Recent Posts by Gabriel Cesario

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February 18, 2018 00:54

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Do you mean allowing only teams of a given class range to loan your players?

 

February 09, 2018 04:40

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Happy to hear other opinions about this. For now the frequency of each of the different traits is exactly the same. Probably that trait is one of the most annoying ones, but I have had (and still have) quite a few players in the squad with that trait and it is still manageable (if you have reasonable subs). Other traits could have a bigger impact without people realising. For example, if you’re an A team in a league full of lower class teams a trait saying “Player worse against teams with a class lower than his team class” will give him between 1 and 3 points penalty in every skills against most of your league opponents.

 

February 04, 2018 11:44

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You may not even have noticed, but since the introduction of the player shirts in the match report screen we were not displaying the * beside the man of the match player’s name. This is now fixed.

 

February 02, 2018 21:19

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How are things in the new FastTicker season? It seems to me the free transfer frenzy has diminished (as expected). Is it still worth to worry about restrictions?

 

February 01, 2018 09:28

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The player class is re-evaluated every time the player skills change (increase or decrease). I think it is also re-evaluated every time the value is updated…if not every season tick, for sure.

We didn’t go ahead with the class-based restrictions. We displayed the proposed limits for some time in “The Board” screen but ended up never using it.

 

January 31, 2018 11:26

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Maybe restrict to one free transfer offer at a time? Or maybe forbid free transfer offers for a number of turns after you successfully hire someone from it?

 

January 30, 2018 11:28

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It’s important to notice the number of players in this situation next season will be much smaller given only the teams becoming inactive this season will have any players to be released to the free transfer. Total money in the clubs has increased about 5% in FastTicker since last season. Still under control but at the same time it’s a high enough number to justify adding some type of fee to be paid on free players, at least the ones coming from inactive teams.

 

January 22, 2018 21:52

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Two minor improvements: transfer prices and wages now have proper formatting when displayed in the team and player history ($n,nnn,nnn); negotiation failed messages now include the wage accepted by the player.

Cheers

 

January 20, 2018 12:38

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I like the options, we definitely need to introduce team/league class in players’ priorities!

 

January 19, 2018 12:28

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We need to evaluate it carefully and see the effects in the game. It would mean priorities would have to make sense to the players’ age, and nowadays of course age is not taken into account. When would it make sense to prefer a smaller or larger squad? Ok, maybe never in real life, but in the game context it adds something different to the mix.

 

January 14, 2018 21:17

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The exact number of players that triggers this behaviour is determined in a funny way. When the player is generated with this priority (prefers less teammates from the same country as him) the game looks at all managed clubs in the dimension and checks how many players of that country are part of each of them. The player should then be marked to reject or demand a higher salary from at most 10% (I may be wrong on the exact percentage) of the human managed teams, if he was part of them by that time.

Practical example. In your example you have only 2 greeks, so we can assume that by the time the player was generated 90% of managed clubs had 1 or 0 greeks in the squad, and 10% had 2 or more. That means having 2 or more is within the player’s rejection / high salary threshold.

Hopefully I’m not being too technical and it makes sense! This particular priority will always have weird number for smaller countries, especially when we don’t have managers in those countries.

 

January 14, 2018 20:54

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That’s the first time this is suggested…I like it! It would be really helpful as well in periods when you don’t have much time to manage your team, you could simply go into the players list to check who is low on stamina and mark those as unavailable. I’ll add to our todo list.

 

January 10, 2018 07:27

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Thanks for the memory refresh, Tukmans! Both ideas are still on the table (satellite club and youth investment area), I had forgotten how you proposed to tie the two together. I still have one more thing to do with regards to the player market before I move to new major changes, let’s see if this one can be accommodated.

 

January 09, 2018 21:15

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You may want to keep an eye on free transfer list in countries that have inactive teams. From now on, inactive players will be gradually released to the free transfer of their team’s country throughout the season. That means inactive teams will always get a fresh batch of players when re-joining the game as well as having their money balance reset.

 

January 08, 2018 21:02

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That’s true, what I meant is that the impact shouldn’t be too big if you are ahead by 2 (as in the given example), but of course we know that anything can happen in 35 minutes…I’ll add this to our list of improvements then, see what we can come up with.

 

January 07, 2018 21:24

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Friendlies are not a big deal anymore, that’s why we haven’t done any changes to them in ages. Just a small correction to your benefits list, the income is split between the two teams regardless of the playing field, so no need to worry about playing only away matches. Unless of course you want to compare your team’s performance playing home and playing away.

 

January 07, 2018 08:38

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What happened to my Math? You’re absolutely right, subbing at 65 is not enough, it should be 55.

 

January 06, 2018 23:04

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Hmmm, that was never in the todo list. Maybe it’s worth adding something like that for such cases, but then there is no issue in subbing these players after 65, it’s just they won’t improve :-P

 

January 05, 2018 00:51

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At the moment you can only attempt one forced transfer every 6 turns, regardless of the players’ club or league.

 

December 31, 2017 23:38

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There is nothing you are doing wrong, the player is probably not good enough for most cpu teams who are looking for this position. That is another thing to notice, each cpu team will be looking for the position they believe they need the most at the moment.

 

December 31, 2017 05:48

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I like the idea of having deals with lower class clubs so you can send some players to play there. In the meantime I try to loan them out and I am usually successful, but for the ones that are too weak I give them some match time against weaker opponents.

 

December 31, 2017 05:45

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It changed relatively recently when different cpu teams started having different behaviours. There are some further changes planned to be done in the new year where cpu teams will look into managed teams players first, if the price is fair. In the meantime it is not always possible to sell D players or worse, usually C or higher sell more easily.

 

December 19, 2017 22:00

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Yeah, I feel the same way. Sometimes a player had a single great match then was sold, but he remain in that list for the rest of the season. I’ll add this fix to our tasks.

 

December 18, 2017 06:53

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You may have noticed some CPU teams have more than the limit of 40 players in their squads. This was due to a bug that has now been fixed, CPU teams will respect the same limit of players human managed teams have, even if it changes in the future. Of course that any teams currently above the limit will remain so until they sell their exceeding players, but they won’t be able to hire/loan additional players in the meantime.

 

December 17, 2017 21:40

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The field image is misleading, I grant you that. The GK mark in there is only correct if you’re looking at the heat map for the home team. In other words, for the home team the defenders should be at the bottom and the attackers at the top, for the visitor it’s the other way around.

 

December 17, 2017 21:38

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Maybe we could have directed training in the future to remove negative traits?

Do you really think “bad at saving PKs” is that bad at the moment? PKs need serious re-working IMO as at the moment there are way too many saves.

 

December 15, 2017 11:47

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The last poll results are in:

24% – keep inactive players frozen in their inactive teams
76% – randomly free transfer inactive players throughout the season

Thanks for voting!

 

December 13, 2017 11:31

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Players will now improve a higher number of attributes in a single improvement when younger and a lower number when older. Previously all player improvements gave them a random number of points between 1 and 6 (1 and 5 for goalkeepers), but now the earlier improvements are guaranteed to give them more (between 4 and 6 and then 3 and 5) and the later improvements will give them less (between 2 and 4 and finally between 1 and 3). The average number of points a player receives after all his improvements remain unchanged. This change is effective immediately for existing players as well, in proportion to the number of improvements left in his career.

The main goal of this change is to have better players than can be used as first team at a younger age, instead of relying solely on old players. This could also bring a new dynamic to the transfer market as managers may be willing to sell “not so old” players knowing they will have to wait less time to renew the squad.

 

December 10, 2017 21:18

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I have to agree that this trait is not useful for goalkeepers, but I had this before in some of my players and it seemed to work well for me. I had an attacker that had this trait and I always had a sub rule for him at 50 minutes, and he did pretty well. To be honest I didn’t compare his performance when I did this to when he played from start, now that I think of it.

 

December 10, 2017 21:15

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All players should get both a positive and a negative traits if they reach their potential. There was an exception to this unfortunately due to a bug, but it has been fixed for some time now. Of course if you’re talking about MediumTicker more players will have the bug than in FastTicker, as things take longer to smooth out in there.