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Reliability stat importance

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medal 5238
6 days ago
The amount of parts needed for race repairs has increased and I’m fine with that. Previously the amount of parts didn’t really matter at all so it’s a good thing it has been taken into account.

However, I don’t like that the amount of parts needed for race repairs has become higher than what I can produce and I can’t do anything about it. This season I maximized my reliability points and even after they are at 300, the amount of parts needed for repairs is still higher. The points put into reliability still don’t seem to make any difference.

So my suggestion is that the points put into the reliability stat should matter more and reduce more the amount parts needed for repairs

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medal 5084 Super Mod
6 days ago
Hi Eero.

I see you are level 26 and compete in a 100% league. I'm currently gathering data to try to understand just how big this problem is for 2 car leagues.

Please can you post how many parts are needed for each car after the race.

Thanks.
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medal 5084 Super Mod
6 days ago (Last edited by Kevin Bissell 6 days ago)
BTW. If parts usage is tied to the reliability attribute and is adjusted so that (for example) a value of 200 is required to balance wear with manufacturing it will be another area where the managers who pay money will have an advantage in the races.

Not saying this is wrong, because paying players support the game, but for casual players it will put them at a disadvantage.

Also, your proposal does nothing to address the huge imbalance between one and two car leagues and the exploit of alternating between the two formats. It shouldn't be possible to stockpile a load of parts and game cash in one car leagues.
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medal 5692
6 days ago
Reliability does nothing. Tested on multiple teams and accounts. 

It's just same for teams of same lvl. No matter if it's 300 reliability or 40.
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medal 5572
6 days ago
Yeah, I get that the game needs to make money and I'd be happy to watch an ad or two a day to get some parts. Or increase the reliability stat, one or the other. 

Or, as I've suggested a couple of times, make it a sliding scale of how many parts to repair a car, rather than all or nothing. That would actually mirror read world F1 in a way, when cars don't have the latest spec parts because of a shortage. Here, it might be that a manager is replenishing 5-parts short per race to keep in the limit, so by the end of a 20-race season the car might only be 5 or 10% fixed. That would add some stakes.

In my 2-car league I can be using 18 parts per car per race.
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medal 5238
6 days ago

Kevin
Hi Eero.

I see you are level 26 and compete in a 100% league. I'm currently gathering data to try to understand just how big this problem is for 2 car leagues.

Please can you post how many parts are needed for each car after the race.

Thanks.



I’m level 26 too and in a 2-car league with 100% race distance. I have had max 300 reliability for 2 races now:


Italy: 16+18 = 34 parts needed for repairs
Germany: 14+14 = 28 parts needed
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medal 5084 Super Mod
6 days ago (Last edited by Kevin Bissell 6 days ago)
Thank you. It would be much appreciated if you could find time to log parts usage at each circuit for maybe half a season to give us some idea of the parts deficit.

Below is data I've started collecting from 50% NRF races.
Team Level 30
Manufacturing Level 30
Reliability = 33
Australia: 20 parts per car (deficit 10 parts)
Azerbaijan: 20 ppc (deficit 10 parts)
Malaysia: 18 ppc (deficit 6 parts)
France: 18 ppc (deficit 6 parts)
Brazil: 16 ppc (deficit 2 parts)

As @The Watcher says, developing the reliability attribute seems to make little of no difference to wear.

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medal 5594
6 days ago (Last edited by Kevin Bissell 6 days ago)
All lvl 30 cars. Offline race in Italy today. Everyone got 20 parts wear per car.

Reliability:

-149
-140
-129
-121
-108
-90

Hi Bruce, you're in a locked league, I can't see the race length. Kev Bissell
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medal 5572
6 days ago

Kevin
Thank you. It would be much appreciated if you could find time to log parts usage at each circuit for maybe half a season to give us some idea of the parts deficit.

Below is data I've started collecting from 50% NRF races.
Team Level 30
Manufacturing Level 30
Reliability = 33
Australia: 20 parts per car (deficit 10 parts)
Azerbaijan: 20 ppc (deficit 10 parts)
Malaysia: 18 ppc (deficit 6 parts)
France: 18 ppc (deficit 6 parts)

As @The Watcher says, developing the reliability attribute seems to make little of no difference to wear.



Monaco and Hungary I think were both 12 parts per car when raced there last season. I would guess its tracks with high tyre wear that also has high parts usage.


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medal 5594
6 days ago

Ah, Sorry, Kevin.. 100% length.
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medal 5906
6 days ago

Eero
The amount of parts needed for race repairs has increased and I’m fine with that. Previously the amount of parts didn’t really matter at all so it’s a good thing it has been taken into account.

However, I don’t like that the amount of parts needed for race repairs has become higher than what I can produce and I can’t do anything about it. This season I maximized my reliability points and even after they are at 300, the amount of parts needed for repairs is still higher. The points put into reliability still don’t seem to make any difference.

So my suggestion is that the points put into the reliability stat should matter more and reduce more the amount parts needed for repairs



What's your manufacturing building level? Mine is 28, I am level 30 manager in a 100% distance with 2 car league and I produce more parts than I use. Races everyday.


I am leveling up to 29 just in case they decide to increase the wear out rate.
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medal 5238
5 days ago
3rd race with max reliability was the first one where I produced more parts than repairs! Wear in Valencia was 8+8=16

But the next race, Belgium, the wear was 18+20=38 which is just ridiculous

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medal 5572
5 days ago
Italy with Reliability at 70, both cars 20 parts each.
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medal 5906
2 days ago (Last edited by Bruno Rodríguez 2 days ago)
Eero
3rd race with max reliability was the first one where I produced more parts than repairs! Wear in Valencia was 8+8=16

But the next race, Belgium, the wear was 18+20=38 which is just ridiculous



Some mod or dev should clarify this, but I think depending on track length and laps, part wear and engine wear increases.


To be fair, I think that if the factory is level 30 you do not need to spend tokens on partss, as verall you generate more than you need, although certain tracks might put you on a deficit for that race.


Extra bit, doing sprint races and finishing well does give parts. While sprint races do wear out parts, you receive more than you need and you end with a surplus.
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medal 5165
1 day ago
The
Reliability does nothing. Tested on multiple teams and accounts. 

It's just same for teams of same lvl. No matter if it's 300 reliability or 40.



This is false, I am using 12 Parts per car per race and generating 27. (100% race distance)
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