The only thing I can think of is that their weakest keeper needs to play matches to improve. CPU teams will field up to 3 “weaker” players with that purpose. Usually they will select the weaker ones among non-GKs, but occasionally GKs will be selected.
If you look at the commentary tab you will see the details:
1 min: Cáceres (a) fails to tackle Batistuta (h). Batistuta (h) runs with the ball. Batistuta (h) passes the ball to Benzema (h). Cadoret (a) tackles Benzema (h). Foul. The referee shows Cadoret (a) a red card
We have just introduced player notes, which are nothing more than some free text you can write about your players to act as a reminder of something you consider relevant or important about them. In order to simplify the launch of the feature for now you are only allowed to write one short note (255 characters) for each of your own players and they will only be visible to you. Later on we plan to extend this by adding public notes and/or maybe allowing you to write private notes about players you don’t own.
That sounds good, added to our list of improvements. Thanks!
Hmmm, simple enough and worth fixing. Thanks Dimitri!
That whole section of the player screen is very untidy, maybe I’ll try to make it better at the same time…
Hahaha, that’s funny…at least he seemed to be playing for the correct side, despite wearing the opposition colours.
Should be simple enough, I’ll add it to the top of our list.
CPU teams were not bidding for some star players because they were not taking the stars into account while evaluating the player’s wage and were considering it to be too high. This has now been fixed, so hopefully your star players will start getting the usual offers.
In addition to that I have fixed some grammar mistakes throughout. Please feel free to contact me in-game if you spot additional things to be fixed in that area.
That means the report failed to give you an answer…you can just run it again.
Not in practice (match performance), just in the game formulas to calculate how good a player is, which is in turn used to determine class, estimated value, expected wage…this is a way to try and get the closest approximation possible and keep adjusting.
The class is determined by weighted skill average + stars. This could mean one of two things, either the world team player skills are not as good as some of the other S players for the same position OR the calculated weighted average for the season is a bit off when compared to real performance. The exact weight of each skill is dynamically updated each season in an attempt to stay relevant.
You can now see the exact value for bonuses and penalties from player traits when looking at your own players, loaned players currently in your club and players for which you have a scout report. The information is visible between parenthesis beside the trait text both in the player info screen as well as the team players traits screen. The values apply to all player skills in the matches where the traits are activated.
That would definitely increase the number of injuries.
This actually happens on turn 130, as soon as the last league match is over. By then we already know which teams will become inactive and all their players will be transfer listed. Those not sold before season end will be removed from the transfer list and released for free at some point in the following season.
After three polls where the results were inconclusive we finally had one with a clear preference. When asked if the exact bonus/penalty of player traits should be revealed 78% of the managers voted for “Yes” and 18% voted for “No”. The remaining 4% have not provided an answer.
Thanks for voting
Well it’s brand new, first time it happens on MediumTicker and it only happened last season in FastTicker. Prior to that all inactive players were released for free in the following season, now only the ones that are not sold this way will be released for free next season.
When teams are relegated from the bottom division they transfer list all their players. In that particular case there is an additional 3-turns wait for the transaction to conclude. This is to give everyone the chance to look at those players before deciding which ones to bid for.
We have added a new player trait to give bonus/penalty when playing against same class teams. Any player yet to develop a trait can acquire this new one, not only the ones generated after the change.
Yep, class S…I was confused with having actual bronze/silver/gold stars :-)
Hold on, players don’t earn/lose stars during the season, they can only change classes. Is that what you meant?
It is anywhere between 2x and 12x the player (hidden) base value, to which the estimated value should be a somewhat close approximation. The exact multiplier varies based on the player’s team class and league class.
Forced transfers are supposed to be expensive and were introduced as an additional tool for rich clubs to spend their money. The strategy Joseppi mentioned is a good way for medium clubs to make use of them, but it is risky as the player is in his early stages of development.
No recent changes on that front, do you have many players with the negative trait for injury?
Newly generated goalkeepers will not have evolution steps that require being man of the match or playing for the national squad. Both of these step types are too hard to be accomplished by most GKs, hence the decision to keep them only for field players.
GKs are a special case, I agree. I’ve already removed “man of the match” steps for newly generated GKs as this is also very rare, maybe it’s the case of removing “national squad” steps as well. For other positions I think we can still leave it as is, the minority of the players will have such requirements and, when they do, it is usually a single step that will require playing a single national squad match (unless the team’s coaching level is lower than required).
I knew you didn’t like to see classes on the screens but I didn’t know you disliked the feature altogether! There are lots of cool stuff we can do with player classes, you could argue we could still do those cool things if they classes were hidden…that’s true, but I think it would be weird to hide such information.
I’m not sure how easier it has become to spot top players, I feel most managers would be able to separate them just by looking at skills, regardless of classes. Also, if you take two players close to the border between classes you may still find some B players for example that in practice are better than A players. The games DOES not guarantee all A players play better than B players, the way the game evaluate players does not necessarily translate to real performance, our logic nowadays try to base that evaluation on the player skills real managers value, but it will never be perfect.
No friendlies, official matches only.
Yep, that would be great!
I know, I was joking about exaggerating because of calling it loan simulator 2018 :-D
In any case I agree with you on using classes (both team and league) rather than country ranking, we just need to be careful when designing it. I’ll try to come up with something decent and share the thinking in this topic when it’s ready, I really enjoy this type of conversation.
Exaggerations apart, I do believe you have a valid point here. I’ll make sure we have an item in our backlog to review this sooner rather than later, as it will take some time for any changes incorporated to newly generated players (such as this one would be) to become the new normal. I think some time ago we’ve introduced different little things to make it more challenging to manage “smaller” clubs, but this would actually affect big clubs in lower ranked countries, which shouldn’t be the case necessarily (or at least should be less common).
Being in Sweden at the moment I can definitely understand where you’re coming from, but I’m quite used to loaning out my players to better countries to get them fully developed. We could spend some time coming up with more realistic steps or as an alternative allow players to improve playing matches where they are, though at a slower pace. What do you think?