Looking forward to it!
That’s an interesting idea…currently the player performance is not broken down to that level of detail, I’ll add an item in our backlog to do it!
Then it would be great if the analytic section could be improved. Now it’s hard to compare player performance during several matches against different opponents with different tactics. It would be great if analytics could be done on player performance based on historical data related to tactics/ player position / opponent tactical formation.
Renewing the squad once again!
Macedo – 28y, sho 94, avg 85, still improving skills
Zagallo – 31y, pas 90 sho 88, avg 88(!), Class S (!), 1 silver star
Isidro Hiervas – 34y, tac 94 pas 84 sho 85, avg 89 (!!), Class S (!), 1 golden star (!!!)
Claudio Riontino – 30y, tac 99
Check them out!
OMG I just realized that there is a strategy for many events. Thanks Gabriel for that information! I’ll never discover everything in this great game ;)
PS: I need to invest in good glasses x) Topic to close.
Regards!
You can already create substitution rules for when a player from a particular position (G, D, M or A) is injured, but of course that gives you only one option for that position, not three as you suggested.
I need money really badly and am selling my best player. Attack/Mid, he can play anywhere and be successful. He’s a late bloomer, only became a superstar at 29 years old, he will be good for another 5-6 seasons. He has 90s across the board check him out!
https://goalfc.net/game/player_info/869578
Name: Raúl Sacedón
Class:
Age: 30
Nationality: Spain
Club: Zaragoza
Previous club: -
Estimated Value: $59,041,762
Star status: Star Level 6 (New player hiring bonus)
Attributes
Position: AM
Side: C
Keeping: 37
Tackle: 72
Passing: 91
Shooting: 93
Speed: 90
Dribble: 93
Control: 95
Header: 90
Aggressiveness: 71
Stamina: 99
Traits
Pressure handling: Good
Good trait: Less likely to get injured
Bad trait: Plays worse when playing on second half only
hELLO!
In “Formation Strategies” we should have option to choose which player on the bench is first to replace injured player!
At this moment computer automaticaly replacing injured player by the healthy one with bigest main attribute (D for D, M for M, F for F). But it’s not fair when our healthy player have low stamina or bad trait or something else bad.
So Goal FC creators should give us a choise which player we want to enter the pitch first when our G, D, M and F will be injured.
For example: if your any M will be injury that first to replace him will be “player A” (M), “player B” (M) or at last “player C” (M). Clear and easy :)
Regards,
Luke “Bronson”
You’re absolutely right Dirk, I’ll make sure we add this trait in future players.
I was wondering why there isn’t a trait “plays better/worse against teams of same class”.
Could be a nice one for A teams competing each other.
I mean if you are an A team and you have a player with the trait players better/worse against better team this trait is neutralised because there aren’t such teams right?
- rate over 8.5 in games to build points towards the next class
not towards next class, this is to build points towards earning stars
- have hidden attributes
yes, only influencing the minimum rating required for each star level
- be the best at their position for your end of season calculations
stars are not influenced by the position (except goalkeepers who are slightly less likely to get them)
- not have many other stars in your nation
a specific number of stars is distributed per country, so your players are only compared to those playing in the same country in order to get stars
Thank you for that.
So what you are saying is, players need to:
- rate over 8.5 in games to build points towards the next class
- have hidden attributes
- be the best at their position for your end of season calculations
- not have many other stars in your nation
So is not so much that i can control.
Stars are mostly based on player ratings, but it is not as simple as taking the average rating. Each star type (gold, silver and bronze) has a minimum rating associated with it, every time the player achieves that minimum during a match he earns some points towards that star level. In addition to that, each player has a natural tendency towards or against stars (some are neutral) that is hidden, which will make it easier or harder for them to get stars. In summary, stars are associated by top ratings in matches (think 8.5+ in most cases) affected by the player’s natural star tendency.
For each country there is a maximum number of stars to be distributed for each level. Higher ranked countries will have more star players. That means that star distribution is a relative comparison on players performance in a country for the previous season. A star player will lose no more than one star level per season, even if he doesn’t player any matches.
Now, class S players. Every season we automatically re-calibrate the way the game evaluates how good a player is, and then for each dimension we’ll find out what is the highest skilled player for the current parameters, that is our top number for class A players. When a player has stars, those stars will artificially increase the player skills for class purposes, which means they can make a B player become an A player or an A player become an S player. Another way to have an S player is if you had an A player whose skills were very close to the pre-determined maximum on season start that then surpasses it by improving during the season, then he can become an S player even without any stars.
Sorry for the long post, I thought these things deserved a proper explanation!
Hi,
how do the players develop into stars? After watching my teams for many seasons, I still do not see a pattern.
Players who average over 8.00 for the season arrive the next year with no stars. Players who seemingly do not stand out as the best on the team, nor at their position, get stars. Some players lose all of theirs during their prime.
Also, how do players develop from Class A to Class S?
Thanks,
There are worse traits. To me “plays worse against worse class/best class teams” (depending on your team level) and “plays worse on international cups” are the most dreaded ones
Negative traits are ok. Even in real life perfect players doesn’t exist.
So Goal FC is a very realistic game! :)
Countries which have inactive teams end up having extra players in comparison to the other countries, as a new batch of players joins the game every time teams become active again. In order to balance that roughly 50% of the players generated for re-activated teams will be from countries other than the team’s country.
Negative traits take a negative hit on my happiness. I’ve posted about this before, but paying heaps of money for a great player, only to see them develop a terrible negative trait is devastating.
I do not understand why everyone needs an extra negative thing taken out of them. It is not necessary.
Develop positive traits only is great, such a boost.
I like the board % idea, not hard to put in practice.
I’ve been burned with “more likely to get injured” before…had a great player that was always getting injured, either during training or matches.
Traits "More likely to get injured or “More likely to receive cards” sounds much worse for me.
I actually refuse to buy players with the use more stamina per match trait, unless it’s on a free.
I think the offer should go straight to the manager to accept or decline, then if he declines but the offer is so high the board steps in and accepts/it agrees with manager (maybe could do with the % the board think is doing a good job, the higher the percent the more likely board will agree with manager)
Hard to say which passing style is the best. Good option for you should be test all of them in the match and then pick the optimal style of passing for your tactic.
Good luck!
That trait is really annoying :-)
I’ve been thinking if some players should randomly not have a negative trait and some others no trait at all.
I’ll try to test it. Manager builds team by buying and selling players so I think that human manager should have chance to decide about accept or reject received offers especially from other human managers.
What others thinking about that?
I am rebuilding my team and 5 players developed the treat ‘uses more stamina’. Quite frustrating if 2 are keyplayers and a 3th one could become one.
Can I get one more substitution? :-)
It works the same way as non-human managed teams, except that the amount required to successfully force the transfer is doubled. The manager has no say in it, which may indeed make some people angry. We only had two instances (I think) of forced transfers involving a human managed team as the target.
What is the general opinion, should we block this option altogether so that you can’t target a player from a human managed team? Should we allow it but change the rules for it? Or leave it as is?
Hello all!
How works “forced transfer” when I try to buy player from the team with human manager? Who decide about accept or refuse my offer? The board, human manager or maybe only player?
BTW I thinking that human manager should have right to decide first.
Regards,
Luke “Bronson”
Passing Style in Player Tactics – what is more effective?
I mean, defenders are great tacklers, but not as good passers. So, should they be given a SHORT Passing Style, to ensure great accuracy?
However, being so close to goal means that any failed passes could easily result in an opposition shot on goal. Therefore, should the be given a LONG Passing style to ensure the ball is moved far away?
I found it difficult to determine how successful changes in player tactics actually are. Looking at match reports and player statistics in-game is difficult to see any patterns for success when varying my approach. I consistently lose regardless of my approach.
I am sure I could be doing this better, but I am curious as to your thoughts on this.
Thanks,