members of F1 and into things that we don't see too often on TV cameras (These are the little details I really like when I first played F1 2010, wish there's more). Motorhome & hospitality station can serve more purposes than just purely aesthetic. Like upgrading R&D departments (which changes the look of the facilities), they can bring benefits such as morale boosting (better cafeteria/motorhome), or unlocking specific perks such as improving relations with the media & sponsors (better hospitality). Even without all the gimmicks, being able to upgrade and see changes to these facilities can be extra fun and satisfaction for players to feel like they're really building up their dream team. Wow, really glad you took your time to read my non-senses all the way to the end.
  25. Just updated a few more points and revised some of the old ones, mostly regarding the progression aspects of the MyTeam mode, new ones are in RED
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