Recent Posts by Gabriel Cesario

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October 20, 2017 20:58

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50% of the managers who voted in our poll decided that we should have a suggested value for the forced transfers based on the Negotiations level. In order to be fair, once this is done, you will spend your forced transfer offer as soon as you are shown the suggested value, so if you decide to not go ahead with an offer for the player you will have to wait another 6 turns to try another one. This will avoid managers going around and trying different players just to check the suggestions before deciding which one to buy.

Thanks for voting!

 

October 20, 2017 11:25

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New formulas are now in place for ALL club revenues. The main goal is to try and balance the game economy and add a more challenging scenario when managing small clubs. These are the changes:

1) Sponsorship is calculated based on the league class with a small influence of the team quality
2) Merchandise is calculated based on the team class with a small influence of the league quality
3) Match attendance is calculated based on home team class, visitor team class and competition type. For league matches the league class is used, for national cup the team with the highest league class is used, for international competitions we have an almost guaranteed attendance of 40,000 (EL and Sudamericana) or 50,000 (CL and Libertadores).
4) Stadium investment has been replaced by Headquarters. Its role is the same as the Stadium when it comes to limiting how high the level of the other investments can be, but it does not determine stadium size anymore, all clubs have a 100,000 capacity stadium (at least for now).

The thinking is that the revenue from Sponsorship and Merchandise can be used to pay for your main players wages (roughly your 22 best players), the revenue from competition prizes can be used to pay for investments and the revenue from tickets sold can be used to pay additional wages or for buying players.

Hopefully this is the last big change to the economy and we can now focus on a few important improvements to player evolution and potential prediction!

 

October 16, 2017 11:45

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A new forced transfer formula is in place. In summary, it does not depend on the target player’s team money balance anymore, but on the player estimated value and his team’s and league’s classes. From our manual:

“The team’s board will evaluate your offer in comparison to the player’s base value. The base value is not displayed anywhere and is the key factor in the estimated value calculation, therefore the estimated value is usually a good indication of the player’s base value. Your offer will have to be between 2x and 12x the player’s base value, depending on the grade of the target player’s team and league. That means it is easier to force the transfer of players from small clubs and/or leagues. If the player’s team has a manager, the amount required to force a transfer is doubled.”

 

October 15, 2017 22:14

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Interesting. I can see now that all your remaining matches for the current season have no formation set, which means your default (D2) will be used and also displayed in the matches screen. If you do any changes in the matches screen and save then whatever formations were displayed for each match should be saved against that match in the database. If/when you do that let me know and I can double check if something looks wrong behind the scenes.

 

October 15, 2017 11:04

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Here is a possible explanation:

1) You had D1 as default formation
2) In the matches screen, you have at any point made changes to any match formation and saved
3) Whenever the D1 default formation was displayed in the match screen, it was then saved against the match itself as the formation to be used
4) You changed the default formation to D2
5) As explained in item 3 above, D1 was already set against all those matches, so D2 does not automatically becomes assigned to them

Cheers

 

October 12, 2017 07:16

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Don’t be surprised if you see your players’ estimated value radically changing, it is all part of the modifications done to the way we calculate it. It now takes into account the player class, age and the amount of money available to the teams in the dimension. As you can imagine the same player may have different values in FastTicker and MediumTicker.

Another key change is the amount of money CPU teams are willing to pay on player transfers. We’ve noticed a considerable increase in that value and therefore made some adjustments. They will continue taking into account the player estimated value but will now also factor in the player’s class and the buyer team’s class.

Coming soon: improvements to forced transfers that will change the amount of money needed and also include a suggested value for the offer.

 

October 11, 2017 21:45

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Olá Enrico,

O objetivo é tentar simular situações em que o jogador não iria aceitar ser contratado por um time fraco numa liga fraca, ainda mais se esse tive já tiver um certo número de jogadores iguais ou melhor que ele. Mas nada impediria você de contratar um jogador de classe mais baixa e evoluir ele até uma classe mais alta, mesmo que isso faça você ficar acima do seu limite. Ainda não sabemos se colocaremos em prática essa regra ou não, por enquanto estamos fazendo outras mudanças mais importantes e deixaremos os limites apenas como uma proposta, que pode vir a não se concretizar.

Abraço

 

October 09, 2017 10:43

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Enrico, respondi sobre isso em outro topico

 

October 09, 2017 10:41

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[Português]

É exatamente esse tipo de discussão que queria fomentar com a proposta de limite de jogadores. Estou analisando uma série de iniciativas que visam adicionar um grau de desafio maior ao jogo quando você está tentando evoluir um time pequeno e o limite de jogadores seria algo nesse sentido. Times grandes teriam mais facilidade de contratar jogadores e pequenos maior facilidade em formar jogadores. Além disso serviria também pra representar situações em que um jogador bom não aceitaria jogar por um time pequeno ou numa liga pequena.

Enfim, ainda não está certo que essa proposta vai pra frente, como disse outras mudanças de menor impacto estão sendo consideradas também!

[English]

David is asking about the player limit proposal and here is my view:

This is exactly the type of discussion I’d like to see with the proposal ti limit the number of players. I’m evaluating a number of initiatives whose aim is to make the game more challenging when you’re trying to improve a small team and the player limit is something towards that goal. Big clubs would have an advantage in hiring players and and smaller ones would have an advantage growing players. Besides that the limit would also represent situations where a good player would not accept playing for a small club or in a small league.

Anwyay, it is not yet confirmed this proposal will go ahead, as I said other changes with less impact are also being considered!

 

October 08, 2017 21:37

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Just changed the logic when setting the numbers, if there are any duplicates you still get the error message but everything is saved, except for the duplicate(s) which become blank.

 

October 08, 2017 03:31

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Points give for team and manager rankings now take into account the opponent class. That means a victory against an ‘A’ team is worth more points than a victory against a ‘B’ team, for example.

 

October 08, 2017 02:57

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Player limit information is being introduced in “The Board” screen. Nothing is being enforced yet, so have a look at the limits for your team and see if they make sense. These numbers are based on your team’s class and league class and are supposed to limit the number of players you can buy for a given class, but you can still grow players from lower to higher classes to go beyond the limits.

 

October 08, 2017 02:50

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I’ve only spent the minimum amount of time required providing the squad numbers feature, that’s why it’s simplistic at the moment. Maybe a reasonably simple change to make when there are duplicate numbers is to set one of them but not the other, and then warn you that the duplicate one was not set.

Regarding colour my preference is to match it with the actual club colour, I’ve had this in my mind for a while even for match replay. I know, it is more work than allowing managers to simply select a colour, but it’s also in line with everything else in the game that tries to match real life.

 

October 05, 2017 11:47

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The player traits related to playing better/worse against weaker/stronger teams are now based on team classes. The corresponding trait descriptions have been updated to better explain this change. For example, if you manage an A team and is playing against a B team, your players will have the traits “plays better/worse against teams with a class worse than yours” activated whereas your opponent’s players with the traits “player better/worse against teams with a class better than yours” will have it activated. When both teams have the same class these traits will not come into play.

 

October 05, 2017 11:42

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I can definitely do it in the player information screen, just not sure how to accomodate in formations. That is a very particular screen and the colour coding used there helps identify player positions. I’ll see if I can do something without leaving it cluttered.

 

October 05, 2017 07:08

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The number of votes for inactive teams is now being displayed in the “Inactive Teams” tab from the country screen. At the same time we’re putting in a fix to ensure those votes are really taken into account when promoting clubs into bottom divisions, it seems so far they were not!

 

October 04, 2017 21:26

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You can now give numbers to your players using the “Numbers” tab in your team players screens. These number will then be displayed in match reports alongside the player names. This is an optional feature and you can leave players without numbers if you wish (or even remove numbers from currently numbered players).

At the moment the interface used to set the numbers is as simple as possible and there is a single validation that you’re not giving the same number to more than one player. If you do that an error message appears and you have to re-do any changes you had previously done.

Cheers

 

September 28, 2017 10:41

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We have added league classes. It can be seen in the league table screen, on the left hand side of the title panel beside the league name, where the season number corresponding to the league stats being displayed used to be (now moved to the right hand side). The team class is now also displayed in the ranking pages.

Another small addition done at the same time is displaying multiple goal icons beside the player name in the match report, when they’ve scored multiple goals. If they’ve scored more than 3 goals during the match we should the goal icon followed by “x” and the number of goals.

 

September 19, 2017 08:48

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Teams now also have a class attribute! This is based on their key players skills and is also relative to other teams in the dimension (except national squads). The team class can be seen in the team info screen, managers at risk and dimension’s free teams list from the Job Centre. We plan to add this into a couple more places such as ranking screens.

As with the player class, the team class is informational only at this point.

 

September 19, 2017 08:45

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That screen is already too crowded, that’s why I decided to add to the traits list instead. Let’s see if we can accommodate in the future.

 

September 17, 2017 12:47

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Players now have a “class” attribute that is a snapshot of his current skills and star status. This is not yet used to determine any in-game behaviour or logic, but it will be used soon. Please check our corresponding game manual page for more information.

Cheers

 

September 13, 2017 11:47

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Hi Alexander,

We had a similar suggestion in our WhatsApp group, not sure if it was related to scouting or negotiations, but the essence is the same. It may make more sense with negotiations, to go along with the suggested wage, but at the same time I think scouting is the area where people invest less, so giving it another role could change this.

Regards

 

September 11, 2017 13:35

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I like your suggestion very much! This would also assist those who may have “missed” the chance to make a forced transfer after 6 turns, but I think the maximum of 10 is a bit high. I’ll add a task for us to implement this, maybe initially with a maximum of 3.

 

September 06, 2017 12:10

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CPU teams will now start fielding players that need to “play official matches” to improve. They’re not yet handling other more complex requirements such as play abroad or play international competitions, but this change should help improve the overall player quality in the game.

 

September 06, 2017 12:09

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Simple explanation: every time you make an offer to a player that is not transfer listed you need to wait 6 turns to make another one. This is to avoid people attempting to do that like crazy :-)

You can see how many turns you have to wait by accessing your Profile under the Manager menu.

 

September 05, 2017 21:30

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To be more specific the “Make Offer” option will only be displayed for players that are NOT transfer listed if:
-his contract has been renewed more than 72 turns ago
-the team has a manager OR has been without a manger for at least 144 turns

 

August 30, 2017 22:18

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CPU buying decision was improved slightly. The change aims to avoid the common scenario where a CPU team buys a player that has just slightly better potential than the one in their squads they consider the worst suitable for a given position, and then decide to sell the bought player not long after.

 

August 30, 2017 22:16

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Morale has been disabled after the player negotiation priority and forced transfer changes. The logic was not working very well and the intent of losing a player due to bad morale would not immediately work well with the new features. Instead of reintroducing morale what we may do in the future is make player priorities more complex.

 

August 30, 2017 12:53

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Forced Transfer have just become a bit easier. A player will no longer reject the offer if your team is worse than his current team with regards to his priority, he will only do it if you are below the rejection point (meaning he would reject even if he was transfer listed). That means in the majority of case what you really need to work out is how much to offer as transfer price, and of course continuing to offer an acceptable wage to the player that is higher than his current wage.

 

August 21, 2017 12:37

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Despite what the game manual says, there was a bug where some players reached their full potential without developing any traits. This has now been fixed and all players generated from now should have developed one positive and one negative trait by the time they reach their full potential. Some of the current players will still have the issue and will reach their potential with 0 or 1 trait instead.