suggestion 2:
i would like to see the improvement in financial, team skills and/or other non-competion related managing business as a vital component for the evaluation of the manager. Those factors should be taken in consideration and calculation as well, somehow.
for more transparency: if there is a rating system/number like you described, why don’t you show this to the manager. I mean in exact numbers. e.g.“Current satis-factor on turn 109: 33”.
With a chart/diagram for the last 144 turns you see if you’re team is in a negative/positive trend. and the manager is aware that the firing is coming closer to him if he’s not improving.
I understand what you feel Simon and I’m glad you’ve chosen a new club to start. As you said change clubs once in a while is a good thing. I’d like to talk a little bit here about board expectations, match engine and managers being fired.
Board Expectations: they are defined based on a comparison of your squad with the other teams in the same competition’s squad, they are not directly used to rate you or fire you, but give you a good idea of what level of performance the board expects from you
Match Engine: will be constantly improved, advanced tactics and headers are the next steps
Managers being fired: the only thing taken in consideration to fire a manager is the team’s results in official matches. The same logic used to define the board expectations is used to compare the teams playing a match. Here are some examples of the effects of different results in the manager rating.
Team A x Team B
expected result: 0 × 0
actual result => rating effect on Team A (the effect on team B is exactly the opposite)
0 × 0 => 0
1 × 0 => +1
2 × 0 => + 2
10 × 0 => + 10
11 × 0 => + 10
0 × 1 => -1
0 × 2 => -2
expected result: 2 × 0
actual result => rating effect on Team A (the effect on team B is exactly the opposite)
0 × 0 => -2
0 × 1 => -3
0 × 8 => -10
0 × 9 => -10
1 × 0 => +1
2 × 0 => + 1
3 × 0 => + 1
4 × 0 => + 2
expected result: 0 × 1
actual result => rating effect on Team A (the effect on team B is exactly the opposite)
0 × 0 => +1
0 × 1 => -1
0 × 2 => -1
0 × 3 => -2
1 × 0 => +2
The expected result takes in consideration the home/away effect. You start with a rating of 50, the maximum is 100 and you’re fired at 0. When you reach 10 or less the Board warns you. If you win you’ll get at least 1 point on your rating and if you lose you will have your rating reduced by at least 1. Of course we can adjust this system or even the way the teams are compared. So far not many managers have been fired due to bad performance but I know you’re not the first one. I’m pretty confident that at least the comparison logic could be changed, I have some ideas about it. As always, suggestions are welcome :-)
Cheers!
p.s.: did I mention we need to add stuff like this to the game help? :-P
This means you and the manager of the team that owns the player use or have used the same computer or network to access the game. This restriction is used to prevent cheaters with more than one user account to trade with themselves.
Cheers!
I have been Manager of Caen in France FastTicker ever since tick 81 of SEASON 2!!! I have had good success with this team, I have evolved players and improved youth players as well, I have won the Cup ones and runer-up 5 times, I have also won “Ligue 2” once and “Ligue 1” 2 times, this with most of the seasons I was manager qualifing tor international competition, currently I was on the UEFA CUP and won my first round and Lost the Cup Final, ever since this season(11) this started bad, by team would not win matches out of 42 official matches that I played I only won 13 matches, Tied 15 matches and lost 14 matches, if anyone looks at my players in comparason to the players that are in the majority of the French teams, I have a very good team, the problem was that I would not win matches, I did notice this with other teams that have good players but do not have good results, there should be something done with the match engine and the Board Expectations, according to the Board for the Ligue I was expected to Fight for the title, in the cup, reach the final, and in international competition, I was expected to reach the semi-finals, well I satisfied one reached the final of the cup, as far as international competitions I won the first round and was not given the chance to play my next match, and in the Ligue I know that I was not going to win the championship but we still have 21 points to play (7 Matches)I still had a chance to qualify for international competitions. as far as My economy, my budget was about 17M+, I still do not understan why I got fired, I am not tring to get compasion from enyone, All I want is that something is done to the fairness of the teams that have better players than other teams, and in matches between them the weaker team wins, there might be some other people with this same situation, and I think it is not fair. in a way it is good that I got fired I think that everyone has to move one and i will try to manage some other team.
Hi,
When I want to apply a loanlist player i’ll get the message:
This action was prevented by the game system rules Why can’t I loan a player?
Thnx JJ
I guess it’s not a big deal…here are the numbers (the chance is a percentage):
Coach Level Chance of earning 1 point 2 points 3 points 4 points 5 points 6 points
Level 0 75% 15% 5% 5% 0% 0%
Level 1 80% 5% 5% 5% 5% 0%
Level 2 70% 10% 10% 5% 5% 0%
Level 3 65% 15% 5% 5% 5% 5%
Level 4 45% 35% 5% 5% 5% 5%
Level 5 35% 35% 15% 5% 5% 5%
Level 6 35% 30% 10% 10% 10% 5%
Level 7 30% 30% 10% 10% 10% 10%
Level 8 25% 20% 20% 15% 10% 10%
Level 9 25% 15% 15% 15% 15% 15%
Level 10 15% 15% 15% 20% 20% 15%
One important thing I’d like to point out is that to have an average improvement of 2 as we did before the coaching departments you will need a level 4 department. I’ll add this kind of information about departments in our help when I have some time.
Cheers!
Col0
(quotes)
bq. (quotes)
Col1
(quotes)
seems empty
For everybody to test what is possible here.
Hi Gabriel!
Can you let us know the real numbers of the different levels of the coaching department? It’s a quite big investment and we should have all possible information in order to decide if we afford it or not.
Cheers!
Yes, I’ve noticed that this week, will fix it soon.
Thanks!
The Man of the match statistic isn’t correctly. i have had players being MOTM more than once. At least in the Players Statistics view.
Regards
For SALE:
John Lovelock
Age: 27
Club: Hertha BSC Berlin
Position: M
Side: C
Tackle: 74
Passing: 78
Shooting: 76
Speed: 70
Dribble: 83
Control: 94
Aggressiveness: 50
Price: reasonable
When a player improves he has more chances of earning more points at once for teams with a high level coaching department. Let’s use some fake numbers to give an example. Imagine a player in a team with level 0 coaching, when he improves he has a 70% chance of earning only 1 point , 20% of earning 2 points and 10% for 3 points…in a team with coaching team he could have a 10% chance of earning 1 point, 15% for 2 points, 15% for 3 points, 20% for 4 points, 20% for 5 points and 20% for 6 points. That’s a huge advantage :-)
Cheers!
but to understand you completely: what was the benefit you planned for a manager using “coaching” staff ?
I know it makes sense for players to improve without playing, I just tried a simpler approach first…when I mentioned unlimited substitutions my point is more players will have the chance to improve when you play friendlies…you know what, I just had an idea about players improving without playing, let’s see what I can do :-)
Cheers!
first i read the announcement then i upgraded the coaching. but i assumed that the coaching improves the youths without matches & accelates those who play friendlies aswell. that made sense.
i don’t get your point/approach described above, Gabriel …
This was our first idea and is still a possibility, it makes sense. I’ll do a change first that will help in players improvement: unlimited substitutions during friendly matches.
Cheers!
With coaches now i think the players should improve without playing a match aswell. Thats how it is in real life.
Cheers…
All players that still have potential points to improve will be using the new coaching system, the difference is that the youths generated from now on will have a higher potential. I’m not sure I made it clear but the only way to improve players is still playing matches. This is not a final decision but that simplified a lot both for us and for the users.
Cheers!
Will youth players yet to be given a contract be trained by the new coaching system aswell?
PS I like these new additions and will make the game more interesting :D
This was a big package of changes, and it is still incomplete (scouting department yet to be implemented)! To make things easier let’s make a list:
1) Sponsorship values have increased and will now increase or decrease gradually as your performance gets better or worse. Previously the sponsorship value
would go from 80 to 100 or from 100 to 200 instantly when you reached a certain performance level.
2) All youth players will now start at the age of 16.
3) New generated players will have a higher potential than the current ones. There is no guarantee they will reach this potential (specially if you don’t
have a coaching department, or have a poor one). Different from what happened so far, the player won’t receive all his remaining potential points when he
reaches the maximum level we defined, he will have a limited number of evolutions to improve his skills, after evolving this maximum number of times he won’t
evolve anymore and any extra potential will be lost.
4) Staff departments: in the stadium page you’ll see your team’s departments in the right side. Everybody will start with level 0 departments and will have
to spend money to upgrade them. The higher the department level more you’ll have to pay to maintain it every 3 turns. You have the option to downgrade a
department and receive 25% of what you’ve spent back. The Board won’t allow a department to be upgraded if it will turn the fiancial situation bad.
5) Physio department: helps you in healing your injured players faster. A top physio department will make everybody heal twice as fast.
6) Coaching department: increases the chance of your players improving more points at once. Previously a player earned from 1 to 3 points every time he
improved, now this range goes from 1 to 6.
As always we are open to suggestions. We tried to keep it simple and add something interesting to the game at the same time. Only time will tell how these
changes will affect the game, if bad things come out of this don’t worry, everything can be improved :-)
Cheers!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>.
Esse foi um grande pacote de mudanças e ainda estã incompleto (departamento de olheiros ainda está sendo implementado)! Para tornar as coisas mais fáceis
vamos fazer uma lista:
1) Os valores de patrocínio aumentaram e agora irão aumentar ou diminuir gradativamente conforme seu desempenho melhora ou piora. Anterioremente o valor do
patrocínio dava saltos de 80 pra 100 ou de 100 pra 200 instantaneamente quando atingia-se um certo nível de desempenho.
2) Todos os jogadores jovens começarão com 16 anos.
3) Novos jogadores gerados terão um potencial maior do que os atuais. Não há garantia de que atingirão esse potencial (especialmente se você não tiver um
departamento de treinadores, ou tenha um fraco). Diferente do que acontecia até agora, um jogador não receberá todos seus pontos de potencial remanescentes
quando atingir o nível máximo que definimos, ele terá um número limitado de evoluções para melhorar seus atributos, após evoluir esse número máximo de vezes
ele não mais evoluirá e seu potencial extra será perdido.
4) Departamentos de comissão técnica: na página do estádio você verá os departamentos do seu time do lado direito. Todos começarão com departamentos nível 0
e terão que gastar dinheiro para melhorá-los. Quanto maior o nível do departamento mais você terá que pagar para mantê-lo a cada 3 turnso. Você terá a opção
de diminuir o nível de um departamento e receber de volta 25% do que foi gasto na melhoria. A Diretoria não permitirá que um departamento seja melhorado se
isso tornar a situação financeira ruim.
5) Departamento de fisioterapia: ajuda você a recuperar seus jogadores machucados mais rápido. Um departamento de fisioterapia no máximo fará com que todos
se recuperem duas vezes mais rápido.
6) Departamento de treinadores: aumenta a chance de seus jogadores melhorarem mais pontos de uma vez. Anteriormente um jogadore recebia de 1 a 3 pontos toda
vez que melhorava, agora esse intervalo vai de 1 a 6.
Como sempre estamos abertos a sugestões. Tentamos manter a idéia simples e ao mesmo tempo adicionar algo interessante ao jogo. Somente o tempo irá dizer como
essas mudanças afetarão o jogo, se coisas ruins surgirem disso não se preocupem, tudo pode ser melhorado :-)
Abraços.
cpu teams are allowed to do that, we know they’re not trying to cheat or just buying players to resell :-)
The real bug in this case is the team is selling a good player cause it looks at the player as a midfielder…we have to fix that, but in the meanwhile I’ll give it a hand.
Cheers!
a cpu team (Sochaux) in fast ticker resells a player just 10 turns after they have bought him …
http://www.rubysoccer.com/game/player_info/35331
Thanks. It’s clear now.
Cheers
I think others may think like you. Let me try to make it clear. A player with position DA is equals to a player with position AD, this means they can play in any defense or attack position and his tackle and shooting tend to have similar values (it’s not certain though). The order of the positions (DA or AD) doesn’t affect the player improvement at all, as I said, it only changes the list where he will be displayed in the team setup screen and also can help the manager organizing his squad. In my case I put DA on players whose tackle is greater than shooting and AD on players whose shooting is greater than tackle, so I know which field area I should use them. But again, no matter which way you use it (DA or AD), the player can be used both on attack and defense and will improve the same way.
Feel free to ask more questions when things are not clear like this, it is also important for us in designing the game help :-)
Cheers!
So a DA with tackle 80 and shooting 75 won’t improve untill his shooting is better than his tackle??
Then I was wrong all the time. I thought that:
If I see a DA (Tackle 80, shooting75) on the transferlist I know because of his position his shooting skills will be better than his tackling skills. So this player will improveBut if this same player was original a AD ( so his tackling is better than his shooting) AND he is swapped to a DA by the manager I think with the information I have, his shooting will be better than his tackle cause I see the DA but actually he is a AD (so his tackle will be better than his shooting).
Same with MA <→ AM and DM<→MD
This was my point. But if I was wrong I ’m sorry
Not really, DA and AD work exactly the same way. Swapping the player position doesn’t change their potential to improve or give any priority to one skill over another. It’s just a way to identify what’s his main position at the moment.
Cheers!
I find the possibility to swap player’s possition a good option for the team set up. But I have problems with it when a player is transferlisted. For example when a player is transferlisted as a DA with Tackle 80 and Shooting 70, does this mean he is a original DA of a swapped AD. In the 2e possibility he can improve his shooting to 81. If he is a original DA there is a chance he won’t improve.
So I suggest that a transferlisted player receive again his original position (only on the transferlist).
Cheers