Instead of my option 2 above (which I probably wouldn’t want to do anyway) we could have the following (thanks Samir):
2) You have an option to “send a player” to gain match experience (without using money) and, after x turns (depending on coaching requirements, coaching level and how much he still needs to play to improve), he improves. During this period the player would be unavailable to be used by your team and you could only send one player at a time to gain match experience. Obviously the number of turns that it takes to improve this way should be more than if you were actually using the player in your matches.
I’m still a bit unsure about a youth league and the complexity it adds to the game. I’ve been thinking of a few ideas to try and address this issue, what do you guys think about these:
1) Allow the team to pay a certain amount of money to simulate match experience for a player. This should work ONLY for simple “play matches” requirement, not for play abroad, play for division 1, etc. The exact amount will vary depending on player quality, minimum coaching level requirement for next step and this action should be limited to once (overall, not per player) every x turns (maybe 3?). For example, I could pay 100k to simulate match experience to one of my players that need to play official matches, then I will only be able to do it again (for any player) after x turns. Players need to play a few matches to improve, so I’d have to do this the same number of times for him to improve.
2) Extend number of times players improve by training so that match experience is not required until a bit later than what it is today.
3) Allow you to offer an amount of money in your loan clauses for each match the player is used by the team loaning him. For example, I could loan list a player offering 50k for each match he plays.
My preference is for option 1, it is the simplest to implement and tweak as needed. Actually option 2 is simpler to implement, but I think it will reduce too much the control we have over player improvement, it would mostly happen automatically. Option 3 is not bad either in my view, but it requires a bit more work to limit the amount that can be offered and also make CPU teams “aware” of the new rule so they can make use of it (loan players with this option when they need a bit of money).
Four new inactive clubs have been added to Argentina. As a result, the second division (properly renamed to Primera B Nacional) now has three relegation spots. Don’t forget you can see and vote for your favourite inactive clubs in EACH country by going to the Inactive Teams tab in the Country screen.
They are free. Your transfer budget may still show a lower value after the transfer because now the player’s wage is part of your fixed expenses, and that is taken into account when calculating how much you’re allowed to spend on transfers.
Just to make it clear (some people have asked me this before), the transfer budget is not something separate from your team’s money balance, it is just how much FROM the money balance you are allowed to spend on player transfers.
When you sign players from the free transfer list, do they still have to pay their transfer value or are they actually free?
There were some changes a couple months ago to make the profiles that make players reach full potential younger more frequent in the game, but it takes a few seasons as usual for this to make a real difference (old players will retire and the new generation will reach potential younger on average). I tend to agree with Dimitri so I was hoping this change could improve things, and maybe it will in a few more seasons. A youth league will take time to plan and develop anyway, so we can devote some time to it and keep evaluating how player development is playing out. This will be an interesting and important topic to keep alive for a few seasons to share our observations.
You need to reduce your investments and try to sell some players to start with. Also hire some free players either to use or re-sell later. When I joined Santos in FastTicker it had only 6M balance and 0 in investments, I had to immediately sell a few players and luckily the total wage was low so I wasn’t losing money when playing home. In a few seasons I had a decent amount of money to hire better players, but I suppose I was not even close to the richest teams in the Brazilian league…
So far I don’t share the experience that it’s too difficult to develop young players.It does often take a long time though.
Transfer budget now is 0. However I have 13M total budget which is regular. How is it possible to build a team like that?
I would say 20 for a youth league
What should be the maximum age in a youth league?
I’d be in favour of a youth/reserve league but where it is not too easy to develop players into stars as the current way makes it almost impossible to develop them into anything worthwhile.
Most youth players never make it but this is where we could try and develop them. Then you can either:
1) release/sell them on if they are not going to make the grade at your club
2) sell them on to the bigger clubs for money
3) keep them and they are the pride and joy of your team :)
Your budget will go down as your money goes down, or if your fixed expenses (wages + investments maintenance) go up. Doesn’t look like a bug (just had a quick look), but if you keep an eye on it and still feels that something is odd please let us know.
I started playing in mediumticker (Manchester City) again a season ago. At the moment I only select a squad because a lack of time.
Now I look at my transfer amount today and it’s only 203k. Some ticks ago it still was more than 1M. I know because I wanted to buy a player but hadn’t enough money.
Is this a bug or is there a reason for this decrease? My financial situation hasn’t changed much.
I hear you guys. I’ll give some thought to both options proposed (youth/reserve league and an alternative way to improve player development via investment). I think it’s worth it to find some balance between the old model (too easy) and the new one (hard most of the time).
Yep…bug is fixed, need to manually run remaining of tick in a few mins.
Crash in FT?
Must admit I’m quite happy that the need to manually arrange scores of friendly games has been eliminated. The idea of introducing a youth/reserve league could be interesting because currently it’s simply to difficult to develop young players. Perhaps the number of experience points/match could depend on the level of facilities. A couple of new levels in player development could replace the single: ‘Needs official games’. Could be something like: ‘needs match practice’, ‘needs senior matches’, ‘needs to play for 1. div.’
But friendlies are not desired anymore.
Friendlies should improve players …
I played pretty much my youth team for 2 seasons in the fast ticker, none of them really improved, we got relegated then finished bottom of the league and I was fired. Seems almost impossible to improve youths to a playable level, even if given first team experience for 2 seasons. There didn’t seem to be any correlation I could see between playing first team football and not playing first team football.
We have just introduced the concept of negotiation priority for players. Each player will have a priority and take that into account when evaluating transfer offers. This replaces and enhances the broken “first team chance” they used to consider along with the wage (which is still a factor).
You can find more details in the game manual, player contract section. In summary there are two main differences. The first one is that when your team looks bad in terms of the player’s priority he may reject a transfer offer or, in case of renewal, ask for a higher wage (a message will be displayed when that’s the case and the suggested wage for renewal takes that into account). The second one is that a transfer offer may become a priority offer if the team is very well placed in terms of player priority. During offer comparison the player looks at priority offers first before even considering others, so a “normal” acceptable wage priority offer on its own will beat any wage in other offers.
Your Negotiations investment area has just become more important as the player priority may be revealed in the contract offer screen depending on your negotiations level. When you reveal a player’s priority you can also see which transfer offers are priority offers in the current negotiations section of the player info screen.
If this works well we will enchance the player status logic to consider the player negotiation priority when evaliating non-listed offers, but that’s a separate future discussion to be had.
Wouldn’t that make developing players too easy again? Some kind of youth league/tournament has been requested before and we haven’t discarded the idea, it just needs time to design and develop properly.
What we need is a proper youth league, that way we wouldnt need to loan out players. Either that or some sort of youth tournament that managers cud join at the begining of the season.
They haven’t stopped, but they give priority to hiring over loaning. Also, between turns 129 and 18 in the next season they don’t loan at all, as they know there will be no or very few matches to play.
Hi guys,
With the introduction of the current player development system, it has become much more difficult to develop young players and this has in some ways improved game play by increasing the level of difficulty. But I must admit I find it increasingly difficult to loan out very decent young players to AI-clubs, even with no wage demands. Has the AI-clubs completely stopped loaning young players or what has happened?
Kind regards
Alexander
I’ll add your suggestion to our list Tomás. It will make even more sense (a little bit) with the upcoming change to player negotiations.
Cheers
Hi there,
I think it would be nice if we could scout search for a player by his nationality.
Bye.
Thank you Gabriel for quick answer.
It used to when the only influence was match participation, but not anymore.