Recent Posts by Gabriel Cesario

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November 24, 2015 03:03

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@Dimitri:
Champions League follows the same rules as the national leagues, goals difference, goals scored and number of wins.

Alphabetical order?! If that’s what it is we can change that later :-)

@Roberto:
That’s fair enough, we can give it a shot to implement that as first criteria for Spain if that’s what’s used in real life

 

November 24, 2015 01:16

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We use existing skills to determine free kick, corner kick and penalty kick expertise and GKs use the keeping and speed as usual. Penalty kicks line up always go from best shooter to worst. That said, I agree that a player that has good shooting skills during a match is not necessarily a good penalty kick taker and vice-versa and the same applies to GKs defending penalty kicks and free kicks, so we could discuss the introduction of some new skills for that purpose.

Lots of good suggestions indeed! I hope you guys keep them coming, human interaction is what makes this game fun.

 

November 24, 2015 00:20

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It will happen, most likely in bits and pieces instead of all at once.

 

November 23, 2015 23:44

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That is in our list already, I’ll try to implement it sooner rather than later. We had a couple other improvements related to AI but, as you said, they usually have lower priority when compared to features that will have direct impact on the human managers experience. One of them would be to have the AI mimic human manager formations and have more varied tactics, but I was afraid it could make them too strong in some cases.

 

November 23, 2015 23:37

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The list was just a simplification in terms of development effort and user effort to manage the national squad. It made it simpler for us to develop the logic to swap a player in a national squad if you could pick it from a list. What we can do is have an option to include a player in the national squad and, if you select it, present you with the list of players currently in the national squad so you could choose which one to remove.

 

November 23, 2015 23:34

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Morale is already tiered and based on player age. We have 3 different morale tiers, one for the youngest players, one for middle aged players and one for old players. The older the player more demanding they are.

The differences between the tiers are:
-critical percentage: below this number the player morale becomes critical
-bad percentage: below this number the player morale becomes bad
-good percentage: above this number the player morale becomes good
-minimum number of matches before the player morale goes out of neutral
-minimum number of matches before the player morale can go to critical
-negative influence when the player morale is critical

Even within tiers that are small differences to increase the diversity of player behaviour. On top of that, players that are below the current squad quality level receive a small percentage on their morale even without playing, to represent their acknowledgement that they are not quite ready yet. I see two things that could change to further adjust morale, we can either increase this percentage players receive even when not playing or reduce the requirements of the youngest player tier to make it even harder for them to go to critical.

Either way, I don’t want to make it too easy so you don’t even have to think about it but I want to make it closer to reality. I tend to agree that the way it is it is hard to maintain a nice pool of young players for the future without them going to critical. A youth team playing their own competition would solve that ;-)

 

November 23, 2015 22:37

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Thanks for the opinions, guys. Do you know if the current rules are not in line with real life rules for any of the countries? The only rules we have allowed for are things related to what you see in the league table, we have not implemented direct confrontation or number of cards rules at all.

 

November 23, 2015 01:36

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Managers will now receive messages when a player is injured during a match.

 

November 23, 2015 01:07

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Thanks for the suggestion, Roberto! We have the ability to have different tie break rules for each country so we could mimic real life rules. At the moment all countries (except Brazil) follow this rule: goals difference, goals for, number of wins. Brazil has number of wins as first criterion, as in real life.

We are still uncertain on how much we should follow real life rules and try to keep up with them and how much we should have our own global rules to make all countries balanced. Currently I’m leaning towards having our own global rules. I know some leagues in real life have direct matches as their first criterion to break ties, and it definitely sounds more exciting.

Let’s see if anyone else would like to voice their opinions about this topic.

 

November 18, 2015 00:14

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The board expectations logic has been fixed so that the calculated number your team is measured against aligns with the expectation the board tells you. During the last season tick I had to re-generate expectations to manually fix it, next season tick will have it calculated correctly without need for manual intervention.

 

November 16, 2015 23:20

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When you successfully get players out of Critical we basically “reset” their morale, meaning they will start the match count again as if they have just joined your team.

 

November 16, 2015 22:41

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Makes sense, added to the list.

Thanks!

 

November 13, 2015 20:13

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I probably did for that one, any other players to watch?

 

November 13, 2015 19:12

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It’s running again!

Cheers

 

November 13, 2015 04:10

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Wait, I couldn’t see it happening on the test I just did. Can you please let me know here or via in-game message which player are you concerned about so I can keep an eye on him?

 

November 13, 2015 01:08

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Critical and bad morale players have the same small penalty on their own performance. They don’t affect the performance of their teammates.

 

November 13, 2015 00:58

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That is definitely a bug! Anyone else on the same situation? I can fix it manually for you whilst the bug is not fixed.

Thanks for reporting, Sniff!

 

November 11, 2015 22:43

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@Joseppi: I think I know what you mean about the formation, you mean make the field section of the screen come before the tactics section. On a mobile device that means formation on top, on desktop it means formation on the left, maybe that’s what got Danilo confused…or maybe misunderstood as well. For the strategies and match report screens I’m not too sure about the change, it could make it too ugly for the desktop version.

@Dirk: I agree that is not very nice on mobile devices, we’ll see if it makes the desktop version too ugly.

These are some of the challenges you have when trying to make the same screen work on desktop and mobile devices :-)

 

November 11, 2015 11:40

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@Fabio: each player individually will have an individual impact between 1% and 8% and the total impact will be the sum of all your critical players impact. The more experienced the player more likely he is to causing a greater impact. For example, let’s say you have 2 critical players, one with a 2% impact and the other with a 5% impact making the total 7%. If you hire a new player and he plays his first match in your squad his morale would go to 93% instead of 100% due to your critical players bad influence. It also impacts players that are not playing. Let’s say one of your players would go to morale level of 10% even without playing his first match in your club, either because he is low on stamina or he acknowledges he is not on par with your club level yet…in the example above he would go to 3% instead.

@Dimitri: it doesn’t matter if they are transfer listed or not.

 

November 11, 2015 04:39

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And by soon I meant now! The morale changes are now in place, you can remove your critical players from the transfer list but don’t forget they will start to negatively impact everyone else’s morale, so you’d better give them some match time or get rid of them.

 

November 10, 2015 23:04

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The morale system will be improved soon to give back some more control and decision power to the managers. Critical morale players will not be automatically transfer listed, they will instead negatively affect the morale of other players as time goes by. It will be up to managers to decide whether to transfer list them, try to recover their morale or ignore them. Bear in mind they will still refuse to renew their contracts, so if you don’t want to lose them you need to get them out of critical in time.

 

November 10, 2015 22:58

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If you hire stars from abroad you would temporarily boost number of stars in the country in the current season and potentially in the next season, because players will lost at most one star in between seasons. Eventually it would even out again unless people keep hiring stars from abroad :-)

 

November 10, 2015 03:29

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Bug fixes:
-Manager info page properly displaying club name / national squad name for managers who manage both
-Ranking link beside manager name on team info page now takes you to the right ranking page
-Manager ranking filter by country do not display the national squad manager in the list anymore
-Several admin screens adjusted to new look and feel

 

November 10, 2015 01:11

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Nah, you’re not complaining, just questioning why a good players has lost a star, that’s reasonable. He does have good stats but the way things work at the moment we have a limited number of stars of each type per country, so he wasn’t good enough when compared to other players who got their 2 silver stars or gold star. You can certainly argue the way we measure how good a player performed and I’ll probably agree it is not as good as it could be, but that’s a different topic. In addition to that, his “natural star factor” may impact his ability to get a star. This represents how a player is naturally considered a star by other people and can have a positive or negative impact in the likelihood of a player becoming a star and is randomly generated for each player.

 

November 09, 2015 23:46

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I have re-generated the board expectations on FastTicker because it wasn’t aligning with the number your team was going to be measured against, so it was not real. Something went wrong in the calculation during the season tick, I’m still investigating. I’ll probably have to do the same, if I can, with the national cups and international cups expectations, assuming they are also wrong.

Update: expectations for national and international cups have been re-generated as well

 

November 09, 2015 22:36

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Stars are tied to the player’s performance comparatively to other players in the same country, plus a natural star factor specific to each player. If your player lost a star it means two seasons ago he performed better when compared to other players in your country than in the last season.

 

November 08, 2015 22:29

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That’s the next step in improving the morale system, Sniff. We’ll keep the aspect where the player does not want to renew when Critical but we’ll not transfer list him automatically, he’ll will have a negative impact on everyone else’s morale. We definitely don’t want to remove the management aspects, even though it may seem so sometimes :-)

 

November 07, 2015 10:46

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A friend of mine told me the same earlier this week and I tend to agree with you both. I’ll add a task for us to re-evaluate the price of critical morale players. Thanks Joseppi!

 

November 06, 2015 00:44

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Some small improvements/fixes:
- first division league champions will now receive a “Champions” message from The Board
- morale color for “Bad” changed to orange and for “Neutral” changed to black
- message icon now display the number of unread messages you have instead of total read and unread
- transfer list player screen adjusted to new look and feel

 

November 05, 2015 22:48

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That’s a fair request I guess :-)