beta sprint test notes / Sammelthread

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Quick
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Re: beta sprint test notes / Sammelthread

Post by Quick » Sun Jun 08, 2014 11:18 am

Anyone here really liking the new system? Sprint seems to have become a complete farce.
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Re: beta sprint test notes / Sammelthread

Post by sylvainmeteo » Sun Jun 08, 2014 11:34 am

Quick wrote:Anyone here really liking the new system? Sprint seems to have become a complete farce.
If the 'default speed' remain that fast, sprints will still are a farce...
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cataracs
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Re: beta sprint test notes / Sammelthread

Post by cataracs » Sun Jun 08, 2014 2:01 pm

Quick wrote:Anyone here really liking the new system? Sprint seems to have become a complete farce.
this system is complete shit...
*the random placement of the trains at the start cause bloking stuff and this is bad/unrealistic/crap..call it whatever you want
*having a flat train is nosense..that encourages teams to set lineups with more and more sprint skills and that kill sprint teams/flat races..from500-300or more it must be flat skill > sprint skill

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Re: beta sprint test notes / Sammelthread

Post by Pokemon Club » Sun Jun 08, 2014 6:14 pm

cataracs wrote:
Quick wrote:Anyone here really liking the new system? Sprint seems to have become a complete farce.
this system is complete shit...
*the random placement of the trains at the start cause bloking stuff and this is bad/unrealistic/crap..call it whatever you want
*having a flat train is nosense..that encourages teams to set lineups with more and more sprint skills and that kill sprint teams/flat races..from500-300or more it must be flat skill > sprint skill
The sprint system is maybe not perfect, byut it is 1000 times more realistic that the old version.
Blocking stuff at the start of the sprint ? Where ? You can just "make room" your launcher when he is too weak.
And please stop with this "flatskill for 500-300m". Looks real sprint, it is already strong sprint launcher at this distance, not flat rider.

So yes, maybe things like energy lose during the sprint looks weird and senseless, but it is far better than the old system where you was sure to lose if you made your own train when you was a strong sprinterteam and where the only thing you could do to win was to pray you took the good wheel.

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skull
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Re: beta sprint test notes / Sammelthread

Post by skull » Sun Jun 08, 2014 6:14 pm

The new system is good.
Especially compared to the system before it is much much better.
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Re: beta sprint test notes / Sammelthread

Post by NoPikouze » Mon Jun 09, 2014 5:39 pm

It's shit, and way worse than the "old" system.
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Re: beta sprint test notes / Sammelthread

Post by cataracs » Mon Jun 09, 2014 6:23 pm

Pokemon Club wrote: Blocking stuff at the start of the sprint ? Where ? You can just "make room" your launcher when he is too weak.
I meant beeing blocked by other teams.
Pokemon Club wrote:And please stop with this "flatskill for 500-300m". Looks real sprint, it is already strong sprint launcher at this distance, not flat rider.
maybe but because of this we have stupid fields with 4sprinters per teams each flat race..

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Re: beta sprint test notes / Sammelthread

Post by Pokemon Club » Mon Jun 09, 2014 6:35 pm

cataracs wrote:
Pokemon Club wrote: Blocking stuff at the start of the sprint ? Where ? You can just "make room" your launcher when he is too weak.
I meant beeing blocked by other teams.
Pokemon Club wrote:And please stop with this "flatskill for 500-300m". Looks real sprint, it is already strong sprint launcher at this distance, not flat rider.
maybe but because of this we have stupid fields with 4sprinters per teams each flat race..
Where is the difference with teams who have 3 climbers + 2 classics or 6 classics for each race ?

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Re: beta sprint test notes / Sammelthread

Post by cataracs » Mon Jun 09, 2014 6:41 pm

Try to find it ;)

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Re: beta sprint test notes / Sammelthread

Post by NicoVanarlo » Wed Jul 09, 2014 5:45 pm

Ok, got an idea about the sprint system.

1) One of the biggest critisicm about the new sprint was "What happen between 1000m and 500m? nobody know, there's just a big pack for the sprint at 500m, it's ugly" (i let you search, there's a lot of posts from Roby ;)). So change the actuel starting sprint from 500m to 1000m, and change the tactic every 100m (time of sprint is still the same).
from 500,450,400,350,300,250,200,150,100,50
to 1000,900,800,700,600,500,400,300,200,100

2) Give a REAl chance to flat launcher, for the moment, they're useless...
The flat power (or berg/downhill if the road is not flat) could be even more importantthan sprint skill between 1000 and 500 meters. And more you're closer to the finish line, more the sprint skill is important.

For example (Flatskill %/Sprintskill%):
1000m=>900m (90/10)
900m=>800m (80/20)
800m=>700m (70/30)
700m=>600m (60/40)
600m=>500m (50/50)
500m=>400m (40/60)
400m=>300m (30/70)
300m=>200m (20/80)
200m=>100m (10/90)
100m=>finish (0/100)

We could see some new kind of rider like 80flat/75sprint who could be usefull in a sprinter team. You don't have the problem of "what happen between 1000m and 500m?". Flat rider become usefull again. And, to be honest, it's a litlle bit ridiculous to be able to change 9time your tactic in 500m... do we really need 3-4rider to launch our sprinter on 500m?

What do you (Buhmann and community, especially sprinter's teams) think about this post? Honestly, I only see good thinks about it.
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lennylenny
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Re: beta sprint test notes / Sammelthread

Post by lennylenny » Wed Jul 09, 2014 11:55 pm

I like greens suggestion, more flat with High Sprint needed, sprinting from 1000m more realistic
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Re: beta sprint test notes / Sammelthread

Post by sylvainmeteo » Thu Jul 10, 2014 12:15 am

like it too, but I would like each 50m from 250m :)
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Re: beta sprint test notes / Sammelthread

Post by NicoVanarlo » Thu Jul 10, 2014 12:20 am

I don't want to have a 1 hour sprint time sm...
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Re: beta sprint test notes / Sammelthread

Post by NicoVanarlo » Sat Dec 20, 2014 1:39 pm

skull wrote:Now we have always six riders.
Maybe it is possible to make this variable.
So the designer can decide how many riders. I suggest four up to ten.
I think especially for the big sprints (imagine Le Tour with 22 Teams) only six riders side by side are not suitable.
up. I know, today, we have 8 lines of sprints, but it could be nice to have the possibilities (for the designer) to change this. Maybe between 4 and 8? I don't know. (a finish on a big road in the mountain is a bit strange... :-))

+it would be nice to have some graphics features. At least a finish line if possible. Maybe some Nadar barriers, fans or pub on the road in the last 25m why not. example:Image
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Re: beta sprint test notes / Sammelthread

Post by Hunsrueck » Mon Feb 16, 2015 11:33 pm

no idea whether the point belongs here or in the bug forum.

16.02.2015,20 Uhr : Clásica de Almería: Flachetappe

1.
Sprintrain from Ferrai with Fabricio Ferrari (Sprint 63)-->Otto Altweck (Sprint 67)-->Timothy Moratghi (Sprint 86)-->Sean McGinty (Sprint 90)-->Dieter Cappelle (Greenpeace WWF Sprint 93)-->Cyril Coulard (Team Hunsrueck Sprint 90).
At 200 Meters Altweck blocked Cyril from the wheel of Cappelle? how can that be? Cyril dont Sprint he is only at the wheel from Cappelle. Altweck go back and pushed Cyril away. may not be wanted.

2.
At 150 Meter Linus Zwergel (67 Sprint) cant holt the wheel from Arin Iswana(Team Indonesia 75 Sprint) but Arin hold the wheel from Ragnheidur Hafsteinsdottir(LibertySeguros Sprint 95).
Difference Sprintpoints Linus --> Arin 8 Points, Arin-->Ragnheidur 20 Points.

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Re: beta sprint test notes / Sammelthread

Post by ProTour-Team » Tue Feb 17, 2015 12:20 am

1. Surely looks weird, seems like Cryil doesnt even try to get back to his wheel after he was blocked (what is a feature btw^^)

2. Linus didnt lose the wheel of just the 75sp, but of the 75sp keeping the wheel of a much better sprinter, so absolutly logic

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