It’s running again!
Cheers
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?
Critical and bad morale players have the same small penalty on their own performance. They don’t affect the performance of their teammates.
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!
@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 :-)
@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.
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.
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.
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 :-)
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
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.
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
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.
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 :-)
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!
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
That’s a fair request I guess :-)
When you apply for a team that has been free for 36 turns or more you will immediately join that team instead of having to wait for your application to be processed during the tick.
We have a new manager setting to display an average skill column in the player list screen. This column is informaitonal only and is not used to determine the player quality anywhere in the game. The average uses all skills but tackle and shooting for goalkeeper and all skills but keeping for other players, it is a rounded simple average (sum of values divided by number of values).
Same issue mentioned above, Dirk, when the blue menu expands over two lines instead of one and covers up the black bar where you can see the dimension, season, turn and link to switch to national squad, if you manage one. I can post screenshots on Facebook to illustrate what I’m saying. I guess I’ll do that.
Training has just become more dangerous! Players can now get injured during training so your physio department will soon start receiving more visits.
Colors have been added to the Formation screen to indicate the morale status for each player. The morale status itself has also been added to the tooltip where you can see the skills for the player on the same screen. This should help in managing players with bad or critical morale.
Danilo and I have discussed this issue with the blue menu where it hides whatever is at the top of the main screen on lower resolutions. We have a couple things to try and resolve that, one of them being combining menus and/or replacing some them with icons instead of text (as we had, for example, for the Inbox and Online managers in the previous layout).
Yes, we plan to allow managers to determine individual training for players, but that’s going to take a while. When we do that, I also wish to keep an option to have the training “automated” for those managers who prefer not to do it by themselves. Of course the automated option will not optimize the training, otherwise there would be no point in manually doing it!
Switch to National Team: it was removed by mistake, already informed Danilo who is more familiar with the latest changes than I am
Average column: for those who don’t know this was a custom browser script developed by Ulisses a long time ago that can be applied to Firefox in order to show a column with the average stats of a player in the team list. Apparently it doesn’t work with the new layout and I’m not very keen to add it to the game myself, even though having it as optional is kind of ok, so I may reconsider ;-)
@Dimitri: regarding the avg column in the player screen I have mixed feelings about adding it into the game officially. We don’t have much space to play with in the players list screen, it already has too many columns to be nicely visualized in mobile devices AND that column may give the wrong impression that the average is what matters in determining how good a player is. I’m not saying it is not helpful, but we know it can be misleading for some players if they are too good in the “wrong” skills for their position ;-)
@Dirk: you need to click on the icon on the top right open a menu and then scroll down on that menu (the blue background part) to see the login fields. I see how the scroll down part is an issue, I’ll discuss with Danilo. Without scrolling down you can use the Facebook or Google login icons if that works for you.
We are yet to introduce training injuries. I was planning to do it with the other injury changes (increased likelihood during matches and increased average duration) but decided to postpone it to plan it better and have the other changes introduced sooner. I agree it doesn’t make physio important, on season start I thought it would as I was unlucky and had two players injured for a long period, but then it got better as the season progressed. Maybe we can make training injuries more likely if you have a lower level of physio?
We have slightly changed the generation of multi-position players (DM, MA, DA, etc) so that their two main skills have a higher chance of having a big gap between them, even though they will still be closer in most cases.
The points calculation for the team and manager rankings has just been improved. Now we store the history of matches instead of just a count and the number of points, that means we can discard the oldest entry and include the new one instead of just discarding an average based on the current points as we did before.
Another important change is that unemployed managers will have their match counter reduced as well as their points and instead of losing one point per turn they will lose one entry in their match history. The old system caused a disadvantage for someone that decide to return to the game because it took longer to earn points when compared to a fresh new manager. Not anymore!