F1 Manager 22

As a long time player of Grand Prix Manager 2, Grand Prix World and Motorsport Manager I'm hoping this is good but I'm also a bit concerned that it'll be much more limited that I hope due to the licensing.
yea I wouldn't preorder or buy on day one :D
preorders get a 5 day head start so that's probably enough time to get some accurate impressions anyway
 
I'm starting to wonder how basic the game will be since I got banned from the sub reddit for the next 7 days.

Apparently for insulting people according to the reason cited by a mod.

yet none of my posts were removed or edited, I suspect they just wanted to silence me for questioning some of the design decisions and not being 100% positive..

Seems they are clamping down on anyone who might put people off buying their game and trying to create an echo of fanboys
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I'm clearly against them seeing as I made this thread and pre-orerded the game which I'm tempted to just cancel and see how bad reviews are, it's 38% discounted on cjs cdkeys anyway so a big saving over steam...

I thought I would support the devs though and buy it on steam... foolish me



Engine specs are fixed for all eternity.
The devs had a stream from 2030.
All the drivers had ridiculously high stats and no regression of stats, which they claim to have fixed since people pointed out that's terrible... they would have launched like that clearly...
No driver traits.
Sponsors seem totally fixed
almost every driver from 2022 was still on the grid in 2030 :S

It seems like your basically playing the same game every season with minimal changes, the rule changes only seem to be really basic ones, no track rotation, no possibility of refuelling, no engine spec changes etc, only lazy stuff that takes 0 effort on the devs part.

all the effort seems to be going into how the game looks and sounds with as basic and bare backend as they think they can get away with.

in their live stream all the AI teams pitted both drivers at the same time too.... so seems they were running the exact same strategy for both drivers.

seems like it's all style and little substance and won't be as good as motorsport manager was

probably a game for casual f1 fans and not actual gamers
 
That reply above is exactly why I avoid FD games. It was sane rubbish for planet coaster with no management, missions or career to be cared for and all about making cool coasters in sandbox and it just felt bland.

Then jurassic world came out with same premise. I loved theme park and jurassic Park games back in 90s and hoped for so much more.
 
someone else made a post on reddit about how basic the game is, wonder if they will remove it
Main Concerns are the lack of depth in management:

  • Only x4 staff positions,
  • Only x4 options for drivers
  • Drivers can be signed mid-season and teleport into the team; don't need to wait for end of season, really kills the realism.
  • Engineering team, scouting team, and pit crew are 1-10 number sliders.
  • Engine Supplier stats stay the same, forever. Community Manager stated you can win with any engine; so I guess changing it doesn't matter as it doesn't impact the players goal?
  • No evidence of driver regression; making one of the few options the player has (hiring drivers) irrelevant. Gameplay demo 2 weeks from launch in year 2030, top 15 drivers are already on the grid today, and 12 of them are rated higher than today's Hamilton and Verstappen... They've said they've tweaked F2/F3 progression and retirements, which sounds like they've increased their progression to get to high 80s/90s, not added regression.
And lack of depth in gameplay:

  • No sprint races,
  • Hasn't been any evidence of smart/reactionary AI; from what's been shown and stated in interviews seems they have a few random strategies they'll implement, but it has no relation to the players actions.
  • The race day itself; choose pit timings (game tells you the optimal times for an empty track), simply choose to undercut/overcut where appropriate; again with AI not reacting races could feel rather empty without the feel of a competitor attempting to really race you on strategy. Micro-Manage ERS, lower or increase pace depending on driver proximity and tyre wear, and that's about it.
Overall, I'm cautiously optimistic about their first iteration. Seems like so much more could've been done:

  • Add staff slots for pit crew, full engineering crew, and scouting (20+ staff members),
  • Have an actual F2/F3 season where you can follow the results and have in depth scouting.
  • Have dynamic ratings and attributes that aren't artificially pumped up by the player/AI via XP with no relation to their actual ability.
  • Contracts that reflect actual buyouts and options, as well as being able to do hiring's with start dates.
  • Sponsorship and marketing departments to have player skill impact your budget, have money drivers be an option.
oh they actually bothered to take a screenshot of the driver ratings in 2030, (which apparently they changed after how negative people were about it, but it's how they were going to keep it obviously)
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and how basic the driver negotiation is
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Influenzas got the game one day early because they are special


Some places have reviews now

Qualifying sounds like a mess
your driver out to find them close to a slower car, there’s no way of telling them to make more space to give them a clearer run on their hot lap. Similarly, your drivers’ flying laps can be at the mercy of other cars that will not get out of the way as quickly as you’d like, leading to many ruined laps without any investigations for impeding.

Over taking sounds pre programmed and limited to set points
Similarly, drivers seem to be programmed to only overtake at specific points on the circuit. While this works perfectly fine the majority of the time, if your driver comes to a rival who is cruising seconds off the pace with damage from an accident, they will appear to wait behind them for corner after corner until they eventually find a straight or braking zone they can get by them on, costing you excruciating amounts of time which would never happen in reality.

I'm guessing all the crashes are pre scripted then and you will see the same ones play out if you play the game long enough


driver progression still crappy according to the review
There’s also the matter of the long-term simulation. Drivers do not appear to regress with age, meaning elder drivers like Hamilton or Fernando Alonso will continue to gain experience points and develop their skills as they age until they retire. Frontier have stated they are looking at this, but until they do, there is a risk that later seasons will be dominated by established veterans, leaving the younger drivers struggling to catch up. A shame, given how much effort has been put in to provide a full junior roster and add ‘newgens’ to the game to help replace the real-life drivers when they retire.

As players dive deeper into the game, it’s almost certain that they will discover details about F1 Manager 2022 that will not compare so favourably to past F1 management games, whether that’s the lack of ability to sign specific sponsors, or the lack of an option to simulate races entirely for faster progression. However, it is also important to keep in mind that this is just the first title in a franchise that is currently scheduled for three yearly instalments until 2024 – there is plenty of scope for improvement over the next two interations.


Still keeping my pre order but sounds like it will get boring fast.


From the little I've watched on twitch it seems like the cars are synchronised swimmers when they are 3 abreast and mimic each others movements perfectly, I think most the races are like "on rails" with scripted effects to reflect what's meant to be happening.
 
Damn, i was looking forward to this but you've properly killed all buzz for it with those last two posts

I was planning on picking it up on launch day, but I think I'll hold back until I've seen some reviews and let's plays. Still, read the RaceFans review that Arknor took those quotes from and it's a overall much more positive tone than those snippets suggest.

Over taking sounds pre programmed and limited to set points.

...

From the little I've watched on twitch it seems like the cars are synchronised swimmers when they are 3 abreast and mimic each others movements perfectly, I think most the races are like "on rails" with scripted effects to reflect what's meant to be happening.

It's unrealistic to expect a management game to fully simulate the cars driving like a racing sim (hell, many full F1 games don't do that for drivers that aren't close to the player; even more so if you're playing on a lower platform). What you're seeing on screen is basically a nice show created to match the actual simulation running beneath the hood, probably using pre-calculated racing lines, but that doesn't mean that real simulation is "on rails", it's still going to be flexible to different tactics, etc. Problems like not overtaking damaged drivers sounds to me like the kind of thing that will be patched fairly quickly.
 
Damn, i was looking forward to this but you've properly killed all buzz for it with those last two posts
even some of the streamers are saying "temper your expectations" and they have the license until 2024, this is just the base game they will build upon.


It does look good though it's just a question of how much longevity does the game really have and hour many seasons are people really expecting to get out of it before it feels stale and any faults start to shine through the cracks.


Personally I've played just about every manager game going so my expectations of what they should deliver are likely unusually high compared to someone whos only been casual with them and will likely be really impressed no matter how deep the game actually is under the hood.
 
Watched a few of the streamers, even if its just a better looking "Motorsport Manager" it'll fill some hours for me.
Pre-ordered from one of the Key sites (Was almost £20 cheaper than Steam) - Key arrives tomorrow so will be able to give it a shot
 
even some of the streamers are saying "temper your expectations" and they have the license until 2024, this is just the base game they will build upon.


It does look good though it's just a question of how much longevity does the game really have and hour many seasons are people really expecting to get out of it before it feels stale and any faults start to shine through the cracks.


Personally I've played just about every manager game going so my expectations of what they should deliver are likely unusually high compared to someone whos only been casual with them and will likely be really impressed no matter how deep the game actually is under the hood.
Everyone said that for Planet Coaster and Jurassic World and they both never got anything done right and built upon for depth and management side and they were a joke. I was going to do a list of the basics missing but tbf two of the posts above give a good basic overview of the minimum that is missing and will likely continue to be missing.
 
Everyone said that for Planet Coaster and Jurassic World and they both never got anything done right and built upon for depth and management side and they were a joke. I was going to do a list of the basics missing but tbf two of the posts above give a good basic overview of the minimum that is missing and will likely continue to be missing.
looks like driver development is the manager assigning points to what abilities they like too which is just so weird..... any driver can be good in the wet if you want it etc? what


why would they choose not to have driver regression, drivers that are good at some things and not others.... and traits that make the driver stand out from the rest.

it seems so generic and such a poor design choice.
Company that basically makes management games but then gets them wrong.

maybe they are only after the casuals and kids though like ps5 controller is designed for an 8 year olds hands
 
oh they banned me from the steam forums

You have been permanently banned from the F1® Manager 2022 Hub.​

You have been banned by a forum moderator.
Reason: "Encourage "cheating" the reviews"
I said people should give it bad reviews for treating streamers as special and treating people who actually bought the game as second class citizens lol


They shouldn't sell something as early access if a bunch of influencers get it even earlier, it's misleading surely?


I bet they would love to ban me from these forums for making this thread and pointing out the flaws too like they did on reddit...


I'll probably playing for a hundred hours or so but doesn't mean I can't point out the ridiculous design choices they made.



I noticed last night on twitch a lot of the "influencers" stopped streaming it as soons s their "promotion" hours for the game ended, and most of the time only 2-3k people were watching others stream it live anyway.
seems like trying to make it exclusive for streamers back fired on them and probably caused more people to cancel than to buy the game, especially when they see how weird and janky the crashes are.

No smoke effects seem to be in the game or my monitor is broken which is also bizarre
 
looks like driver development is the manager assigning points to what abilities they like too which is just so weird..... any driver can be good in the wet if you want it etc? what


why would they choose not to have driver regression, drivers that are good at some things and not others.... and traits that make the driver stand out from the rest.

it seems so generic and such a poor design choice.
Company that basically makes management games but then gets them wrong.

maybe they are only after the casuals and kids though like ps5 controller is designed for an 8 year olds hands
Yeah complete rubbish. You want things where they are working towards goals on like a simulator at the factory and doing more practice sessions and so if they have a weakness then you can increase that stat by getting them to simulate drive over weeks/months and then if that is say driving in rain it requires more rain races to occur for that to then increase again where they put their training into practical. It should be though that they have a ceiling point for whatever so if they are only rated 50/100 then they cannot get to higher than 60/100 in a single season. Meaning to really develop that side would take may seasons. If you stop training for a few seasons and they are not by chance driving wet races then it can regress slightly. So you could get them up to like 90/100 but after a season of no wet races and if no training it could drop to 85/100.

All should have positive and negative elements that are fixed though. For instance temperament things where they don't work well with engineers so feedback is more difficult or where they do their own strategy and call the shots during the race more than listening to team strategy etc. At least those principles.

Very crude overview but allows time and thought to driver and options and training costs and strategy.
 
Watched a few of the streamers, even if its just a better looking "Motorsport Manager" it'll fill some hours for me.
Pre-ordered from one of the Key sites (Was almost £20 cheaper than Steam) - Key arrives tomorrow so will be able to give it a shot
im the same, i love that game ive got i dunno 174 hours in it, anything new will do me if the gameplay is the same or better!
 
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