For the Statistically Minded...

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LeGeNd-1

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This topic will likely bore you if you're not interested in maths/numbers/stats, but for those who appreciates patterns in numbers (like me :crazy:), you might find these interesting.

Anyway, I got the idea to do something like this ever since I began grinding for cash at the Test Course. I noticed that the amount of money given for winning at a track is not related to its difficulty, otherwise the Test Course will pay very low (similar to Super Speedway probably), and short, technical tracks like Citta di Aria will pay very high. I suspected that PD got lazy (or rushed) and just correlated track length with prize credits, and I thought of compiling a list and plotting a graph. However, as so often is the case, time and other commitments got in the way :ouch:. Last week however I finally got the time to properly do it, and here are the results...



As I predicted, the prize you get is only dependent on track length. 100% perfect linear relationship. So much for cornering techniques...:lol:

And that would be that. Except I got a bit crazy and curious so I proceeded to investigate other numerical relationships :lol:. I've always been intrigued by the way the prize goes up when the number of laps increases, since for the first few laps it goes up quickly, then it took around 10 laps to increase. Is the increase proportional though?



No! Well, yes and no. As you can see there are clearly two scoring systems here. For laps 1-15 the increase IS linear, and quite fast too. From lap 16 onwards though, the prize only goes up every 15 laps, and the increase is NOT linear (it looks straight, but get a ruler out and you'll see it's not). The rate of increase goes down as the laps go up (i.e. negative quadratic curve). Looks like PD doesn't want to reward enduro lovers as much as sprint lovers. For good reason too; you wouldn't want to play the PSP for 5-6 hours straight would you? :sly:

My 3rd crazy idea is to plot credits against your finishing position. No personal motivations here, just out of interest.



At first glance it looks like the increase is exponential, but it's not. For 4th-3rd-2nd, the increase is linear. But for 2nd-1st it jumps twice as much as before. This means you are rewarded for a victory more than for gaining a place (up to 2nd). Good incentive there...

My final graph compares credits to rank (track level). Again, no particular motivation. I just want to see how much PD rewards levelling up...



Quite a lot, it seems! This is the only graph that exponentially increases the higher your rank gets. In fact, the increase in prize for A>S is ~5 times the increase for D>C! With Japan's society being so hierarchy-centred, I think it makes perfect sense for PD to do this.

So what conclusion can we get? Well, it seems that GTPSP puts high importance on levelling up and winning. The game also rewards you less for long distance races (this is in-line with Kaz's principle of designing GTPSP as a game for "short bursts"). Also, it looks like PD didn't bother rating the tracks in terms of their technical difficulties. The distance-credit relationship is mostly adequate though, as the 2 most difficult tracks ('Ring and La Sarthe) pays highest, and simple ones like Autumn Mini and Beginner's Course pays least. However, in a few cases it does create unfair payouts (e.g. CdA, Paris, GVE), or a blessing (Test Track :dopey:).

And that's the end of my ramblings. Well done if you've read this far without falling asleep :lol:. For most this is probably boring, useless and irrelevant. And that may be true, but for me it's an interesting little 'discovery' about how the credit system works in GTPSP. Instead of keeping this hardwork (well not really, but it is tedious) to myself, I thought I'd share it with the GTP community ;).
 
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this is why there are some who advocate leaving their PSP to run 99 laps of the test course with a fast car running around the edge of the track - literally being guided by the barriers - with a rubber band or similar device to hold down the accelerate, whilst they do other things. they then come back having finished fourth, yet have stacks of cash in prize money.

the other method of course being to actually drive the test course on S difficulty, finish first and repeat until desired amount of credits are obtained.

or, even better, drive drift laps of tahiti maze ;P
 
Keep in mind that for the last 3 graphs I just picked a random track and obtained the numbers, so of course these graphs can't be used to know what is the maximum prize obtainable in a race. They are just to illustrate the effects of changing laps/position/rank on your prize Cr. There might also be slight variations in trends from track to track, but the above should be representative I think.

For getting cash quickly and easily, there's an old thread in this forum which discusses that very topic. The general consensus is there are 4 main ways:
1) Nurburgring 99 laps auto-pilot (AdHoc race with 2 PSPs, most money possible in one race)
2) Test Track 99 laps rubber-band (as described by Jarnac, easiest method)
3) Test Track 2 laps rinse-n-repeat (I did this, fastest method time wise, but very very very booooooring)
4) Tahiti Maze/Ice Arena Drift Trial as long as you need (most fun, but longest time)
 
Wow very interesting statistics. Interesting Hmn. I hope the trends arn't the same for gt5 though.
 
on the first graph what is the unit for length?

Like kekke said, it's in meters 👍.

Wow very interesting statistics. Interesting Hmn. I hope the trends arn't the same for gt5 though.

Assuming GT5's arcade mode is like GT5P's, and all other previous GTs (you don't earn any money), I wouldn't worry too much. Winnings from the career mode has always been quite balanced from my experience. I hope they make arcade races (and drifting) pay this time though, since all I do is arcade races when I finish with Career (more freedom in setting up races, etc).

Very interesting statistics 👍

Thanks for sharing your work ! :gtpflag:

No problem :)
 
For getting cash quickly and easily, there's an old thread in this forum which discusses that very topic. The general consensus is there are 4 main ways:
1) Nurburgring 99 laps auto-pilot (AdHoc race with 2 PSPs, most money possible in one race)
2) Test Track 99 laps rubber-band (as described by Jarnac, easiest method)
3) Test Track 2 laps rinse-n-repeat (I did this, fastest method time wise, but very very very booooooring)
4) Tahiti Maze/Ice Arena Drift Trial as long as you need (most fun, but longest time)

5) Test Track 18 laps rubber-band (or a battery on the X button) gives you 470K cr and is arguably a better balance than (2) or (3). That was the way I used to complete my trade only car collection.
 
Wouldn't it be better to make it 16 laps then? Since the prize stays the same from 16 to 31 laps.

I could never set-up a rubber band around my PSP correctly though. The tension is never high enough to get X pressed continuously, and I'm scared of damaging the triangle and R buttons if I make the RB tighter. So I just do the 2 laps method instead.
 
Wouldn't it be better to make it 16 laps then? Since the prize stays the same from 16 to 31 laps.

I could never set-up a rubber band around my PSP correctly though. The tension is never high enough to get X pressed continuously, and I'm scared of damaging the triangle and R buttons if I make the RB tighter. So I just do the 2 laps method instead.

16..18 I cannot remember which but there is a sweet spot there.

Try battery rubber banding; just stand an LR20 Battery on the X button.
 
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