I don't think so. You wanna know what I dream of when I'm drunk, instead
?
I imagine the top 1000 drivers all showing some solidarity with the lower ranks and starting to boycott the Championship Finals
...
@GT_Alex74,
@Sven Jurgens
I'm aware ... different types of players, different types of incidents to deal with 👍 - I just kept it short.
The idea is that if you can make SR mean something ( Sven already gave some hints ), this could be ground to build upon. Make SR work and less gameable ... design the rest around it ! You probably wouldn't need track penalties at all ( and no sophisticated pen system that doesn't work anyway since it will never apportion blame correctly ).
The "penalty system" would be something different then : low SR = low rewards, high SR = high rewards, to keep it short again
!
Well, please don't be peeved guys
... If I had a wish I'd wish you all stop thinking about how to tweak the penalty system ( no way to get anywhere imo ) but start developing a completely different setup of DR / SR / matchmaking
!
I've given that a lot of thought over time.
The flaws of the SR system are simple to sum up:
A 1 to 99 scale where you can lose or gain 30 SR in a single race can never lead to a stable measurement.
Gaining SR by not actually racing is too easy, either by getting pole in a much slower room or by driving behind everyone.
The difference in SR budget per track car combo (roughly 0.4 SR gain per sector) makes the system even more unstable.
Serving penalties in race creates more accidents.
Solution:
Base SR on nr of incidents per time driven in sport mode, including offs, wall touches and spins.
Get rid of penalties or add them to your time after the finish.
That can still be manipulated by driving behind everyone to get more 'clean' time, but that will kill your DR. Easy poles will happen less often as it will dampen the yoyo effect SR currently goes through and fast reckless drivers will get to race their own kind instead of getting mixed with slower drivers trying to race clean.
For that to work DR needs to be overhauled as well.
One overall DR rank is pretty pointless when experience is vastly different per track.
Resets should not happen as that only messes up matchmaking.
Qualifying has far too much influence on DR with all these short races.
Matchmaking also has too much influence on DR gains and losses.
Instead of the point exchange system:
DR needs to be measured per track, you can be A+ on one track, yet start back at D on a track you have never driven before.
DR needs to reflect actual race pace compared to everyone else, a bit like the K' Speed score on Kudos Prime.
To accomplish this, take the average of your lap times in race minus the outliers (not the slowest usually lap 1, nor your fastest lap) compare that to everyone else in the world (or region) that completed that particular race and do a point exchange between all players, normalized for how many players entered that race in that time slot. That should lead to a much more stable DR ranking. Qualifying high up will still help ensuring better average lap times, yet matchmaking will have less influence on DR. Instead of serving penalties in race, penalties can be deducted from your race time when calculating your average pace.
Matchmaking can also be improved.
Currently it starts by taking all players in 90-99 SR range, sorts them on DR and creates the rooms accordingly. The left over part at the bottom (D/S) gets filled up by the highest DR ranks in the next SR range, 80-89. That's how you get these terribly unmatched A+/S on top, rest D/S rooms. Any players that needed to be added from a lower SR rank to fill up the slowest room in an SR bracket, need to be sorted with all the players in that bracket so the A+/S in 80-89 range enters the room with A+/S in the 90-99 SR range instead of racing D/S 90-99 SR players.
Lastly, instead of punishments, rewards for clean driving.
Higher SR rank should mean higher payouts.
Percentage multiplier for every clean lap.
Percentage multiplier for consecutive clean races.