Departments information is now public. You can see any team’s departments level in the team info screen, right below the stadium size. It makes sense if you think of it, everybody knows when a team has a good physio or coaching department in real life :-)
Cheers!
You got me wrong, Hugo. The team comparison is based on player skills, not their values. My situation is similar to yours, my league expectation has been avoid relegation in the past two seasons and I’ve always qualified for an international competition. This season the expectation is qualify for Sudamericana (equivalent to UEFA Cup here) and I’m currently fighting for the title. Either we are very good managers or something must be tuned in the team skill definition :-)
Now, seriously, you guys have good points, our skill analysis is too simplist (I knew I’d have to change it in the future) and we’re not taking other management skills in consideration, even though we should. And we will.
Thanks for your contribution!
The first suggestion was already partially on my mind, I quickly realized the opinion sentence was not clear enough so I was wondering if a color status bar along with a percentage was a good idea. Anyway, we’ll change that to display a number instead of a sentence, that’s for sure. The graphic is also a good idea, we’re still looking for a good way to display graphics for finance and other interesting stuff ;-)
About the second suggestion, it makes sense and we’ll discuss it but will definitely take a lot more analysis and work, so you can expect it to take longer to be implemented than the first one :-)
Thanks for the suggestions Philipp and Simon!
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 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!
Yes, I’ve noticed that this week, will fix it soon.
Thanks!
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!
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!
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!
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!
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!
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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!
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!
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!
Not yet. Currently the sponsorship jumps from a value from another when you reach a certain performance, that’s what happened to you. Changes will be made to sponsorship at the same time staff departments are added, the value will increase or decrease gradually, and it’s overall value will be higher.
Cheers!
About subs and squad selection in friendlies it’s likely to change in order to select your worst players automatically when the squad is incomplete or someone is injured.
Certo, vou observar suas partidas pra tentar descobrir o que pode ter acontecido.
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I’ll pay attention to Baudamix matches and try to figure out what have happened.
Samir is right, it must be done step by step, so to move your coach dept from 0 to 10 would cost you 8,778,000, plus a maintenance cost of 300,000 every 3 turns when you are on level 10. We haven’t planned a period for the upgrade to complete, it would be done instantly, the only limitation for that is your financial situation should be at least regular after the upgrade is done.
Cheers!
Você viu acontecer isso de novo? Se sim temos que investigar pois realmente é um bug sério.
Abraço.
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Baudamix says cards received on friendlies are having effect on league matches. If he or anybody else can confirm that is happening please let us know as it would be a serious bug.
Right after staff departments, JD. I have some good ideas and have received some interesting suggestions about bankruptcy. I know some CPU teams were left in a really bad situation, we’ll work on that.
Cheers!
Exactly, Philipp. They lose 3 points on all skills.
Already working on it, let’s see how it goes :-D
I’ve contacted the manager and will get back to you guys. About the minimum price I agree it’s not very realistic a simple % over the estimated value, that is likely to change and your suggestion is simple and interesting Dave.
Cheers!
I’ll see what I can do…won’t promise anything, it’s past midnight here :)
1st concrete suggestion
Teams will have 3 departments: coaching, scouting and physio. Each department will start at level 0, meaning they’re useless and cost nothing. Departments can be improved until level 10 and every improvement has a cost associated with it. The higher the department level higher is the maintenance cost, as follows.
Scouting
Level Maintenance Cost Cost for level improvement
0 0 15,000
1 1,500 23,000
2 2,300 35,000
3 3,500 52,000
4 5,200 79,000
5 7,900 110,000
6 11,000 170,000
7 17,000 260,000
8 26,000 400,000
9 40,000 600,000
10 60,000 N/A
Physio
Level Maintenance Cost Cost for level improvement
0 0 46,000
1 4,600 70,000
2 7,000 100,000
3 10,000 150,000
4 15,000 230,000
5 23,000 350,000
6 35,000 530,000
7 53,000 800,000
8 80,000 1,200,000
9 120,000 1,800,000
10 180,000 N/A
Coaching
Level Maintenance Cost Cost for level improvement
0 0 78,000
1 7,800 110,000
2 11,000 170,000
3 17,000 260,000
4 26,000 390,000
5 39,000 590,000
6 59,000 880,000
7 88,000 1,300,000
8 130,000 2,000,000
9 200,000 3,000,000
10 300,000 N/A
Using these numbers you can see that all departments at level 10 would have a maintenance cost of 540,000, but with 105,000 you can have all 3 on level 6, which seems pretty reasonable, or even a level 8 coaching dept. for 130,000.
If you decide to downgrade a department you will receive back a percentage of the amount you paid to upgrade it, I was thinking of something around 25%. So let’s say you have a level 10 coaching department and wants to move it back to level 9, you’ll receive back 750,000 of the 3,000,000 you spent to upgrade it from 9 to 10.
If anybody feels totally uncomfortable with these numbers and idea please let us know. This is just a start point for me to implement it, we can adapt everything if it doesn’t work so well. By the way, sponsorships values will be raised a little bit, they’re too flat right now, you jump for example from something around 100,000 to something around 200,000 at once, I’ll make the intermediate values be used.
Cheers!
@Polat: yes, scouts are used to find players you specify, the way you specify the parameters is not defined yet
@Rodrigo: the largest amount I found a team has earned in 3 turns was 280,000 only considering merchandise, sponsorship, player wages and ground maintenance…if we add the stadium income this number can double. So per your suggestion we’d need something between 140,000 and 280,000 to have 1 department at 100%, not that different from the suggestions we have here. Let’s see how this poll ends, and as always we can change the way things work if we realize the values are not good :)
@Rafael: apenas investir nos departamentos, não haverá contratação de profissionais. Quanto a economia, sabemos que precisamos tomar alguns cuidados pra não desbalancear o jogo, mas o feedback dos usuários é sempre importante :)
In English: Rafael asked if we’ll need to hire coaches, scouts and physios or only invest in the departments, and the answer is only invest. He also made some comments about being careful with the economy as a new expense could be a bad thing to the players market, to which I replied saying we’re aware that we must take care to not unbalance the game, but the users feedback is always important.
@Hugo: nice suggestion, I’ll probably make scouting cheaper than coaching…it is also an interesting option for teams with less money, to invest on scouting to find good players to buy or loan. About skill limits, average players won’t become superstars because of coaches, the ideia is that they will help some players go a little further…not all players, and less developed skills will probably tend to have a greater extra development than high skills…for example, a 90 attacker with 60 in speed could become a 91 attacker with 70 speed with coaching…these numbers are just to give you an idea, I’ve not came up with any kind of formula yet :)
Não deveria acontecer isso, cartões em amistosos não representam nenhum tipo de suspensão em jogos futuros. O que pode ter acontecido é seu jogador que ficou suspenso pra partida oficial ter tomado dois amarelos em partidas diferentes anteriormente na mesma competição. Caso ainda tenha problemas é só falar que investigamos melhor.
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The complaint is about red cards on friendlies becoming suspensions on official matches…this is not supposed to happen, cards in friendlies do not represent any kind of suspension in future matches. What may have happened is that the player suspended for the official match has received two yellow cards in distinct previous matches in the same competition.