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Rookies System

New Rookie System?

77.78% (91)
Yes
22.22% (26)
No
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medal 4986
2 days ago
Hello IGP and administrators,
I am a player with several years of experience on the platform, and I have adapted to the changes that have taken place over time. In this latest update, I have been recruiting friends, family members, and neighbors to join IGP Manager so we can spend time together through friendly tournaments. Unfortunately, they have only lasted about a week because they’ve found the new competition and/or promotion system to the PROFESSIONAL category too complicated, which has caused our project of creating another league together to fall apart.

I’m not sure what you can do to improve the changes brought by the new update, but otherwise, we are going to lose a lot of new managers — and in the long run, many of the veteran managers might lose interest as well.

Thank you for reading.
Sincerely,
Raul
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medal 5414
2 days ago
Greetings.

First of all, I want to clarify that, in the rookie category, there was a very serious problem affecting the leagues. At least 8 out of 10 rookies would quit the game after their first race, and this is not the fault of the leagues for failing to capture the players' interest. It's the game's fault for having a very poor system where, if you don't come with a referral who teaches you how to play, you barely finish one race and get bored because you don't understand what's going on. This happened to me at the time, and now it has become even more evident—the game leaves you to your own luck.

The removal of the rookie category was a good solution to prevent leagues from having AFK accounts, but it was executed very poorly. The curve to reach level 10 is too steep. A player who dedicates the normal amount of time to iGP, that is, 30 to 90 minutes, won't reach level 10 through sprint races until after three weeks—an exaggerated amount of time. During this period, many get bored and abandon the game since, in the end, they are competing against bots. It seems like they only want to force players to invest more and more money quickly, instead of thinking that a quality game would attract more players willing to invest money.

I proposed something that, honestly, I don't understand why they didn't implement it and instead went for the worst system they could think of. Instead of sending them to do sprint races with bots, they should use those bots for rookie leagues—leagues with 19 bots and the user, where they can race whenever they have the chance, up to 10 races per day. They should stop thinking about short-term economic benefits and focus more on the player. It's easier for a player to get hooked when they can play frequently, feeling an experience closer to what the game offers—that is, playing in a league, earning points, competing, better tutorials to understand the game, the races, and more—rather than sending them to purposeless sprint races. With this approach, players, upon reaching level 10 or becoming champions of these bot leagues, could jump to real leagues with real people and would be better prepared.

My proposal is clear, and I think that if they implement it, it would be a huge success. They could also study methods to improve the game, whether through full online leagues or even offline leagues for rookies, where they can race up to 10 times a day without using their driver's health, earning money and experience. This way, they could reach the professional level much better prepared, and it would also allow the developers to study systems to improve the game for more veteran users.
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medal 5041
2 days ago
Developer team.
It is a necessity to make a change soon for IGP to be attractive to new users.

Having to compete 4-5 daily races is exhausting.
Doing it alone with 1-3 cars that are probably bots makes it more boring.
To all this adding that they are several days in the same, it really makes no sense to someone who has just installed the game.

Keep in mind the different proposals and thus stay.
Thank you
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medal 4841
2 days ago
I totally agree with the above, although the update brought a couple of novelties, it is also debatable that the rookie category disappeared, the leagues require new people and forcing new ones to have to run with bots only bores them and does not allow the in-game experience to be as expected, therefore I personally consider that they should return the rookie category, or create pure rookie leagues so that they can compete and thus achieve better experiences, as well as. When they have to make the leap to a competitive league when they reach level 10, they can do so more easily and more experiencedly. 
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medal 5488
2 days ago

"I am the administrator of 2 leagues. Since the last update, problems have not stopped, bugs, design modifications, inability to access the headquarters, difficulties entering the game, etc., etc.
The restructuring they carried out with the categories was NOT successful, the new ones get tired and don't even reach level 5 because it's "boring". We need new Managers to come back."
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medal 5158
2 days ago
I've been in this game since 2017/2018, and the arrival of new players is becoming less and less frequent. In recent years, I've been meeting new people, but at the same time, we're still the same old group, just moving from one league to another.

In my opinion, the new system only makes things worse. The fun of the game is in the leagues; that's where you have fun and learn. In many leagues, academies were created where elite players taught the newcomers in their rookie and professional courses. Now, in addition to wasting time on quick races, which, by the way, have nothing to do with a league race, they make you level up to level 10, which can take several weeks. I don't know what will happen with this, but this decision seems wrong to me and will end up killing the gam
e.
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medal 5449
2 days ago

Pablo
Hello everyone,

I wanted to start a discussion about the new system for rookie managers in iGP Manager. Currently, new players must reach level 10 by participating in sprint races before they can join a league. While this aims to ensure that new managers gain some experience, it also creates a problem: many players feel isolated and don’t have the chance to integrate into a community from the start. The big issue is that new players are not appearing in the leagues. It’s true that the previous system had many inactive players, but at least some newcomers were joining leagues. Now, no one is showing up. Something is not working.

Leagues not only provide competition but also learning, advice, and a sense of belonging that keeps players engaged with the game. However, by forcing new players to race exclusively in sprints, they are deprived of that experience from the beginning.

A quick solution, while keeping in mind the perspective of a new player, would be to shorten the number of races required to reach level 10.

If the heart of iGP is the leagues, but new players can't access them until level 10, there’s a huge risk that they will lose interest before getting there. They need incentives to keep playing and reach that point without frustration.

I suggest considering alternatives such as:

Allowing rookies to join leagues from the start but with restrictions, such as not being able to get promoted until they reach level 10.

Creating special leagues for rookies, where they can compete in a more guided environment before transitioning to standard leagues.

Introducing a mentorship system, where experienced managers can invite and guide new players withi
n the leagues.




I have been playing IGP since 2019. During that time, I have experienced some updates. I understand that the goal of the IGP team is to maintain a good player retention rate.

Why did I stay in IGP?
First, because I am passionate about F1. Second, because the game's difficulty was just right—not too complex, but challenging enough to allow progression as you understand the mechanics, making it feel worthwhile.
At the beginning, I joined a league called the "learning league," and I entered precisely because of that. It wasn’t a very crowded league, but there I learned that race results depended on strategy and car development. That alone might have kept me playing for a year or two.
However, what truly sets this game apart from other F1 management experiences is the community. Veteran players know each other, organize competitions, and learn about other events through their league mates. It’s the community that sustains and shapes IGP into what it is.
The managers of different leagues are the ones who truly make the game unique through their efforts. That’s why giving them more options to design leagues, listening to their feedback, and asking for their opinions on why players leave would be essential.

I also don’t see the point in having a different car setup for each race, since once you reach level 10, everything changes anyway.
On the other hand, removing lower-level players (below level 10) from real competition only highlights that increasing the level cap to 30 was not a good decision. It completely unbalanced the leagues, further reducing the number of low-level players and causing many to quit before reaching level 30.
This change didn’t affect those of us who were already at level 20, since it applied to everyone at the same time. However, for new players, having 30 levels ahead of them is simply too much.

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medal 5154
2 days ago
Make every new account start at 20.
Phase out sprint races replacing rookie and instead have just two tiers. Pro & Elite.
Cap joining elite at Level 25.
Pro populated, elite populated.

Sorted.
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medal 5239 CEO & CTO
2 days ago
While this thread is not entirely organic, it's also constructive feedback aimed at improving the game and our community, which we absolutely welcome. It comes from the right place, and we appreciate that.

First, the new system has only been live for about a month, whereas the old system ran for 13 years. That old system had its benefits, which people have highlighted here, but it was also at the end of its lifespan. The new system, by comparison, is at v1.0. We fully expected to discover some issues only after seeing how thousands of people interact with it in practice, and in many ways it hasn't been completed yet. We’re committed to iterating and improving it over time.

Feedback point 1: New players feel isolated with no community interaction in sprint races.

We agree there’s a lot more we can do here, and this is probably the most valid criticism. This is the part which I mean is unfinished. Not everything we intend to rollout as part of this new system is live yet. The new community tab is still evolving, and Events (which will help bring the community together outside of leagues) haven’t launched. Our plan was always to add events, so please hold off on final judgments until we roll those out. We’re going to study all your feedback carefully and incorporate it into event design.

Feedback point 2: Leagues seeing fewer people joining

Leagues need 1/3 less managers to be full. You don’t need new recruits at the same rate as before to maintain similar levels of activity in each tier.

The data shows daily signups are at a four-year high, with more new, real players staying long enough to level up. While it might feel like fewer are joining leagues, that’s expected since they can’t dive straight in on day one anymore.

We’re also about to start active marketing for the first time in over four years, which should significantly boost new arrivals. Let’s see how that impacts league growth before drawing final conclusions.

Feedback point 3: Progress to level 10 is too slow and causes newcomers to quit.

Reaching level 10 can be done in 40 sprint races. Level 10 is 5000XP and you gain 125xp per Sprint Race where you finish in the top 50%. That can be achieved in ~6 hours without XP boosters, or closer to 3 hours with them. Leagues can be unlocked in a day in other words. Is that really too long to wait?

Feedback point 4: It feels like the system pushes players to spend money on tokens.

Some of the balancing quirks you’re seeing are not intended. I can appreciate some won't believe that, but we’ve been continuously tweaking those aspects since launch. If you’ve seen our recent discussion on 2-car leagues, you’ll know we’re actively looking into balancing at the moment.

Feedback point 5: “There’s no mentorship system.”

You can invite a friend, share a Sprint lobby with them, and walk them through things in real time. If anything, it should be easier than it used to be. What exactly is the barrier? If it would help, we can look into enabling chat within Sprint races to make guidance and feedback easier.
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medal 5235
2 days ago
I suggest reducing the level needed to enter in a league from 10 to 5. Or instead changing the experience gained on the sprints, making it progressive as the investigation is. 

It's true that our leagues are loosing more players and PRO category has been destroyed. So we'd like a solution for this massive problem. Thanks support team for hearing our wishes!! ♥️
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medal 5455
1 day ago
Maybe new recruits could be directed here.. or this and anything else people can suggest could be in it's own section.

https://igpmanager.com/forum-thread/61729
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medal 5405
1 day ago


Completely agree with Pablo, there's a noticeable drop in activity in the leagues, and it would be good to do something to bring back the previous activity, with more active rookies.
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medal 5134
5 hours ago

Jack
While this thread is not entirely organic, it's also constructive feedback aimed at improving the game and our community, which we absolutely welcome. It comes from the right place, and we appreciate that.

First, the new system has only been live for about a month, whereas the old system ran for 13 years. That old system had its benefits, which people have highlighted here, but it was also at the end of its lifespan. The new system, by comparison, is at v1.0. We fully expected to discover some issues only after seeing how thousands of people interact with it in practice, and in many ways it hasn't been completed yet. We’re committed to iterating and improving it over time.

Feedback point 1: New players feel isolated with no community interaction in sprint races.

We agree there’s a lot more we can do here, and this is probably the most valid criticism. This is the part which I mean is unfinished. Not everything we intend to rollout as part of this new system is live yet. The new community tab is still evolving, and Events (which will help bring the community together outside of leagues) haven’t launched. Our plan was always to add events, so please hold off on final judgments until we roll those out. We’re going to study all your feedback carefully and incorporate it into event design.

Feedback point 2: Leagues seeing fewer people joining

Leagues need 1/3 less managers to be full. You don’t need new recruits at the same rate as before to maintain similar levels of activity in each tier.

The data shows daily signups are at a four-year high, with more new, real players staying long enough to level up. While it might feel like fewer are joining leagues, that’s expected since they can’t dive straight in on day one anymore.

We’re also about to start active marketing for the first time in over four years, which should significantly boost new arrivals. Let’s see how that impacts league growth before drawing final conclusions.

Feedback point 3: Progress to level 10 is too slow and causes newcomers to quit.

Reaching level 10 can be done in 40 sprint races. Level 10 is 5000XP and you gain 125xp per Sprint Race where you finish in the top 50%. That can be achieved in ~6 hours without XP boosters, or closer to 3 hours with them. Leagues can be unlocked in a day in other words. Is that really too long to wait?

Feedback point 4: It feels like the system pushes players to spend money on tokens.

Some of the balancing quirks you’re seeing are not intended. I can appreciate some won't believe that, but we’ve been continuously tweaking those aspects since launch. If you’ve seen our recent discussion on 2-car leagues, you’ll know we’re actively looking into balancing at the moment.

Feedback point 5: “There’s no mentorship system.”

You can invite a friend, share a Sprint lobby with them, and walk them through things in real time. If anything, it should be easier than it used to be. What exactly is the barrier? If it would help, we can look into enabling chat within Sprint races to make guidance and feedback easier.


Honestly, as harsh as this may sound and as much as it might cause issues, I feel like you're treating us as fools, as if we know nothing about the game and you know everything, as if you're trying to deceive us, and you contradict yourselves.

Second point from the comments: According to you, leagues now need 1/3 fewer managers to be full, and that's true, it's the case because there is no rookie category anymore. Obviously, they go from needing 48/96 players to just 24/48. But without rookies, professional leagues can't fill up either, because players aren't reaching the required level 10. It's the same issue—leagues aren't filling up, and now it's even harder. Since players aren't reaching the professional level, they can't fill professional leagues, and therefore, elite leagues don't grow either. The game now depends on the same players as always, many of whom compete in multiple leagues with different accounts. Otherwise, leagues would have even fewer problems filling up.

Point number 3: According to you, in 40 sprint races, you can reach level 10 by finishing in the top 50%. According to you, it takes 6 hours, or 3 with XP boosters. So why are leagues reporting that they aren't getting new players? According to you, it's very easy—6 hours, 1 hour per day, and you're there. But we, as league administrators, have better data than you. We know perfectly well whether players are reaching that level or not, and we've seen it—there are no new members in the leagues. Everything is stagnant. In my case, my league went from averaging 4-5 new players per month (3 in rookie and 2 in professional) to 0 new players in the month of the update, and even 3 fewer players, as they rotate from league to league. It's been 1 month since the update. If level 10 can be reached in 6 hours, and this is the peak time for new player registrations, why haven't any leagues reported an increase in players? Instead, they report losses. Big leagues with multiple divisions have reported eliminating their categories, while others have had to implement measures you don't like but are necessary, such as account sharing, because those who were in rookie leagues were left stranded. On top of that, there are constant connection issues. You always use the excuse, "Our servers are running 10/10, the problem is your connection." Gentlemen, I tested this with my phone and my PC connected via Ethernet cable, 5G connection, directly to the router, with only my phone connected, and a 600 Mbps fiber optic connection. It's impossible to maintain the connection throughout the entire race. And before you say it's my internet, the same thing happens with mobile data. And before you say it's my phone, in other games, the connection is 10/10. On my PC, connected via Ethernet cable, it's more stable, but it still tends to fail. How do you expect players to reach level 10 in 6 hours if they can't even maintain a stable connection? New players come to play on mobile phones—if the game isn't stable, it's impossible for them to play and level up.

Point 4: Players are being pressured to spend money on tokens. I don't know if you've noticed (though I think you have, since you've calculated everything perfectly), but by not racing in leagues, the factory doesn't produce parts, and engines aren't restored. Players have to buy them with tokens to keep racing, in addition to having to train their drivers to improve (which adds to the previous point about why it's impossible to reach level 10 in 6 hours). Did you realize that players have to spend tokens to buy parts and engines? So, if a player spends everything because they don't know the game well and doesn't reach level 10, they're doomed to spend money on tokens. This drives players away. It makes no sense to say the game is balanced when new players are suffering more now.

Point 5: I'll be direct, Jack. Do you realize how ridiculous what you said sounds? Let's say I'm someone completely new, and I don't have any friends who play iGP Manager. I'm starting from scratch. How is a friend who knows the game supposed to join me in a sprint lobby if I don't have any friends in the game? Additionally, let's say someone does what you suggest and guides a friend they invited. That person has to spend parts and engines to teach their friend, which is illogical because they're saving everything for their own league. Do you realize how bad that sounds? This is something the game should do on its own. Otherwise, how does someone completely new learn to play? Moreover, under this logic, it's the veteran players who must invite new players so the community grows and you make more money. And we're supposed to spend our resources to buy tokens and give you more money? It's a blatant scam. I haven't seen such a shameless response from a developer in years...

Sorry, Jack, but you're taking us for fools here. We, as league administrators, have a better record of what's happening in iGP than you do. We're the ones who see the game's decline day by day, and you can't try to deceive us. We have data from all the leagues that communicate with each other to confirm our complaints. Leagues aren't receiving new users, the game has become a pay-to-progress system, players aren't getting hooked, and they're being pressured to pay. On top of that, you want to give league administrators the task of growing the game without proper rewards. This is a joke...
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medal 5091 Super Mod
5 hours ago
I'm not going to wade into the majority of that Gabriel. But I will highlight one flaw in what you say immediately.

Players under level 10 competing in sprint races:

- Receive tokens from sponsors once per day
- Receive financial rewards from sponsors every race
- Are awarded parts every race in line with their manufacturing HQ level
- The engine counter also ticks down and 10 new engines are awarded every 20 races.

So where is the pressure you refer to?
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medal 5878
4 hours ago
In my experience of a new account (Level 8), I am able to afford everything I need. It's not everything (Offices HQ building, for example) but I'm in no danger of bankruptcy, and I'd call the balance good.
I'd agree there are improvements to be made to player retention, but I must say that I think characterising the update as a failure this early is very unfair
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medal 5239 CEO & CTO
3 hours ago
Gabriel

Honestly, as harsh as this may sound and as much as it might cause issues, I feel like you're treating us as fools, as if we know nothing about the game and you know everything, as if you're trying to deceive us, and you contradict yourselves.

I'm passionate about this game as I can see you are. I want it to go for another 10 years. That is my aim with the update and I'm here because I value your opinions.

I stated the first counter-points that came to mind so I could see the strength of the points that came back. Mind-reading arguments have no weight, so let's put those to one side and focus on the facts so we can actually help address your concerns.

I can appreciate your scepticism after years in the wilderness for iGP, but we are emerging from that now and taking this next push very seriously. We will be rolling out patches and updates more rapidly than ever before. We have already been doing so silently every day since launch. The first week was tough, but things are pretty stable now and improving each day.

Gabriel
According to you, leagues now need 1/3 fewer managers to be full, and that's true

It is. That doesn't mean the remaining 2/3 are being filled at the rate we consider satisfactory. I only said Rookie was populating well, but there is a lot more we can do to improve the onboarding experience and to get them to leagues. We can see that too. It would be good to understand in your experience how frequently new people appeared in Pro before, as a reference.

Gabriel
In my case, my league went from averaging 4-5 new players per month (3 in rookie and 2 in professional) to 0 new players in the month of the update

Okay, now we're getting somewhere, that's useful to know.

Gabriel
On top of that, there are constant connection issues. You always use the excuse, "Our servers are running 10/10, the problem is your connection."

I'm trying to read this feedback seriously. It doesn't help when every other sentence is a fictional quote or character assassination. In the next reply, leave this out so we can focus.

Gabriel
It's impossible to maintain the connection throughout the entire race.

Genuinely, we are not aware of problems like this. We need more context to what you're experiencing. If you could create a bug report with detailed information like how long you can stay connected etc. and what happens when it disconnects (e.g. is it when you go between apps? that can interrupt the connection). I think this is a subject for another thread though, this is about populating leagues.

Gabriel
Point 4: Players are being pressured to spend money on tokens. I don't know if you've noticed (though I think you have, since you've calculated everything perfectly)

Here's what I said above:
Jack
Some of the balancing quirks you’re seeing are not intended. [...] If you’ve seen our recent discussion on 2-car leagues, you’ll know we’re actively looking into balancing at the moment.


Here's another (real) quote from me in the thread I'm referring to:
Jack
I’m aware that the higher tiers have felt the impact of all the game economy and balancing adjustments, so I want to address that.


Gabriel
by not racing in leagues, the factory doesn't produce parts, and engines aren't restored

Rookies get parts every race and engines every 20 races from Sprint Races. Above Level 10 these things are only earned from leagues.

Gabriel
It makes no sense to say the game is balanced

Just to be clear, I haven't said that, and I think you made some good points in this part of your post. Noted. This is what I was looking for when I made my counter-points, not to dismiss the concerns or belittle them, as it was interpreted.

Gabriel
How is a friend who knows the game supposed to join me in a sprint lobby if I don't have any friends in the game?

Message them to "join the lobby" then you both appear. What am I missing here? If it's a private lobby, you send them the lobby link. In iGP 2025 you can effectively join your friend in the rookie tier and show them the ropes. Admittedly, it requires using another chat app to do so, but I don't understand why you think it's impossible or "ridiculous" what I said.

Gabriel
Additionally, let's say someone does what you suggest and guides a friend they invited. That person has to spend parts and engines to teach their friend, which is illogical because they're saving everything for their own league. Do you realize how bad that sounds? This is something the game should do on its own.

Alright, we're back to another good point between the noise. I appreciate this stuff.

Gabriel
We, as league administrators, have a better record of what's happening in iGP than you do.

On the micro level probably, not the macro level. That's why it's good to combine our perspectives in discussions like this. I've learned some things and that's why I am here. I can also see many things when I am reading your post that you are not aware of.

There is one fundamental contradiction in what you're saying. If everything is dying as you say, then I have nothing to gain by trying to deceive you. I cannot "win" by crashing the plane into the ground while trying to convince the passengers we're going up. The only way I can gain anything from this discussion is by learning and addressing your concerns. That's my real motivation, and what I'm here for.

I've taken a few points on board, thanks for being passionate enough about the game to write this post. We're on it.


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