This is in our list but not as top priority. As a minimum I’d say we need to add player morale and a better player evolution model before considering enhanced player stats and awards. I mean, we may add bits and pieces of it here and there as we do other features, but the full thing as you described will take a bit longer.
Any news here?
Stars will rise next season! Even though there are minor tweaks to be done I consider this feature ready even if I don’t complete said tweaks before the season tick. We’ll announce the next major feature being worked on in the next few days.
Cheers!
good to hear :)
Soccersim was a great game under Peter, its just sad that its now a Pay to Play game and current managers who havent/cant pay are being forced out :(
be nice to have his contact info atm…..
Keeper 1 has the better weighted average for keeping/speed and keeping/header, but keeper 2 has a much higher value. Not only that, the average rating of keeper 2 is much higher (while he plays away games and keeper 1 the home games).
I do wonder how important passing is for a keeper.
Good. Let,s see/try..:)
Really looking forward to this! Bring it on!
Personally I think there need to be more things added to the game that keep me wanting to play. At the minute, there is virtually nothing to do once you have picked the team, this doesn’t seem right to me for a management game.
The logic for the star player system is almost completely implemented, except for a couple of screens and the performance boost during matches. I’m having some last minute doubts about how to do this one but luckily it will be easy to change if I get it wrong the first time.
Agreed. That reminds me that the player morale system is not there yet and this is blocking a lot of other nice features. After the star player system it will be either player morale or a reformulation of the player evolution model which has clearly become predictable and mostly flat.
We won’t reveal all the details of the star player calculations and remember we are still running the three different formulas in parallel as a test in both dimensions. Performance and player quality will most likely play a role and we will also introduce a natural star factor later on that may positively or negatively influence the likelihood of a player becoming a star. Scoring only 3 goals per season may not be an issue, especially if the player in question is not an attacker :-)
we need both….. we need to be able to manage our players like we would be able to irl
So the amount of stars a player gets is strictly based on how well he performs on the field?
Which means I can have a 95 average player, but if i don’t use him properly and he only scores 3 goals per season, his star level will be low?
I agree with Dirk, he is a Game Master :)
I would choose keeper 2 in this case because there’s a big difference according to the rules.
I have a similar keeper Ontiveros and he is for sale. I sell him because I have an even better young keeper. I agree you won’t win CL with Ontiveros but he will give you titles. He is already 4 times M.O.M.T.
Gabriel Ontiveros
Keeping: 87
Tackle: 35
Passing: 80
Shooting: 25
Speed: 100
Dribble: 92
Control: 87
Header: 92
Aggressiveness: 38
Stamina: 100
While we finish implementing this feature I decided to create this topic to give a quick overview of how it is going to work.
We’ll have 6 star levels: 1 bronze star, 2 bronze stars, 3 bronze stars, 1 silver star, 2 silver stars and 1 gold star. During the season players may earn star points towards one or more of the categories (bronze, silver and gold) and in the season tick the ones with more points in a category will earn one or more stars in that category. The number of players in a dimension for a given star level will have a top limit, but it is possible (although unlikely) to have less than the limit in a given level.
Star players will have a better estimated value and will demand higher salaries in exchange of a bonus for the team. Initially the possible bonuses will be increased marketing revenue, match performance boost or positive influence in player negotiations from other teams or free transfer to yours (meaning they may accept a lower wage in comparison to another team’s offer just to have the chance to play alongside your star). The bonus a star player provides will not be revealed to the managers, maybe we’ll give the scouts a chance to reveal it if you request a report for the star player, but this chance will never be 100% even on level 10 of scouting.
That’s it in a nutshell. I’m very excited about this change as it adds another level of complexity to the player market. And don’t worry if you don’t like the actual numbers involved in the star player calculations (number of stars, wage increase, marketing boost, etc), we are implementing it in a way that makes it very easy to adjust as needed.
Cheers
I agree, keeper 2 normally has very good match ratings but let’s in many goals.
Keeper 1 might not have a better rating but will keep more clean sheets.
Keeper 1 is better….
I use a 88 keeper and he cant make any saves.
My keeper have ZERO M.O.T.M, he is useless!
Team plays well, only the keeper is very bad.
When I lose, the opponent mostly have their keeper M.O.T.M or one of their players.
Even when I have a player M.O.T.M I still lose, normally this is not the case if you have a 93+ keeper.
Reason why I use a 88 keeper is because 6 seasons ago I had 6 YOUTH KEEPERS.
I guess I gambled wrong, since then I cant win anything haha
I must say, having 6 youth as a keeper shouldnt happen!!
The game just screwed my team and me for the past 6 seasons…
According to game rules (60% Kpg, 40% Spe) Keeper 2 is better (93.4 vs. 91.2 weighted avg). Seems like a good enough keeper to me to get you through any championship (off course, a better GK is always better…)
What’s the average rating you expect of a CL competing team keeper?
I’ll be really surprised if it doesn’t work, all we’ve added is a new image for the stars :-)
Keeper 1, keeping and speed are key for me but 87 is more than acceptable.
Neither keeper would be good enough for a CL competing team.
Which keeper would you rather have and why?
Keeper 1:
Keeping: 94
Tackle: 23
Passing: 72
Shooting: 27
Speed: 87
Dribble: 95
Control: 86
Header: 90
Aggressiveness: 74
Keeper 2:
Keeping: 89
Tackle: 34
Passing: 83
Shooting: 32
Speed: 100
Dribble: 87
Control: 90
Header: 91
Aggressiveness: 6
“For those who don’t follow us on Twitter, click here to see how the team players screen will look like.”
Can you test if the Team Players Script still works with the new team players screen?
For those who don’t follow us on Twitter, click here to see how the team players screen will look like.
The star icons to go alongside the player names are ready to go! The goal is to have them applied on next season’s start. We’ll post a screenshot in the next few days.
We could have some kind of synergy rating depending on the nationality of selected players and use that to give bonuses/penalties on match performance.
That’s one of the first things we are going to do once morale is implemented! We’ve got some basic morale stuff being tracked behind the scenes but it’s not being used to influence any aspects of the game. The only reason we decided to introduced star players before morale is because we had a more clear view of what we wanted to do about it and how to do it than with morale.