It is a bug, but also the expected behaviour of the system. The logic to select the players to complete the squad does not take into consideration the position of the unavailable players, it simply choose the player with best main attribute, no matter his position. We know that’s really annoying but that’s on our list to fix it. After a long time growing our list of bugs is becoming smaller (not that small, we currently have 73, including bugs and enhancements) so we may be able to give a higher priority to this problem.
Sorry for your bad result :-(
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I became worried for a few minutes until I looked at the code. The problem is only in the full match replay, not in the match simulation, so don’t worry, your players are playing in the side you positioned them, not in the opposite one :-)
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Posted on the admins only topic by Pinto:
“Is the full match replay already working? Does it work with Firefox 2?”
The answer is yes, if yours is not working it`s probably due to enconding problems, characters like `ã` in the player names could cause that. We’re working to fix it.
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I liked the suggestion to improve the match engine between seasons (that would mean between MediumTicker seasons). Totally agree about the 4 players line problem, my ideia is to place the players on those intermediate positions in the match instead of creating extra positions in the formation screen. We just need to make sure that doesn’t break anything in the match.
The important thing is that now everybody can see what happened during a match and give us feedback about it. We know there is a lot to do on that matter and it will require patience from all of you guys. Let’s see if we can deliver an improved engine every MediumTicker season.
Cheers!
p.s.: I liked the married vs singles analogy, it really looks like that! :-D
This error will happen when the replay is incomplete due to some specific characters like ‘ã’. We’re waiting for a new release of our programming language to fix that, I’m seriously thinking about removing this kind of character in the meanwhile…we’ll see.
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Danilo already fixed the authorization bug, now everybody can access the replay (requires java 1.4 or later). Another know bug: if you have a player with the character ‘ã’ within his name you’ll probably be unable to watch the replay.
Of course not! :-)
Now that we have an initial version of the match replay running I’ll be able to look into it.
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I had feedback that non admin users are not able to see the replay (and I know the reason). Also I had an error while loading the replay. Tonight things may be fixed…or not :-)
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Yeah, looks like an long updated, the previous FastTicker league tick an in about 25 minutes, not sure why this one took so long…maybe our host is slower today. We’ll keep an eye on it anyway :-)
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Ops, my fault :-)
Now you should be able to do that.
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Sorry Sly, I’m kinda stuck with the match replay right now. Maybe Danilo could do it, even tough I took care of this whole transfers and contracts thing :-D
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You may be low on money relatively to your wages expenses. We have an enhancement on our list to allow you to hire free or cheap players with limited wage even when low or negative on money.
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a – you have to put the wage before, but the payer won’t negotiate with you if your offer is lower than the transfer price.
b – yes, the 3-turns rule remains the same to avoid last minute changes on the price
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Your effective tackle % would roughly explain that. But you are right, I promised the match replay some time ago but ended up working on other features. Let’s see what we can do. :-)
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Managers can make transfer offers with a transfer price different than the specified. The selling manager will then be notified that a lower proposal exists. The proposals value will be public and displayed for everybody in the player info page or in the negotiation details. Lower proposals won’t be accepted unless the selling manager reduces the transfer price accordingly. All proposals whose value is greater or equal the transfer price will negotiate with the player, there will be no privileges for higher proposals. When the transfer price is changed (raised or reduced) all managers with offers are notified.
That’s really strange pg, my guess is that the board automatically renewed his wage, but that should only happen if the number of players you had (that were not transfer or loan listed) at the time of contract renewal had reached the minimum allowed of 14 if I’m not mistaken.
Unfortunately we don’t have this kind of history yet, but we will :-(
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Sorry Philipp, no progress on that yet, but I feel the moment is good for something like that. Hopefully it will be out there soon.
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Agreed guys, poor or negative teams should be able to hire cheap or free players with a limited wage. Added to our list.
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The board opinion is based on your best players on each position. If I remember correctly you had lots of attackers (some of them used as defenders or midfielders due to their good tackle or passing) and not so many defenders and midfielders. Well, if your best midfielders and defenders are marked as A, AD or AM the logic will look at them as attackers, so your team is probably underrated. Don’t worry, this information is not connected to any other logic, for now it’s just to let the manager roughly know how his team looks like compared to the others.
You should be proud, you had success with a discredited team! :-D
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You guys are having bad luck, I have 1 youth GK in FastTicker and 1 in MediumTicker. I’ve also made some queries in the database to see if the number of youth goalkeepers was too high. We have 448 youth GKs and a total of 3787 youths, so around 12% of the youth players are goalkeepers, as I would expect. :-)
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Easier than I though, FastTicker should already have balanced home and away league matches on next season.
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I’m sorry to hear that thorpedo :-(
When I first designed the league matches generation I remeber having read something about how to balance league matches between home and away…I’ll have to do some research to find that again.
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- 3 no matter where the player is used, that will probably change later :-)
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We’ll start with lower penalties…if the player is playing in the wrong position he will receive -3 in all attributes. That may be raised in the future to -5 or to that -5 to -10 range that was suggested. If we do that we’ll make sure it’s properly announced.
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More news for next season: tired players as well as older ones will be a little more likely to be injured during a match.
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I’m sorry, I think I wasn’t clear enough. For existing players I did not worked on any complex logic to change them into DA, DM, etc, I simple looked for players whose main attribute was LOWER than the secondaries, for example, a defender with 78 tackle and 79 shooting became a DA, but if shooting and tackle were 78 he would still be a defender. This logic is only for existing players, for the new ones to be generated as DM, DA, MD, MA, AD or AM you can have situations like you guys described.
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Players now can have two sides (LC, RC or LR), meaning they can play without penalties in any position a player from each side would play. For example, a LC player can play in the left, center-left, center and center-right without penalties, but would receive the maximum penalty if playing in the right side.
No changes were made to existing players. New players have a 30% chance of having 2 sides.
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Added multi-position players (DM, DA, MD, MA, AD, AM). When position penalty starts at the end of next season, this kind of player will receive no penalties if playing in any of his 2 positions. Some of the existing players have received an extra position based on their attributes. Newly generated players have a 25% chance of being able to play in two positions instead of one.
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Good point Philipp. Maybe I should include DM, DA and MA while generating the player position (with less probability than D, M and A), and generate the attrbutes accordingly.
Changing the subject a little, I was thinking about having also MD, AD and AM. In practice they would be the same as DM, DA and MA, respectively, being able to play in two different positions without penalties, but for us developers the first letter would represent the original position and would be used internally for things such as player value calculation, CPU teams logic, where the players would be displayed in the UI. I hope you guys don’t have any strong objections about it, as having this slightly redundant extra positions would help us a lot in introducing this new concept. :-)
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Looks like option 3 is an unanimity and most of you want the change to be postponed. That’s what I’m gonna do, I’ll remove the penalties until next seasons start and implement multi-positions in the meanwhile. We can now discuss penalties if you wish :-)
Cheers!