Hi, I seem to be the master at not getting any players to move to my club! I was thinking maybe reduce the waiting time from 6 turns to 3/4 turns before i can bid on another player?
Ive bid 80million recently for players with potential and still getting rebuffed.
And the world is right again, hopefully no more hiccups!
I knew the transfer code for cpu teams was not perfect! Not to worry, I will have a look in about an hour or so.
International cup matches now give additional ranking points in comparison to national league or cup matches. These bonus points are higher depending on the importance of the competition, i.e. Europa League and Copa Sudamericana give you a smaller bonus than Champions League and Libertadores, which give you a smaller bonus than the Club World Cup. We probably need to have a complete manual page to demystify how the ranking points are calculated!
CPU teams have a completely revamped logic to decide which players to sell and which players to buy. They now view players in one of 3 categories: main squad, reserves and future. For selling they will get rid of reserves that they believe will not become main players, mainly due to age, as well as extra future players they may have. For buying each team will have a different priority based on their class, deciding whether to hire main players, future players or loan players.
A key change is that a CPU team will not bid for a player if another CPU team is already bidding. This should increase the number of different player negotiations happening simultaneously. Nothing changed with regards to the values they pay for players.
Bem vindo.
Bem vindo de volta!
Bem-vindo de volta Lince, espero que goste das mudanças! Não acredito que as opções pagas afastem jogadores pois elas não estão aí pra dar vantagens desleais a quem as usa, não queremos jamais que o jogo se torne “pay-to-win” pois não gostamos desse modelo de negócio. A idéia é que elas adicionem diversão (renomear jogadores, estádio) ou permitam acelerar alguns processos como relatórios de treinador e scouts, coisas que não vão ser determinantes pra te fazer campeão. Em troca disso recebemos um suporte aos custos e ao tempo que nos dedicamos ao jogo.
Qualquer dúvida sobre as novidades, críticas ou sugestões às novidades é só falar.
Após vários meses mesmo anos do jogo estou de volta.. Vejo que muita coisa mudou… Opções pagas ??? Vejo do porque de haver menos jogadores.. no entanto alguns antigos ainda cá estão…
50% of the managers who voted in our poll decided that we should have a suggested value for the forced transfers based on the Negotiations level. In order to be fair, once this is done, you will spend your forced transfer offer as soon as you are shown the suggested value, so if you decide to not go ahead with an offer for the player you will have to wait another 6 turns to try another one. This will avoid managers going around and trying different players just to check the suggestions before deciding which one to buy.
Thanks for voting!
New formulas are now in place for ALL club revenues. The main goal is to try and balance the game economy and add a more challenging scenario when managing small clubs. These are the changes:
1) Sponsorship is calculated based on the league class with a small influence of the team quality
2) Merchandise is calculated based on the team class with a small influence of the league quality
3) Match attendance is calculated based on home team class, visitor team class and competition type. For league matches the league class is used, for national cup the team with the highest league class is used, for international competitions we have an almost guaranteed attendance of 40,000 (EL and Sudamericana) or 50,000 (CL and Libertadores).
4) Stadium investment has been replaced by Headquarters. Its role is the same as the Stadium when it comes to limiting how high the level of the other investments can be, but it does not determine stadium size anymore, all clubs have a 100,000 capacity stadium (at least for now).
The thinking is that the revenue from Sponsorship and Merchandise can be used to pay for your main players wages (roughly your 22 best players), the revenue from competition prizes can be used to pay for investments and the revenue from tickets sold can be used to pay additional wages or for buying players.
Hopefully this is the last big change to the economy and we can now focus on a few important improvements to player evolution and potential prediction!
A new forced transfer formula is in place. In summary, it does not depend on the target player’s team money balance anymore, but on the player estimated value and his team’s and league’s classes. From our manual:
“The team’s board will evaluate your offer in comparison to the player’s base value. The base value is not displayed anywhere and is the key factor in the estimated value calculation, therefore the estimated value is usually a good indication of the player’s base value. Your offer will have to be between 2x and 12x the player’s base value, depending on the grade of the target player’s team and league. That means it is easier to force the transfer of players from small clubs and/or leagues. If the player’s team has a manager, the amount required to force a transfer is doubled.”
Interesting. I can see now that all your remaining matches for the current season have no formation set, which means your default (D2) will be used and also displayed in the matches screen. If you do any changes in the matches screen and save then whatever formations were displayed for each match should be saved against that match in the database. If/when you do that let me know and I can double check if something looks wrong behind the scenes.
Hi Gabriel
1) absolutely not, i’m sure
2) absolutely not, i’m sure
3) uhm but this is a bug? it shows D2 instead of D1 ?
4) yes, i’ve changed it and for the first 3 matches it works
5) but it work for first 3 matches
thanks
Here is a possible explanation:
1) You had D1 as default formation
2) In the matches screen, you have at any point made changes to any match formation and saved
3) Whenever the D1 default formation was displayed in the match screen, it was then saved against the match itself as the formation to be used
4) You changed the default formation to D2
5) As explained in item 3 above, D1 was already set against all those matches, so D2 does not automatically becomes assigned to them
Cheers
I’ve set D2 as default formation, and it was be used for first 3 matches, then D1 become the default in the match list
now I’ve deleted D1 so only D2 can be used, but there is something wrong in system
Don’t be surprised if you see your players’ estimated value radically changing, it is all part of the modifications done to the way we calculate it. It now takes into account the player class, age and the amount of money available to the teams in the dimension. As you can imagine the same player may have different values in FastTicker and MediumTicker.
Another key change is the amount of money CPU teams are willing to pay on player transfers. We’ve noticed a considerable increase in that value and therefore made some adjustments. They will continue taking into account the player estimated value but will now also factor in the player’s class and the buyer team’s class.
Coming soon: improvements to forced transfers that will change the amount of money needed and also include a suggested value for the offer.
Olá Enrico,
O objetivo é tentar simular situações em que o jogador não iria aceitar ser contratado por um time fraco numa liga fraca, ainda mais se esse tive já tiver um certo número de jogadores iguais ou melhor que ele. Mas nada impediria você de contratar um jogador de classe mais baixa e evoluir ele até uma classe mais alta, mesmo que isso faça você ficar acima do seu limite. Ainda não sabemos se colocaremos em prática essa regra ou não, por enquanto estamos fazendo outras mudanças mais importantes e deixaremos os limites apenas como uma proposta, que pode vir a não se concretizar.
Abraço
Não concordo em limitar o número de jogadores por qualidade destes.
Qual o objetivo desta regra? Se vcs me explicarem até posso entender porquê não posso ter os jogadores que eu quiser e conseguir comprar.
I’ve mentioned this to Gabriel before, but just to put it here as well: as long as there is no limit on players developed in-house – that is, as long the limitation is just to acquire new players and not an obligation to sell players – we should at least try it…
Maybe we should thinking about limits the “S” players not in the squad but in the match? In the squad you can have 10 or even 15 “S” players (if you can afford it) but in the single match can play only max. 2 or 3 of them.
“S” players for everyone, I meant for other teams too =D
The best players should want to play for the best teams. There are of course exceptions. Players 32 or older could potentially drop to a smaller league. I’m not 100% how the new system will work but I’m willing to try it
Enrico, respondi sobre isso em outro topico
[Português]
É exatamente esse tipo de discussão que queria fomentar com a proposta de limite de jogadores. Estou analisando uma série de iniciativas que visam adicionar um grau de desafio maior ao jogo quando você está tentando evoluir um time pequeno e o limite de jogadores seria algo nesse sentido. Times grandes teriam mais facilidade de contratar jogadores e pequenos maior facilidade em formar jogadores. Além disso serviria também pra representar situações em que um jogador bom não aceitaria jogar por um time pequeno ou numa liga pequena.
Enfim, ainda não está certo que essa proposta vai pra frente, como disse outras mudanças de menor impacto estão sendo consideradas também!
[English]
David is asking about the player limit proposal and here is my view:
This is exactly the type of discussion I’d like to see with the proposal ti limit the number of players. I’m evaluating a number of initiatives whose aim is to make the game more challenging when you’re trying to improve a small team and the player limit is something towards that goal. Big clubs would have an advantage in hiring players and and smaller ones would have an advantage growing players. Besides that the limit would also represent situations where a good player would not accept playing for a small club or in a small league.
Anwyay, it is not yet confirmed this proposal will go ahead, as I said other changes with less impact are also being considered!
Acho que a imposição de limite de jogadores por qualidade não tem o menor objetivo. A única coisa que vai acontecer é enfraquecer os times mais fracos e fortalecer os mais fortes, o que é um absurdo.
Qual o objetivo de limitar a qualidade dos jogadores por clube. Assim os fortes ficam cada vez mais fortes e os fracos cada vez mais fracos. Pelo menos foi o que entendi.
Just changed the logic when setting the numbers, if there are any duplicates you still get the error message but everything is saved, except for the duplicate(s) which become blank.
Good idea! I would just match my kit to the real life ones anyway. Keep up the good work!
Points give for team and manager rankings now take into account the opponent class. That means a victory against an ‘A’ team is worth more points than a victory against a ‘B’ team, for example.
Player limit information is being introduced in “The Board” screen. Nothing is being enforced yet, so have a look at the limits for your team and see if they make sense. These numbers are based on your team’s class and league class and are supposed to limit the number of players you can buy for a given class, but you can still grow players from lower to higher classes to go beyond the limits.