Recent Posts by Berhan K

Subscribe to Recent Posts by Berhan K 340 posts(s) found

May 22, 2013 08:28

340 posts(s)

 

I said year(s) ago, make some of the content premium, like being able to train your youth in whatever areas you choose, it’s through a paid phone app only though. So not all have to do that, you can just buy such a customized player, no need to pay if you absolutely want to play the game for free.

Also:
1. remove/reset the medium ticker
2. copy fast ticker over to medium ticker and let everyone playing their current game, keep it playng there (with same amount of ticks as fast ticker)
3. reset the fast ticker

now you keep those willing to continue their fast ticker lives in the “med ticker” world and you get to experiment with the new stuff in a newly reset world.

EASY! ;)

/BK

 

May 17, 2013 12:06

340 posts(s)

 

This is hard to KNOW, easy to guess and blame but not fair.

I’ve been playing with my team a lot now. I could spend lots of money on one player and then change teams, because I feel so, would my transfer be labeled as cheating?
What is cheating? We really do not want to get into paranoid discussions about what is cheating and what is not. Weird perhaps but cheating, not sure, can be but also can be just a coincidence.

/BK

 

May 16, 2013 09:47

340 posts(s)

 

or 15 min tick?

/BK

 

May 16, 2013 09:46

340 posts(s)

 

Gah, kids will get their toys confiscated tonight! :)

Too much positivity won’t help project going further. It’s a nice thought though.

/BK

 

May 15, 2013 07:37

340 posts(s)

 

Filipe, I think I have failed to explain this properly.

I see the game as a box, you do your input – out comes the result, there is no RIGHT or WRONG choices, just choices, for the box itself. It is you as human that decides whether that was right or wrong but that decision is based on your EXPECTATIONS. WE do not know how the BOX works. Developers can check and see exactly what it does and sometimes they can miss a point so the BOX can work and behave in different way than they originally designed or aimed for.

Why do people always need an EXAMPLE that this has happened, it’s not important if Person A cheats right now, it’s more about being able to do so and the principle. I do not care if someone right now is cheating. But I do care about that HE/SHE thinks he/SHE can cheat, that is different thing. People will try to get any advantage when possible when winning is the goal. For me winning titles was never the goal with RS anyway, but try to give feedback so the game can be better, simply.

As we all know, winning without getting the best players (transfers) is impossible. If someone with no transfers would achieve same success as he is doing right now, then it could be person has better knowledge how the game engine works than others, it is the mechanics of the BOX and not understanding the input and results necessarily, see the difference?

I’t like guessing the numbers in a lottery game or knowing before hand that these could be the numbers and guess from them. In such case that could also be a way of cheating really, by knowing how the game engine works and manipulating it to win as much as possible. In a casino that would really be called cheating, and you’d be thrown out, even if they can’t “prove” you are cheating.

When I talk about cheating on this thread I aim only towards the fact that deals are made in not so fair way all the time, and that can be improved. BUT it is also so that DEALS make HUGE impact on how successful you can get, and therefor my saying I will call someone legendary when I absolutely surely know no cheating is allowed by system.

/BK

 

May 14, 2013 20:28

340 posts(s)

 

yes, reset and stop all transfers . :)

/BK

 

May 14, 2013 20:27

340 posts(s)

 

hahah

 

May 14, 2013 08:16

340 posts(s)

 

https://www.dropbox.com/s/iu6s5aematt3kag/formation.PNG

https://www.dropbox.com/s/fa4213wijv9e319/tactics.PNG

It’s not a secret, I play the game to add value to the community and give back to the game, winning titles is something I learned you can not do without doing fishy stuff, I could be wrong on that part but such is the feeling I have about that.

/BK

 

May 13, 2013 23:32

340 posts(s)

 

Another “proof” for my theori (of the “recipe”) is the fact that you can apply the same strategy to any team you take on when moving to another club, which logic says can not be done without changes that the team can cope with. Sure you can, just replace the team and there you go. Works every time. Come on.

Whatever, you are missing the point if you fail to see the problems in current setup of the game.

/BK

 

May 13, 2013 23:24

340 posts(s)

 

Sly, why indeed??

No one states it’s luck or bad luck, read my post and point where I blame luck or bad luck.
I ment that EVERY manager has same set of tools to use, as we all use the same menu in the game.

If a manager would get the best players in the game, he will be much more successfull than a manager not having the best players in the game.

The discussion should be more about how come some managers KEEP getting the best players one way or another (read by transfers) while other’s don’t? There is no secure routine that prevents cheating by transfering great players from friends( other accounts), is there?

I would cal ANY manager Legend if we would reset the world, and NO transferes would be allowed, then if a manager wins as much as Rui, I’ll be the first to call them LEGENDARY. By disabling transfers you can then and only then guarantee that no cheating is going on.

Again read carefully – I am not accusing Rui for cheating although there is no way to verify, is there?

So until we really can play the game in such way that you can uniquelly lead a team, there can never be a unique style of managing a team. I am talking about human behaviour measured by the actions you make in the game, for example:
What do you look at the first thing when you log on, team, result, economy, mails etc. That if measured then can be read and analysed to apply as input in the game generating unique result of team/club/economy etc..

The way it works now is like –
once you know the “recipe” then you can win games/cups/titles. If you are playing for that reason.

/BK

ps BK = Burger King ;)

 

May 12, 2013 12:31

340 posts(s)

 

Close but no cigar.

One of the simpler divide and conquer techniques to ridicule the guys saying what others might have thought but not mentioned. Remember the tale of the king’s invisible clothes?

No matter how the message is delivered, listen to it carefully. Davisson often sounds like a guy with a lot of issues, but do not forget his passion for the game.

Let’s just consider what the game really is. You can simplify it as state machines where INPUT results in RESULTS. As simple as that.
If you have a good tactic, and the best players – you will win.

Tactics, you can copy from others, so that is not a n issue here. THE PLAYERS are the key. HOW do you get your hands on the players.
Issues like managers selling only to certain friends and in some cases to themselves (2nd or x-th account) is more than likely to happen.

There are several methods to prevent this.

I do not believe there is such a thing that is " a legendary manager", because EVERYONE can do the same INPUT to the game engine, you can not do UNIQUE stuff that ONLY you can do. The players again are the key. How you get your players is the ISSUE, and Davisson and others have seen this too many times to let it pass as great managers doing great things. I kind of agree to that assessment.

Couple of ways to prevent this.

- completely revamp of how the great player is produced. This has to be KEPT SECRET, it’s part of the game reward system. You do not make a roulette game saying next will be RED, right?
Analyse few player histories, and create few patterns how a player can reach to what level of greatness by doing what?!
Some player could become star at 18, while others might need to hit certain checkpoints before getting there (IF EVER)

- let clubs sell any player if manager can not deliver, the other clubs could buy any player then. You can not keep bulking up your players.

- player morale, form, and these are two different things.

- morale could be affected when you have 4 goalies and buy a 5th or something similar. Then that could trigger few actions, some positive some negative. The effect could last a month and some even half/full season.

- form, some players need to play a certain amount of time in order to be at top level, others less. Rotating teams should mean something more than gaining stamina.

Anyway, to the subject, if you have a system where some are biased for no certain reason that is probably cheating. Like the most usual thing in such games, buying players others can not.

/BK

 

May 09, 2013 08:03

340 posts(s)

 

Well, that is a way of cheating, both managers should be fired from their clubs on the first occasion, on the second time, from the game.

Gabriel and Danilo, you have to introduce verification , like the facebook verification, so cheaters won’t create several accounts.
It’s going to take so much longer to do a new FB account and get new friends etc..

This is kind of thing that happened a lot back in the SS days as well.

If this really is cheating or not it has to do with the type of game you want to do with RS, if it’s like farming simulator, then managers will decide to whom and only if they want to sell to certain manager. Period. If you want to do a football sim game, then the HIGHEST BID wins, then the player decides where he goes. Since players in RS do not decide, then the highest bid wins.

To stop this meanwhile you do the player decision logic. Manager should not be able to take back the player when put on transfer list too quickly and ALSO give the players MORALE/STAMINA damage EACH time they are put on Transfer list. Doing it too often will harm you, that is the idea.

/BK

 

April 18, 2013 09:17

340 posts(s)

 

Well, I too quit a well paid job because they wouldn’t give me more money, but the point is not that. The situation with the players is a bit different. I think the “bossman” thing changed football quite a bit but still I don’t know of players who would >quit< a premier league side to take their chances as a free agent. Maybe there are many such examples, I don’t know.

/BK

 

April 17, 2013 14:42

340 posts(s)

 

Correction, the player refused 42226 and firmly restated his wish to be paid 42227. One dollar..
Too bad I don’t know a suitable Jewish joke about this! :)

/BK

 

April 17, 2013 11:41

340 posts(s)

 

well, no, if you are calling it BUDGET; make it work like a budget.

Why would you even bother transferring money to points and/or leaving 50%?!

Transfer money should be based on the money club has, that money is not to be taken out of thin air but based on the accumulated income/spending of the club, that is the previously known as MONEY variable.

THE transfer money budget is to be based on a set amount (from start/first time) then later on it “will live its own life”, the amount from transfers kept goes to that variable and the rest to the clubs main account.

So when you have a lower percentage of transfer amount kept say you keep 20% and the 80% is taken, that 80% is to be taken into the main account of the club and HAS to be the ground for next seasons budget.

Another example:
So if you made 40M of transfers and you kept 20M (50%) and 20M (50%) was taken by board, next season you could keep the same amount of investments (50%/50%) then the club could do this:
1) ALWAYS keep X% for costs incase you do not make any money from transfers, ie securing current wage for the next 5 seasons, then the REST is your starting amount.

2) depending on -tage and in this case it’s 50 of that amount (see #1) is to be the BUDGET for this season offered by the board.

So you have your 20M from last season + 50% (your investment level) of whatever number club can afford to put as budget.

Now, if the main account does not have enough funds to secure x number of seasons wages, then they should just take whatever they can from each transfer and push you a message saying, “sorry but running costs make us put a transfer embargo until we have better economy” or something similar.

/BK

 

April 17, 2013 11:13

340 posts(s)

 

The post is no more silly than the logic, of a player being offered a wage of 42225 but wants 42227 and refuses to lower his wage. If that is not just silly, then I don’t know how could I ever explain it.

It is not me not being able to afford his “high” demands, it is flaw in logic, as I see it. Anyone with two peas as brain would gladly take 2 dollars wage drop in order to keep getting almost same money (while being 3 years older since he last agreed to the 2 dollar higher wage).

I am trying to highlight areas in the game which need improvement, please do not confuse me for the majority of people who complain over their misfortune to have lost all their money, lost a game which clearly they should have won, why their youth is not improving as other’s and so on.

If you have truly understood my issue with this then you’d understand that this is a flaw in logic. No one with brain substance would argue about 2 dollars and risk losing 40k+ check every wage period, no?

Sure, with the way the economy works, the player would not be renewing, become a free agent and probably land a 60k wages, but that is not the issue. If we are going to play the game by the rules of the game world and ignore the real life values and logic, then nothing is broken, it is even perfect because the logic says, the player is aware of the economy in the game world and “knows” that once he is a free agent, he will land a higher salary. Actually then he should/would even ask for a higher salary, if he really knows his value and it’s a “principle” thing.

BUT I doubt it is so. I am guessing it’s simply a formula that needs to be fine-tuned, in my opinion of course.

/BK

 

April 17, 2013 06:02

340 posts(s)

 

Come on, it’s silly a player refusing a wage that is 2 dollars less than the proposed/wanted wage?!
Please fix this, it shouldn’t take too many minutes.

/BK

ps. just in case you do not understand what I mean, when negotiating wages, player will not accept anything less than exactly what they want. Right now I am haggling over 2 dollars. One could say I am stupid to try but it’s just so silly they won’t accept a wage 2 dollars less of what they want, specially if we are talking about a wage around 42225 offered vs 42227 wanted. What is the logic there?

 

April 14, 2013 21:59

340 posts(s)

 

Rui (and others), the changes are really good, just think about it. You can not build up 1-2Billions and buy 8 superstars per season.

The only flaw with this thing now is people have NO reason to sell if they are going to lose the money at the end of the season. If we can solve that puzzle so people will actually want to sell the players to create other opportunities, then the economy system will be really good.

I’ve called it faulty but it is actually really good, it prevents a lot of cheating, the transfers now make more sense, so again only problem is people not selling because of the money have little meaning if you can not reinvest it before they are gone. I think my suggestions earlier could be possible solutions but we should think this really carefully.

Also and again there is still too much money in the system, removing a zero from everything besides the wages would be more realistic.

/BK

 

April 14, 2013 21:48

340 posts(s)

 

Fillipe, board do make deals in certain clubs in real life as well, so it’s really a decision of game being realistic or not.

In SS you had the BIG Club clause, but that is not the best way to do things.
At this point, big club clause or whatever, something really has to be done, the budget mechanism is faulty by design. Either do it as real budgeting or do something else. Again, for me If I never made another deal for 20 seasons I’d be fine, but for the sake of game being better, this has to be re-considered.

/BK

 

April 14, 2013 21:43

340 posts(s)

 

Rui,
The inflation means money being worth lot less than it used to be, it is already here because people won’t buy or sell the players for any money unless they know they get REALLY high offers and have to make sure they can spend it on same season. So it’s already here in a way.

/BK

 

April 14, 2013 11:49

340 posts(s)

 

A quick solution could be that whatever money you are able to save through this is stored in a different account/variable, and used for something else, like really doing the mega-big transfers managers couldn’t stop because the clubs decide to overrule managers decision.

it could be used as “shield” factor for club "protecting their player, or “attack” factor of a club trying to get a desired player even if manager doesn’t want to sell the player.

This one is leaning towards my earlier suggestions of being able to buy any player.

Anyway, just some thoughts, and whatever the solution of this, it has to be better than the way it is.

Also this thing effects everyone so it’s FAIR in that perspective, no need to cry about it. I just wanted to make you aware of this.

/BK

 

April 14, 2013 11:40

340 posts(s)

 

Rui, it’s not about the amount but more about the principle of how things work.

Guys, budgets do not work like that, you have to re-think, I am not sure what kind of points I got for those 600M, didn’t pay attention really.

One important point I think about using budgets is to separate the club general funds from the transfer budget.
At the end the budget amount has to be the BASE for calculating new budget depending on levels of:
- Transfer Budget
- Money from players sold added to transfer budget AND
- Money left in YOUR TRANSFER BUDGET, otherwise you are creating money from thin air (like the American Federal Reserve) and then you can be absolutely sure that inflation will come!!

The reason you are not seeing the inflation is because people are not selling their best players because money has lost it’s meaning, fair enough, it can be solved but the way you did it – it does two things:
- creates money out of nothing (inflation will come, wait and see)
- acts as a show stopper to accumulate vast amounts of funds for budget so huge deals can never be made. Stops the big deals at the moment but it will not later on. This has scaled the previous scenarios with huge cash in the clubs to last only one season and whatever happens during that season (deals /buys /sales) it’s only in that window of opportunity. It’s like having transfer windows, only with budgets rather than time windows.

It works for stopping cheating (for a while), and making huge deals, cheating will require some work etc.. But it also prevents the game from working better.

Again, please think again.

1) Transfer budget is to be a percentage of total club funds (not a fantasy number). Stored in an own variable/account.
2) When Club gets XX% of transfers and leaves YY% of transfers in the transfer budget (same season) THAT (and whatever is left in your transfer budget for this season) is to be the base for the next seasons BUDGET suggestion, not a fantasy number or you’ll get inflation soon.
3) When at start of season you decide not to use much transfer funds, that money is to be put back to the Transfer account of the club and to be the base for next season’s transfer budget and again , what’s left in your current season transfer budget.

I think this is so natural to do so never paid attention to this earlier.
You have to take a look at how budgets work really. You have done something else, that is not budgeting, it’s like starting a new mission / level in a game where you get this and that to achieve this and that. Totally different thing than one would expect here, no?

/BK

 

April 13, 2013 12:50

340 posts(s)

 

I had like 600M plus at the end of the season, is that money gone now?

I thought that money will always be there, and the seasonal budget will be added there.
-———————
If the money is gone, than I think there is a big misunderstanding, budget does not work like that, when you get deficit or surplus on your budget, you decide what to do with it, it does not disappear into thin air.

It would be more logical, that money is always left in the season budget account. So depending on what you gain or lose by transfers and budgeting, it will live it’s own life.
It will be adjusted (added more from transfers/budget) on turn 13 or so.

Also when using levels on “Money from players sold added to transfer budget” the money gained from the transfers (the part that is not inserted into your transfers account) should go to the club general funds account.
That money is THE BASE for the offer board makes you on season transfer budgets.

I don’t see any other logic logical if not like this. Prove me wrong.

/BK

 

April 13, 2013 12:32

340 posts(s)

 

Gabriel, about the paper, get someone at ODESK (cheap) or similar to use a tool for newspaper articles, have templates, read from web for football articles and create say 10-20 templates, rest is dynamic creation of the news paper. It’s worth spending say 100-200 dollars. It’s best to work with the templates, the data collection is easier. Just a thought. You also need to give something back to managers getting involved, people just want stuff for free, not gonna donate/help/pay if they can get things for free. Offer that a lottery will be made between the participating managers, winner will get a extremely promising youth player, or something.

Filipe, what about the BOARD runs over your decision and sells the player just because the OFFER is too good to refuse?
Very realistic. Also THAT GAME is a different game than players not willing to renew, that is interaction between player and manager.
My suggestion is game between you (manager) and club.

amacb suggestions are good, seasoned manager, he knows what he is talking about.

About the players not liking the manager, it SHOULDN’T BE TOO random, it has to do with the fact of what kind of manager you are. If you are a cow trader type, buy low sell high type, then you could attract only certain type of players. If you are all about winning titles you could attract certain type of players.
Of course players could change attitude during their careers, like younger players wouldn’t mind to join a “steping-stone” club in order to get a chance of potentially going to bigger clubs, think Ibrahimovic: Malmö → Ajax → etc…

I remember writing an article about different kind of coaches 10+ years ago, here are the types I am talking about:
1) The Hard-Nosed Coach
- believes strongly in discipline
- rigid about schedules
- very well organized
- enforces rules
- uses threats to motivate
- does not get personally close to players
- teams usually well-organized
- good team spirit when things are going well
Negative points :
- Dissension and unnecessary tension occur when things are not going well because of the coach’s inability to handle sensitive players.

2) The Nice-Guy Coach
- players want to play for him
- uses positive means to motivate his team
- often experiments
- his team is relaxed and cohesive
Negative points :
- Characterized as weak because he cannot handle players who take advantage of him.

3) The Intense,Driven Coach

- constantly worried and pushes himself
- spends hours on preparations
- considers setbacks as personal affronts
- his demand might be unrealistic and his team might burn itself out before the season ends or before crucial games.
Negative points :
- Intense involvement often leads to emotional display, which tends to embarrass the players, the team or organization.

4) The Easy-Going Coach

- does not take things seriously
- gives the impression that everything is under control
- he puts little presure on the team
- players do not complain
- players feel relaxed and free to question and often benefit from uninhabited
discussions.
Negative points :
- Too casual about training and produces a team that is not fit. The coach also produces a team that often panics when under presure.

5) The Business-Like Coach
- uses sharp logic and intellect to resolve problems and outguess the opponents
- would sell any player as long as the price is right
Negative points :
- Lacks compassion. He is unable to motivate his team emotionally and has little rapport with players who need his support and attention.


This is very important part in the game, pay attention or it is going to be half-baked thing and people will hate it. Do not be afraid to innovate.

Just my thoughts
/BK

 

April 10, 2013 08:48

340 posts(s)

 

Ok, all changes in life are natural, even those not sold (accepted) as such.
What we can all do is learn and try to do /get better.

The new economy changes are GREAT, period.

What this has resulted in though and that is more of our ways of being people than anything the new model has to do with, is that people won’t sell better players, just because they think they can not find a good replacement because people won’t sell those players. Kind of “catch 22”, right?

So, in order to make it exciting and fair, I think the implementation for functionality to bid/get any player should be considered. Specially if not many are willing to sell their stars.
So this is my user story:

“As a manager in a club who can afford the best players the game has to offer, I should be able to buy any player I (the club) can afford acquiring.”

The WHY: because you can not do this naturally and also it’s more realistic.

The HOW:
A new department in the INVESTMENTS where you can allocate points for player BIDS/Protection.
That is not enough. For managers who want to protect their players, they should be able to protect few but not all.
For managers who will try to win a “bidding right” for certain player, there could be functionality allowing this.

So if we two new investment areas:
a) player protection (or call it player infrastructure / team management etc)
b) player PR services (or something else)

Manager would invest points in these areas, enabling bigger chance to sign a star and / or protect own stars.

There could be a random factor as well, that in game logic could be “the player choosing to stay” – but that percentage should be low (maybe maximum 20%).
Another thing the game engine should consider is “what is a BIG CLUB”, should we have such a thing?
Or any club with having enough money should be able to get any player?

Those are some starting points. More to come if anyone is interested.

/BK

 

April 04, 2013 20:02

340 posts(s)

 

Are you sure?
Is that a guess or that is truly so?

/BK

 

April 03, 2013 17:27

340 posts(s)

 

Dimitri, what does that column tell?

/BK

 

March 29, 2013 13:19

340 posts(s)

 

Gabriel, both areas are interesting, please consider making the scouting a bit better, specially with phone/app interaction, since I am in the app development nowadays I may be able to help you with this.

The physios needs attention, looks like the players are not getting tired enough, and you have to introduce the FORM variable (maybe hidden but still).

/BK

 

March 29, 2013 08:26

340 posts(s)

 

Yepp, we don’t need cheating enabled again, trading would be cheating tool.

I explained earlier in previous thread/post etc..

A WAY to acquire players would be through the board, and through your season goals, if you fail to meet them, you may or may not lose a star player. Perhaps it can be controlled by a points variable where you could invest points in trying to acquire a player, it can be made in so many ways but the basic workflow would be:
1. Request a player for certain position, invest nr of points there, higher levels could allow you to exactly pinpoint which player you want.
2. Board will give you mission depending on the player you are trying to get (better players = harder mission)
3. Board of player you are trying to get, will alert the manager saying that they will let the player go on transfer if you fail to meet the minimum requirements.
4. at the end of the season / end of period for this action, stuff get’s calculated, and actions done.

levels of PR/Player Marketing department:
1. be able to target one position / season
2. be able to target 2 player positions per season
3. be able to target 3 player positions per season.
4. be able to target 3 player positions per season but get one of them mid-season
5. be able to target 3 player positions per season but get two of them mid-season
6. be able to target 3 player positions per season but get all tree of them mid season
7. be able to block movement of one player
8. be able to block movement of two players
9. be able to block movement of all three players

Now you say if people can bid/try to get 3 players per season, and I can block all 3, how is this gonna work?
You can end up trying to keep 5 of your best players, but protect only 3, so you can still lose the other 2 players. The key is reaching the minimum requirements.

EDIT:
My suggestion is about the ability to acquire ANY player in the game, and not only the transfer-listed players.

EDIT2:
Winning league, cup, championships, National contests could give you “untouchable” points that you can put on players. Although not visible on player screen, those should be valid when it’s time for the aftermath of suggested moves calculation.
If you have made everything you needed to acquire the player, but the manager of this player put an “untouchable” label on him, it’s ONLY THEN, you could know that the player is untouchable, and not in advance.

EDIT3:
Depending on the level of your player marketing department, players during first half/whole season could automatically be flagged as “untouchable” so you don’t have to worry about players you have not protected from start of season.

Just my 2 cents.

/BK

 

March 13, 2013 12:08

340 posts(s)

 

You guys serious or joking?

I am talking about creating a product/service/brand that will be something people can play and enjoy when it’s ready, and you are moaning about not being able to buy this and that player..

Talk about pearls to the swine… Really embarrassing..

/BK