Board Thread:Game Discussion/@comment-31526827-20190514081652/@comment-28169398-20190520084108

SeedSpeed wrote: Amrosa wrote: This is a rolling start Elimination. There is no need to mess around with the cars performance characteristics, as you would have to test ever single upgrade combination to see if you have problems, or if there isn't a preferred (low cost) upgrade strategy that wrecks your revenue target.

The easiest way to make 7.2 difficult, as it is a rolling start elimination is first to set it to no off track, so the player cannot cut corners to jump the bots, and second is to set the player's car at PR91.6 then run the simulation there.

Where ever the simulation shows the car after 140 seconds is your baseline to where you set the first place car to be at 140 seconds. Then you simply test that.

As human players can generally set better times than the simulations, then with that first place position, it gives those better players an opportunity to win at recommended PR.

If it is found to be easier in testing than they want, all they have to do is move the first place cars position 50 to 100m ahead of the baseline. Still to easy? Move it again or adjust the position that lower place bots are encountered.

This is all a lot less work than messing with the numbers of the players car itself.

If you stop and think through all of your conspiracies, they require vastly more work to get right and not screw up (from their perspective, meaning generating the desired amount of upgrades) than the simpler explanations, like placing the position of the first place car a little beyond what is possible in 140s at lower PRs, unless you are superhuman and a bit lucky.

First idea why would they nerf car performance is that they can't make large discrepancy between rec PR and under rec PR with just regular bot management/placement + no off track... Race would be too hard then. And since 7.2 didn't have time/speed goal to be lowered after upgrade, they needed other changeable variable-car performance.

Just an idea.. Upgrading does change the performance of the car... that's the point of the upgrade.

They can control the difficulty on a rolling start easily by adjusting where then start the first place car from. They've done it several times with Magnus as the lead bot. In One On 1 6.4 they put him so far ahead that the goal was to finish second. And that isn't the only example of where they have used that tool.

To have a chance of winning 7.2 you needed to be 5th of 7 when you turn onto the start finish straight for the first time and 2nd of 3 when you got to the Dunlop Chicane the second time. It was the same if you were Speed Junkie at 1111333, ME7 at I think 3333333 (though like he said, he was probably fatigued and could have done it a little less upgraded), me at 3333334, or someone fully-upgraded, though I haven't seen any videos for that.

So are you telling me that they nerfed the settings at 1111111 so that Speed Junkie needed to upgrade to 1111333, at 3331313 so that ME7 had to upgrade to 3333333, at 3333333 so that I needed to upgrade to 3333334, and so on? Or is it maybe that the car performed as it was supposed to perform at given upgrade levels and those with better skills or more rest passed with lower upgrades?

And if it was totally nerfed, then wouldn't Speed Junkie have needed to upgrade to 3333334 just like me to pass? His car seemed to work just fine for him at 1111333.