
Like last year I want to give a short comment on PCM 2014 with suggestions for PCM 2015.
First of all thank you for the great game and I have to say you guys made a lot right from the last year.
But I think you can do even better.
I hope you recognized the wishlist on pcm.daily and can handle some things for 2015 and also response on my post to let me know if I'm wasting my time doing this or if it helps you developing and introducing some new things for the next game.
what I like in PCM 2014
• The sprints are great and make fun, especially the flat sprint are awesome to watch and you really fever with the sprinter to the finish line.
• The automatic mode gives you more time for the important things on a stage and let the AI bring the water, save a captain, ...
• animations
• Cobbeld races are now better than last year, well done!!
• And even more things in detail.
But now I come back to the facts that made me think about again this year:
3D Gameplay:
• As last year the "time" gaps are too big in my eyes. riders are just 2 bike length away from me and I’m over 30 sec. behind. This puts down the thrilling factor of the game.
Everyone loves tight races and fights till the very last km of a GT and when you just see you are 3rd and 6 mins. Behind you feel like almost losing within the first days of a GT. I know I could get it back, because the relation will stay the same but the feeling on just seeing it is bad.
• AI favourites attack 40km’s before the finish.
Again the AI makes dump decisions and you feel like: what’s going on here?
If a rider with weak teammates and positioned at 8th starts a breakaway around 40km’s before the finish to get some lost time back I would say OK let him go for a while and maybe let the 7th positioned rider or his teammate’s decide to follow or not.
I hated it to see one favourite attack and the others immediately follow after the first attack. This is most of the time nonsense. If the leader got his full crew why should he attack? If the leader has enough helpers available get them in front and make the pace. That saves energy and maybe a second team gives help.
• Teammates on breakaway should work together. This is just a little remark I sometimes noticed. I can’t say it for sure, because I don’t always have an eye on the breakaway.
• Then I got one question: Is the drag in relation to the km/h? Because I always feel the drag difference between uphill and flat passages is not big enough.
• One last thing I didn’t even have to explain TT’s and TTT’s. One thing that made the game feels bad. If this ain’t work next year, I don’t know if it’s worth to buy it, sorry for the hard words but that’s a fact.
Training plans:
• When you select a new goal for the rider the riders season plan creates new peaks and lows in fitness. This should be switched off, I always anger myself when I want to select/deselect one more goal and I have to start from the beginning.
• riders with low stats got a problem with high rated races so they need like 1.1 or HC races to be happy, but now I also have to ride there with my "stars" because my squad is not that big and they don't really love it to be in such low class races and become unhappy.
It's not a big point, but it's very hard to satisfy everyone. It's just a matter of right managing to keep them in an acceptable range.
New equipment section:
• The most improved and also a little annoying new feature of the game.
• Now I got the chance to select personal equipment for every rider, but it also has its pitfalls.
for Example: no selectable helmets!!!
the most important thing when it goes for aerodynamics!!!!
• The development for frames and wheels is great and there is really nothing to say against it. The only problem is that it’s now not that easy to implement custom frames, because the development only goes for one frame and not the whole pack of different frames in your assortment.
Features:
• What about a breakaway cam to see the breakaway in front? Like picture in picture mode or something like that. This could also be good for marked riders to see their attack.
• Starting orders in Prologs, best TT riders at the end, select TTT starting order
• Observe riders like in the last PCM versions about daily form, conditions,…
• Involve other teams in tactics, create alliances,
• Create random teams riders for small NC’s so it makes more fun to play.
• On/ off options my personal favourite.
• More mod friendly stuff!!! Like the Stage Editor
If this is not enough
there is also the PCM.daily community with lot’s of suggestions: http://pcmdaily.com/forum/viewthread.ph ... d_id=35621
And my old thread from last year with some open points in it especially the managing part and the rider training/attributes: viewtopic.php?f=127&t=15972
I also know this thread comes a little bit late but I hope it gives you some new ideas and maybe inspiration for 2015.
Merci!
florian96
First of all thank you for the great game and I have to say you guys made a lot right from the last year.
But I think you can do even better.
I hope you recognized the wishlist on pcm.daily and can handle some things for 2015 and also response on my post to let me know if I'm wasting my time doing this or if it helps you developing and introducing some new things for the next game.
what I like in PCM 2014
• The sprints are great and make fun, especially the flat sprint are awesome to watch and you really fever with the sprinter to the finish line.
• The automatic mode gives you more time for the important things on a stage and let the AI bring the water, save a captain, ...
• animations
• Cobbeld races are now better than last year, well done!!
• And even more things in detail.
But now I come back to the facts that made me think about again this year:
3D Gameplay:
• As last year the "time" gaps are too big in my eyes. riders are just 2 bike length away from me and I’m over 30 sec. behind. This puts down the thrilling factor of the game.
Everyone loves tight races and fights till the very last km of a GT and when you just see you are 3rd and 6 mins. Behind you feel like almost losing within the first days of a GT. I know I could get it back, because the relation will stay the same but the feeling on just seeing it is bad.
• AI favourites attack 40km’s before the finish.
Again the AI makes dump decisions and you feel like: what’s going on here?
If a rider with weak teammates and positioned at 8th starts a breakaway around 40km’s before the finish to get some lost time back I would say OK let him go for a while and maybe let the 7th positioned rider or his teammate’s decide to follow or not.
I hated it to see one favourite attack and the others immediately follow after the first attack. This is most of the time nonsense. If the leader got his full crew why should he attack? If the leader has enough helpers available get them in front and make the pace. That saves energy and maybe a second team gives help.
• Teammates on breakaway should work together. This is just a little remark I sometimes noticed. I can’t say it for sure, because I don’t always have an eye on the breakaway.
• Then I got one question: Is the drag in relation to the km/h? Because I always feel the drag difference between uphill and flat passages is not big enough.
• One last thing I didn’t even have to explain TT’s and TTT’s. One thing that made the game feels bad. If this ain’t work next year, I don’t know if it’s worth to buy it, sorry for the hard words but that’s a fact.
Training plans:
• When you select a new goal for the rider the riders season plan creates new peaks and lows in fitness. This should be switched off, I always anger myself when I want to select/deselect one more goal and I have to start from the beginning.
• riders with low stats got a problem with high rated races so they need like 1.1 or HC races to be happy, but now I also have to ride there with my "stars" because my squad is not that big and they don't really love it to be in such low class races and become unhappy.
It's not a big point, but it's very hard to satisfy everyone. It's just a matter of right managing to keep them in an acceptable range.

New equipment section:
• The most improved and also a little annoying new feature of the game.
• Now I got the chance to select personal equipment for every rider, but it also has its pitfalls.
for Example: no selectable helmets!!!
the most important thing when it goes for aerodynamics!!!!
• The development for frames and wheels is great and there is really nothing to say against it. The only problem is that it’s now not that easy to implement custom frames, because the development only goes for one frame and not the whole pack of different frames in your assortment.
Features:
• What about a breakaway cam to see the breakaway in front? Like picture in picture mode or something like that. This could also be good for marked riders to see their attack.
• Starting orders in Prologs, best TT riders at the end, select TTT starting order
• Observe riders like in the last PCM versions about daily form, conditions,…
• Involve other teams in tactics, create alliances,
• Create random teams riders for small NC’s so it makes more fun to play.
• On/ off options my personal favourite.
• More mod friendly stuff!!! Like the Stage Editor
If this is not enough

And my old thread from last year with some open points in it especially the managing part and the rider training/attributes: viewtopic.php?f=127&t=15972
I also know this thread comes a little bit late but I hope it gives you some new ideas and maybe inspiration for 2015.
Merci!
florian96