Talk:Asterion's Charge/@comment-71.228.13.110-20151006070533/@comment-26715739-20151006081543

The problem with that is that level is a *very* poor indicator of skill - all it says is that you've spent a long time playing the game. It's an especially poor indicator given that you have the option of managing opponent level by maniupating TSM (beats a rubber band any day). Plus you have the problem of people who have restarted.

There are lots of people out there with levels over 250 or 300 who still use the brake and steering assists (let alone traction control - although that's harder to wean yourself off).

If you really want to see "skill level" then ask about things like "fastest lap", or "distance ahead when you parked on the line" (so you can get a better feel of the times that people are genuinely putting up).

It would certainly be worth people saying whether they're managing bot performance or not (and mostly people do).

I'm sure given I'm mentioned managing bot performacen someone will call it cheating... so... as for "cheating" by TSM management... blah, blah, blah. If you upgrade the car then you're cheating just as much (if not more). Besides, have a look at the challenges - half of the tasks end up being about the skills you use to manage the bots - lots of blocking challenges, the 375 challenge showed us how to execute the pit manoeuvre etc.

If FM/EA really wanted to make them proper challenges that only a few people could actually win then they'd block upgrades and disable TSM so there were static goals for the challenges. They don't do either of those things.

I think they see the challenges as "loss-leaders" - the PR required for the challenges you open with these won cars is certainly crazy enough.

Anyway, I imagine it's a bit of a mix about being able to claim that the game is still "free to play" while also being being aware that because of the mix of devices and styles of play (plus being a "mobile game" - so people want to be able to play while taking public transport - ie unsteady) - that they can't always make everything super fast.

Certainly I had an expectation when I started that I'd hit a point where I could no longer compete (because I expected the difficult to keep on ramping up) - so TSM has kept me playing for longer (although it does end up making it a bit repititive with the same tracks etc, etc).