That would have to be improved beyond a drop down, but it is a nice idea! I will add to our list once I am back from holidays.
Replied in the other topic
It requires manua intervention to check it is fair. I have been on holidays and forgot to check ;-)
Merchandise and sponsorship income formulas have been updated. This should help lower class teams having more money available to improve their squads. Next step is look into how CPU teams manage investments and review adequacy of competition prizes (which were designed to directly support paying for club investments).
When a manager leaves a club, any pending loan termination requests are now automatically accepted (as they would have been if the team had no manager when the request was initiated).
New mechanisms are being put in place to adjust the economy balance in the game, our usual challenge. It is clear that smaller teams are barely able to pay their player wages, let alone buy players. As a result, lots of decent players are transfer listed and don’t receive a single offer, even when smaller teams could definitely use them in their first squad.
Our intent is to increase the merchandise and sponsorship values, especially for smaller teams, in order to provide a bottom-up boost in the player market. Analysis is still under way and even when the new code is in place it will take some time for the effects to be felt, but it feels like a step in the right direction.
We have this in our backlog already, shouldn’t be hard to do. Maybe we could have both options…re-draw the trait or remove altogether, with the later being more expensive.
The pressure handling trait now affects neutral ground matches (e.g. cup finals). Previously the match engine treated neutral ground as home ground for both teams, but that is not accurate and has now been changed to be considered away ground for both, thus the pressure handling effect coming into picture.
New option available in the messages screen to mark selected messages as read.
I don’t think people are spending that kind of money anymore…definitely something rare these days. Now I’m managing a second division D club in Portugal, feeling how hard it is to make money so that I can make things better.
You are now able to move to a team which has recently bought a player from your current team, as long as the team you’re trying to move to did not have a manager when the transaction happened.
We have added some filtering capabilities to the team players statistics screen. You can choose to view the numbers for all matches, club matches or national squad matches.
From next season in each dimension, the Strength and Class columns in the league ranking screen will have a comparison with the previous season. A positive/negative number beside the strength value will tell you how much each league’s strength has increased/decreased from last season. If the league’s class has changed, you will see an arrow beside the current class value.
Olá Enrico,
Na verdade no Brasil é por número de vitórias, depois saldo de gols e por último gols marcados.
In the formations screen you are now unable to put a non-GK player as the goalkeeper. In the unlikely event where you don’t have a goalkeeper available to select (e.g. due to injury) the game will pick a non-GK player to be the goalkeeper during the match.
That probably has to do with CPU teams not spending more than 1.1x the player base value, meaning human teams get less money by overselling old players (that’s how I saw it). Anyway, clearly things can improve, but my experience managing a top team in a top league is that you make enough money from other income sources to cover your expenses and have a little surplus (few millions). Of course that is a very slow way to grow your balance, especially with the current player prices, so we’ll definitely do something about it.
I assume you are talking about forced transfers. In that case the amount is higher because the team you are buying from is not interested in selling. It is as if you were paying a release fee clause.
I intend to make cpu teams sometimes transfer list good players for higher amounts, but not as high as the forced transfer price. Similarly they could potentially make higher offers for non listed players.
It should be relatively simple to allow that earlier for knocked out teams…I will have a look once I am back from my holidays.
Happy to add this one :-)
TestTicker now uses the concept of manager contracts, where teams offer contracts to managers instead of managers freely applying for jobs. All managers employed in the dimension were automatically given a contract that expires at the end of next season. If you are currently employed there, you can see your current contract in the Board screen.
When the contract is nearing its end, your team will offer a renewal if they’re interested or let you know otherwise. In the Job Center screen you can search for offers from smaller teams (classes C to F), in order to receive offers from A or B teams you need to be performing well in the current team.
At the moment this feature is very simple. If it is well received it can be improved to include specific goals to be met by the manager during his contract.
No, not irrelevant…in this case it just means the player did not become good enough to be eligible to fulfil his last(s) step(s) of playing for national squad. This is a known issue that will disappear once all old players that had this step retire.
I saw you posting the same question in our Facebook page where the screenshots were showing, but now I can’t see it anymore to make it visible to everyone…can you post there again? If we post there and link here and no one provides assistance I can have a look myself and give it a go :-)
Not sure if this is any comfort, but usually the most a player will improve with national squad or man of the match steps is 3 points…it can be just 1 as well, so not a big loss.
The “play for national squad” step was also dropped along with the “man of the match” step, however that is only true for players that were created after the change was put in place.
I like your suggestions regarding next steps, however I may look at them in a different angle either as part of something contractual with the player or maybe a goal for managers to achieve.
Todos os times recebem premiação ao final da liga (após a última rodada) baseado na posição final. Quanto melhor sua posição, maior o prêmio, mas a diferença de valor entre uma posição e a seguinte não é significativa.
A lot of work has been going on behind the scenes to improve admin tools. Our efforts with regards to multi-account detection and penalties had good results, with managers deciding to abandon additional accounts in favour of playing without any penalties. We are now working on better ways for us to analyse the economy health of each dimension, so that we can more quickly act to balance it.
A class “S” player is, in general, an “A” class player who’s got enough stars to turn him into an “S”. Top skilled A players may require a single bronze stars, whereas not so high skilled A players may require more. If your player was downgraded during the season, it means the combination of his skills + stars were not enough anymore to keep him as an S.
There are a few exceptions where an A player who improves enough during a season may become S without having stars, but it is rare.
Should be simple enough, let me add to our list.
That’s an interesting suggestion…would have to come up with a nice way to let you pick two formations ensuring no player overlap between them!
I don’t play in MediumTicker so I don’t know the reality there. Overall I think the price paid for top players will reduce a bit, but the price paid for younger players not yet developed should raise a bit (at least the price CPU teams are willing to pay), given their estimated value has been increased with the latest changes to the formula. The rule of thumb for CPU teams is 1.1 times the base value (which should be close to estimated value in most cases).