The negative stamina bug has been fixed. Player who were with negative or 0 stamina were updated. Thanks académica!
I kinda agree with you André, when the continental competitions start it will become harder to keep players with high stamina, we may have to tweak that.
Looking at the code here…main skills are designed to be higher than secondaries, in general, but I see what you’re saying. Maybe we’re looking to biased players :-)
One important thing to notice is that even playing only normal games the player’s stamina is likely to remain stable, as the player needs 2 turns without matches to fully recover recover from a match. With matches being played every 3 turns, a player with stamina 60 for instance when a match happens will have it decreased and when the next match comes it will be back on 60 again. Maybe we should review that, try rotating your first squad players and not using them on friendlies in the meanwhile.
Wil talk to Danilo, he worked on that.
Are you sure André? Mine seems to be working fine. Aren’t you using a formation with those players whose stamina is dropping?
Nice one, added to our list
Don’t worry sherman, I know what you mean. For now it doesn’t matter, he will play well in the midfield if his skills are good enough even if he is an attacker. We have an enhancement planned though, that will give players penalties for playing in the wrong position.
Hope that answers your question.
Cheers.
Are you looking in the right dimension? On Beta2 you’re West Ham’s manager :-)
Let us know the result :-)
1) No, you can’t cancel a friendly after accepting, but we are likely to change that.
2) Hard to answer this one. There is a lucky factor included in game, but players quality and tactics can certainly be used to reduce the lucky factor. Not much help, was it? :-)
Training will be added in the future. All players not in the field are considered reserves, you cannot plan substitution yet, they only happen when one of your players is injured during the match. Another future feature.
That’s weird Bretum, we’ll have to investigate a little further.
p.s.: post in English plz, that way non portuguese speakers people may be able to help or say they have the same problem ;-)
Hmmm, now that you mentioned I don’t think the report says that! Easy addition, though.
That’s it Samir, thanks :-)
Are you sure your formation was complete and didn’t include suspended (red card) and / or injured players?
Today is not Random, the team who plays the first leg at home wins in situations like yours :-(
It’s not exactly a bug, just a missing feature ;-)
We’ll implement penalty shootouts soon.
And I thought nobody used that colorize option! Ok, we can think of something similar Filipe.
Player of the match is a good one, after we adjust the ratings it will become easier to implement. Manager name…not a bad ideia, we just need to store who was the manager when the match happened.
The 17 year old guys will start considering it anytime by now (we’re on turn 62).
The keeper getting a ten after conceiving so many goals is an absurd, for sure. When the number of shots decrease after our improvements we may have these two “bugs” fixed, 17 goals scored and keepers getting tens after conceiving so many goals.
We’ll look into it, thx ;-)
Fixed, the tooltip is now correct for the substitutions arrows. An arrow pointing to the right says the player left the field, and the one pointing to the left (towards the squad) says the player entered the field
No, it will interfere at the sponsorship, when we implement it ;-)
And there is no such things as players that don’t to play for you. If you can afford the transfer price and offer a good wage the player will be yours, no matter how poor is your current squad.
Looks like your attackers are not that good :-)
Anyway, it’s clear for us that the match engine must be reviewed asap. Me and Danilo will try to find sometime to do that together next week.
Sherman is right, we assume the price you paid is the real market value for the player, but if the player worths more it will slowly have his value increased as he evolves. If you pay more than the player’s estimated value, the value will also become the amount you’ve paid, but it won’t decrease unless you sell him by a cheaper price. Still have to implement the player’s value depreciation :-)
Yeah, that was suggested right after our stamina logic started working, we’ll work on it :-)
Hi dias,
I’ve just looked on these two matches you mentioned, looks like you used your best players while your opponent used his youths and second squad players. Even though the result is still very convincing, that explains it a little :-)
Formation (4-4-2, 3-5-2,…) is displayed on match report screen.