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December 15, 2017 11:47

4,296 posts(s)

Administator

 

The last poll results are in:

24% – keep inactive players frozen in their inactive teams
76% – randomly free transfer inactive players throughout the season

Thanks for voting!

 

December 13, 2017 11:31

4,296 posts(s)

Administator

 

Players will now improve a higher number of attributes in a single improvement when younger and a lower number when older. Previously all player improvements gave them a random number of points between 1 and 6 (1 and 5 for goalkeepers), but now the earlier improvements are guaranteed to give them more (between 4 and 6 and then 3 and 5) and the later improvements will give them less (between 2 and 4 and finally between 1 and 3). The average number of points a player receives after all his improvements remain unchanged. This change is effective immediately for existing players as well, in proportion to the number of improvements left in his career.

The main goal of this change is to have better players than can be used as first team at a younger age, instead of relying solely on old players. This could also bring a new dynamic to the transfer market as managers may be willing to sell “not so old” players knowing they will have to wait less time to renew the squad.

 

December 11, 2017 20:38

157 posts(s)

 

I like this trait for GKs when they are still young and improving. At least then, when I put them in matches to improve skills (always on the 2nd half), they won’t suck as much :-)

 

December 11, 2017 11:01

24 posts(s)

 

Sporting Clube de Portugal !!!!
Nest of CR7

 

December 10, 2017 21:18

4,296 posts(s)

Administator

 

I have to agree that this trait is not useful for goalkeepers, but I had this before in some of my players and it seemed to work well for me. I had an attacker that had this trait and I always had a sub rule for him at 50 minutes, and he did pretty well. To be honest I didn’t compare his performance when I did this to when he played from start, now that I think of it.

 

December 10, 2017 21:15

4,296 posts(s)

Administator

 

All players should get both a positive and a negative traits if they reach their potential. There was an exception to this unfortunately due to a bug, but it has been fixed for some time now. Of course if you’re talking about MediumTicker more players will have the bug than in FastTicker, as things take longer to smooth out in there.

 

December 10, 2017 12:13

637 posts(s)

 

Imo the national team is not a better competition. They meet a couple of days yo play a match and the players join their own teams aigain. They don’t train tactics like they do in their own team.
You don’t see the best football in national team competition. The best football is played in Champions league.

You can loan out these players but a striker would become man of the match easier than a goalkeeper.

 

December 08, 2017 21:37

236 posts(s)

 

Plays better when playing on second half only

Why is that considered a positive trait? That is just negative, saw it on a goalkeeper, useless.

 

December 08, 2017 21:26

236 posts(s)

 

The negative feeling you can get is for having players that did not get a positive trait.

I just spent a billion dollars on a fantastic player, only to find that my scouts are not worth @$%! and that he has a negative trait.

Some traits are obvious, like stamina, only plays better in the second half, plays poorly in international cups. Any scout, manager, fan would be able to see this in a player before they spend all of their clubs money on him.

Come on now.

 

December 08, 2017 15:09

639 posts(s)

Donator

 

“In real life a player won’t become better because he plays for the national team.”

I actually think he could because
“A player becomes better when he plays in a better competition or in a better team.”

Becoming Man of the match might make some players train harder? I try to loan those players to weak teams (but alas you have little control over that).

 

December 08, 2017 11:20

637 posts(s)

 

I changed teams in mediumticker the past season and I am making coach reports of my players right now. I haven’t seen them in fastticker but here they are: weird next improvement steps “Play for National Squad”. I find this kind of ridiculous. In real life a player won’t become better because he plays for the national team. Most of the players won’t make it to the national team.
A player becomes better when he plays in a better competition or in a better team.

My player won’t be selected for his national squad because he simply is not good enough. So I need to become the manager of the national team and select him so he can play some friendlies. I don’t think this is the reason of being of a national team.
Another weird next improvement step is “Man of the match”. Why would a player become better when he’s man of the match. This would only make sense if it’s inproving his moral or pressure handling but not his player skills.

Don’t get me wrong, I like the improvements but some are more logical then others. Keep up the good work!

 

December 07, 2017 02:22

57 posts(s)

 

But I mean, there’s got to be a limit on the level of crazy.

 

December 06, 2017 21:40

157 posts(s)

 

I prefer crazy suggestions when I have a low Negotiations investment. At least then I know it is a crazy suggestion and should trust my own judgment / be cautious. If the suggestion is somewhat realistic but is not necessarily what the player would accept, you might fall into a trap…

 

December 06, 2017 07:36

4,296 posts(s)

Administator

 

The age in which players start losing skills will now vary between 31 and 34 depending on the age they reach their potential. Those reaching potential while still young will start losing skills at 31 and those reaching potential in the 30s will start losing skills at 34, with the other two profile types in between. It is important to notice that all existing players that are 31 and over OR that are already fully developed will still keep the current behaviour of starting to lose skills at 31, all the others will follow this new rule.

 

December 05, 2017 21:21

4,296 posts(s)

Administator

 

The auto-generated in-game newspaper is now reborn with news about player movements (transfers, starting career, leaving club). The World News tab will show relevant player movements in the last 3 turns (or last 3 turns where at least one player moved). There is also a complete separate section now for Managers at Risk instead of displaying them at the bottom of the User Articles page.

 

December 05, 2017 14:08

57 posts(s)

 

That’s probably advisable. No drop in stats should result in at least a contract of equal value.

 

December 04, 2017 21:32

4,296 posts(s)

Administator

 

Hahahaha! Fair enough, that is terrible suggestion. Maybe for younger players they should at least suggest a value no lower than the player’s current wage?

 

December 04, 2017 21:22

296 posts(s)

 

It would be excellent!

 

December 04, 2017 19:53

57 posts(s)

 

Bumping, because this needs to happen.

 

December 04, 2017 19:48

57 posts(s)

 

https://i.imgur.com/e4G30jR.jpg

While I understand the need for a good negotiation team through the investments system, no matter how BAD a negotiating team I have they’d probably never suggest a weekly wage of two hundred bucks. A bit unrealistic. Definitely needs tweaking.

Current wage: $7,351
Suggested wage: $198

I’d fire that negotiator immediately.

 

November 30, 2017 10:27

4,296 posts(s)

Administator

 

I’ve finally tracked down the bug where CPU teams where loaning players that they didn’t really need, and therefore were not using them in matches. If you have a player loaned to a CPU team and you see he is not being used you should call him back and loan list him again. Next time he gets a loan offer he will be much more likely to be used by the team who gets him, now that the problem is fixed.

 

November 30, 2017 09:59

639 posts(s)

Donator

 

I agree with Fabio :)

 

November 28, 2017 16:43

157 posts(s)

 

I disagree. Together with the positive traits, the negative ones bring some spice to the game. A great player might not be so great depending on the negative trait. Also, the trait may affect different teams differently (e.g. “plays worse on the second half” depends on whether the plan is to use the player in the first team or as a reserve) which is another interesting factor

 

November 28, 2017 08:56

296 posts(s)

 

I agree, there is no need for negative traits just keep players as they are or positive traits

 

November 26, 2017 10:17

236 posts(s)

 

Its such a horrible feeling to see my great players develop a negative trait.

Why do we have to have negative traits at all? Why cant we just have players and some develop positive traits.

Regards,

 

November 24, 2017 06:28

296 posts(s)

 

Not sure about that option, it would feel friendly managers could easily just swap with each other and work together to build great teams.

 

November 24, 2017 00:43

4,296 posts(s)

Administator

 

What if we introduce player trades? Subject to admin approval as the forced transfers are. Maybe we let the system automatically calculate any payment due when a trade is proposed and/or only allow trade of players of the same class?

 

November 23, 2017 06:17

296 posts(s)

 

I can see the logic behind the 6 turns. I was thinking that the more players that got bought/moved clubs then more better players human clubs would be willing to sell. The most fun part about the game is buying/selling. There isnt enough of that going on for me, clubs only sell the old players for inflated prices.

 

November 22, 2017 22:11

157 posts(s)

 

I personally like the 6-ticks waiting period. As the player renews the contract if the offer is rejected, it is important to somehow limit the number of offers – it gives at least more chances for everyone to bid for players

 

November 22, 2017 21:02

4,296 posts(s)

Administator

 

Maybe you’re aiming too high (too good players) or aiming at players in high classe clubs and/or leagues. These two factors definitely increase the amount required to successfully force a transfer. I have concerns in reducing the 6 turns waiting period because I don’t want the market to be primarily based on forced transfers, but I’m happy to hear other opinions about that.

If you have specific examples you’d like to discuss feel free to message me in-game.