Recent Posts by Gabriel Cesario

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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.

 

August 17, 2017 07:45

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After recent changes to increase the number of players kept by CPU teams we’ve noticed the logic used to decide which players they loan needed to be changed to ensure such players got match time and were not loaned just to sit on the bench. This has now been done and their loaning behaviour should be back to normal once the league starts.

 

August 15, 2017 08:05

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CPU teams will update their investments following a new logic and schedule. The aim here is to have investment levels more aligned to the team’s financial situation and avoid money waste with upgrades/downgrades.

 

August 01, 2017 12:47

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All players that are not injured or suspended are available as subs during a match, if they’re not in the field already, of course. You can create specific substitution rules in the Formation Strategies page.

 

August 01, 2017 12:45

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Remember we’re talking about forcing a team to sell a player it was not willing to sell in the first place. I’m sure for average players the required amount would be unreasonable, but for the top or very promising ones I believe it is not, given the amount of money some teams were able to accumulate in the game. The estimated value is not really a good measure of the player’s quality when he gets to that level, hopefully this is something we can address in a future update.

Regarding your 15M offer it is very unlikely to be accepted by any CPU team. The rule is that the offer needs to be between 1 and 3 times the team money balance, depending on which player you’re trying to buy, so assuming you were trying to buy the best player of the team your offer would only have been accepted if the team had 5M or less…again, very unlikely.

I’ve seen a few managers succeed in this new model already which tells me it is not too bad. The way it was before it was becoming to easy to “steal” players from CPU teams for an unfair price.

 

July 28, 2017 06:02

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I understand you’re upset Houddog, but there is no simple way for us to re-simulate a match without major manual intervention. I could go there and simply change the result, adjust the league table, etc (all manual still) but your opponents could argue it is not fair either. Nobody wants these things to happen and we do our best in our spare time to fix bugs, add new features and keep things running smoothly, but unfortunately every now and then something really bad like this happens.

Who knows how many times this has happened before? Not everyone watches the replays and, even worse, matches between CPU teams don’t even have replays recorded so we wouldn’t know. We definitely want to track this down or at least have some way to identify when this happens again!

 

July 20, 2017 11:27

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There is an issue with the formations screen, it is always displaying the mobile version, even when using a desktop/laptop. We’ll disable that version while we investigate the problem.

 

July 20, 2017 11:26

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There were no changes, what happened is that the mobile version is being displayed even when you are not using your mobile to access the game! While we investigate we will temporarily disable the mobile version.

 

July 20, 2017 11:25

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Every season their age increases by 1. Was that the question or have I misunderstood you?

 

July 20, 2017 00:19

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Thanks for reporting Dirk! Danilo is aware of the issues in the formation screen after the latest update, he’ll try to look into it today.

Cheers

 

July 15, 2017 11:56

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We haven’t disregarded this suggestion and another manager came up with the same request not too long ago. If it is not paid we need to have clear boundaries with regards to how many notes you can add and how big they can be.

 

July 10, 2017 00:22

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Wow, just watched the replay and it is not what I was expecting! Still, very hard to figure out. I’ve raised a bug for us so we can properly investigate it.

Thanks for reporting!

 

July 09, 2017 23:05

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I’m going to have a look…this sounds familiar from a looooong time ago. It will be nearly impossible to replicate the issue as I cannot see simulation details exactly as they were, other than what is in the match replay and commentary. But as I said, I’ll see if I can figure something out!

 

July 07, 2017 07:28

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After gathering some feedback on forced transfers I have updated the amount of money required to be dependent on the player skills and potential when compared to his teammates. Instead of a fixed amount of at least 3x the team money balance this will now vary from 1x to 3×. I expect it will be close to 2x or slightly over it in most cases, unless you’re trying to snatch the top players of a team.

 

July 07, 2017 00:25

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It could, but I’m not sure we really need this extra complexity. I’ve done some changes (not yet live) that will make the multiplier vary between 1x and 3x based on player current skills and potential when compared to his teammates. Let’s see if things get better once that change is in place.

 

July 06, 2017 08:45

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I’ve adjusted the player generation code so that lower ranked countries have better chances of getting decent players. Currently the chances are very low, they should at least be more likely to generate players with good primary skills and bad secondary ones or vice-versa. Why not even an overall decent player every now and then?

 

July 05, 2017 22:11

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CPU teams have now learned to use different formations and tactics instead of the predictable ones they’ve been using so far. They’re still dumb in terms of picking the players suitable for a given position in the field (e.g. they may pick an L player to play on RC), but this is definitely an improvement to some of the bizarre formations I’ve seen them using in their matches.

 

July 05, 2017 21:50

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I can confirm nobody was successful yet, the amount required may indeed be too high. I’ll give it a couple more days to see how it goes and then consider reducing it. The reason I didn’t want to use player value is because that calculation in itself is not a fair representation of the player quality/potential in lots of cases, so I need to fix that first.