Negative traits are ok. Even in real life perfect players doesn’t exist.
So Goal FC is a very realistic game! :)
Countries which have inactive teams end up having extra players in comparison to the other countries, as a new batch of players joins the game every time teams become active again. In order to balance that roughly 50% of the players generated for re-activated teams will be from countries other than the team’s country.
Negative traits take a negative hit on my happiness. I’ve posted about this before, but paying heaps of money for a great player, only to see them develop a terrible negative trait is devastating.
I do not understand why everyone needs an extra negative thing taken out of them. It is not necessary.
Develop positive traits only is great, such a boost.
I like the board % idea, not hard to put in practice.
I’ve been burned with “more likely to get injured” before…had a great player that was always getting injured, either during training or matches.
Traits "More likely to get injured or “More likely to receive cards” sounds much worse for me.
I actually refuse to buy players with the use more stamina per match trait, unless it’s on a free.
I think the offer should go straight to the manager to accept or decline, then if he declines but the offer is so high the board steps in and accepts/it agrees with manager (maybe could do with the % the board think is doing a good job, the higher the percent the more likely board will agree with manager)
Hard to say which passing style is the best. Good option for you should be test all of them in the match and then pick the optimal style of passing for your tactic.
Good luck!
That trait is really annoying :-)
I’ve been thinking if some players should randomly not have a negative trait and some others no trait at all.
I’ll try to test it. Manager builds team by buying and selling players so I think that human manager should have chance to decide about accept or reject received offers especially from other human managers.
What others thinking about that?
I am rebuilding my team and 5 players developed the treat ‘uses more stamina’. Quite frustrating if 2 are keyplayers and a 3th one could become one.
Can I get one more substitution? :-)
It works the same way as non-human managed teams, except that the amount required to successfully force the transfer is doubled. The manager has no say in it, which may indeed make some people angry. We only had two instances (I think) of forced transfers involving a human managed team as the target.
What is the general opinion, should we block this option altogether so that you can’t target a player from a human managed team? Should we allow it but change the rules for it? Or leave it as is?
Hello all!
How works “forced transfer” when I try to buy player from the team with human manager? Who decide about accept or refuse my offer? The board, human manager or maybe only player?
BTW I thinking that human manager should have right to decide first.
Regards,
Luke “Bronson”
Passing Style in Player Tactics – what is more effective?
I mean, defenders are great tacklers, but not as good passers. So, should they be given a SHORT Passing Style, to ensure great accuracy?
However, being so close to goal means that any failed passes could easily result in an opposition shot on goal. Therefore, should the be given a LONG Passing style to ensure the ball is moved far away?
I found it difficult to determine how successful changes in player tactics actually are. Looking at match reports and player statistics in-game is difficult to see any patterns for success when varying my approach. I consistently lose regardless of my approach.
I am sure I could be doing this better, but I am curious as to your thoughts on this.
Thanks,
- Our new logo is on the frontpage;
- Heatmaps are now more useful. I still plan to do a bit more to them;
- Managers online are ordered by last activity (not sure why we didn’t do this before).
Please like our new Facebook page: https://www.facebook.com/goalfcteam
Your coach reports for potential and next step will now be more specific when your player has already reached his potential. There is no pointing in hiding this information or making it subjective.
My version is 61.0.1 (64 bit)
What version of firefox are you using exactly, by the way?
Hmm, ok, I will look into it again. I wish I could reproduce this myself…
Sorry Danilo ive broken the site lol. Its been down all nite again since at least 7.45pm on Firefox.
Ahh right. I dont have problems on Crome tho, just Firefox tho hopefully with the change uve made now everything will be ok :)
Northstar: https://support.google.com/chrome/answer/95464?co=GENIE.Platform%3DDesktop&hl=en
Its a window often used for software testing, because it “start things from scratch”. It also doesn’t leave anything behind (or it shouldn’t)
I’ve made a change to our SSL, let’s see if this improves. Please let me know how it goes, guys (try your best to break it)
Since the recent updates I’ve been experiencing some downtimes throughout the day, although they usually last only ~5 minutes. I just try refreshing the page every now and then, and after a while it works
The message I get is “Proxy error”
I have always used Chrome to access the game
Im in the UK and its midday at the time of posting this.
What timezone are you in, by the way ?
Hey Danilo. Ok i’ll use Crome for now till u can fix the problem which im doing right now as the site is down again for me on Firefox lol.
Ok, this is definitely related to ssl then. Looks like a that time, your firefox can’t verify the authenticity of our certificate for some reason. Normally verifying the authenticity involves being able to connect to the validating authority. I will do a bit of investigating, but for now just use chrome as a workaround please.