When a player improves he has more chances of earning more points at once for teams with a high level coaching department. Let’s use some fake numbers to give an example. Imagine a player in a team with level 0 coaching, when he improves he has a 70% chance of earning only 1 point , 20% of earning 2 points and 10% for 3 points…in a team with coaching team he could have a 10% chance of earning 1 point, 15% for 2 points, 15% for 3 points, 20% for 4 points, 20% for 5 points and 20% for 6 points. That’s a huge advantage :-)
Cheers!
but to understand you completely: what was the benefit you planned for a manager using “coaching” staff ?
I know it makes sense for players to improve without playing, I just tried a simpler approach first…when I mentioned unlimited substitutions my point is more players will have the chance to improve when you play friendlies…you know what, I just had an idea about players improving without playing, let’s see what I can do :-)
Cheers!
first i read the announcement then i upgraded the coaching. but i assumed that the coaching improves the youths without matches & accelates those who play friendlies aswell. that made sense.
i don’t get your point/approach described above, Gabriel …
This was our first idea and is still a possibility, it makes sense. I’ll do a change first that will help in players improvement: unlimited substitutions during friendly matches.
Cheers!
With coaches now i think the players should improve without playing a match aswell. Thats how it is in real life.
Cheers…
All players that still have potential points to improve will be using the new coaching system, the difference is that the youths generated from now on will have a higher potential. I’m not sure I made it clear but the only way to improve players is still playing matches. This is not a final decision but that simplified a lot both for us and for the users.
Cheers!
Will youth players yet to be given a contract be trained by the new coaching system aswell?
PS I like these new additions and will make the game more interesting :D
This was a big package of changes, and it is still incomplete (scouting department yet to be implemented)! To make things easier let’s make a list:
1) Sponsorship values have increased and will now increase or decrease gradually as your performance gets better or worse. Previously the sponsorship value
would go from 80 to 100 or from 100 to 200 instantly when you reached a certain performance level.
2) All youth players will now start at the age of 16.
3) New generated players will have a higher potential than the current ones. There is no guarantee they will reach this potential (specially if you don’t
have a coaching department, or have a poor one). Different from what happened so far, the player won’t receive all his remaining potential points when he
reaches the maximum level we defined, he will have a limited number of evolutions to improve his skills, after evolving this maximum number of times he won’t
evolve anymore and any extra potential will be lost.
4) Staff departments: in the stadium page you’ll see your team’s departments in the right side. Everybody will start with level 0 departments and will have
to spend money to upgrade them. The higher the department level more you’ll have to pay to maintain it every 3 turns. You have the option to downgrade a
department and receive 25% of what you’ve spent back. The Board won’t allow a department to be upgraded if it will turn the fiancial situation bad.
5) Physio department: helps you in healing your injured players faster. A top physio department will make everybody heal twice as fast.
6) Coaching department: increases the chance of your players improving more points at once. Previously a player earned from 1 to 3 points every time he
improved, now this range goes from 1 to 6.
As always we are open to suggestions. We tried to keep it simple and add something interesting to the game at the same time. Only time will tell how these
changes will affect the game, if bad things come out of this don’t worry, everything can be improved :-)
Cheers!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>.
Esse foi um grande pacote de mudanças e ainda estã incompleto (departamento de olheiros ainda está sendo implementado)! Para tornar as coisas mais fáceis
vamos fazer uma lista:
1) Os valores de patrocínio aumentaram e agora irão aumentar ou diminuir gradativamente conforme seu desempenho melhora ou piora. Anterioremente o valor do
patrocínio dava saltos de 80 pra 100 ou de 100 pra 200 instantaneamente quando atingia-se um certo nível de desempenho.
2) Todos os jogadores jovens começarão com 16 anos.
3) Novos jogadores gerados terão um potencial maior do que os atuais. Não há garantia de que atingirão esse potencial (especialmente se você não tiver um
departamento de treinadores, ou tenha um fraco). Diferente do que acontecia até agora, um jogador não receberá todos seus pontos de potencial remanescentes
quando atingir o nível máximo que definimos, ele terá um número limitado de evoluções para melhorar seus atributos, após evoluir esse número máximo de vezes
ele não mais evoluirá e seu potencial extra será perdido.
4) Departamentos de comissão técnica: na página do estádio você verá os departamentos do seu time do lado direito. Todos começarão com departamentos nível 0
e terão que gastar dinheiro para melhorá-los. Quanto maior o nível do departamento mais você terá que pagar para mantê-lo a cada 3 turnso. Você terá a opção
de diminuir o nível de um departamento e receber de volta 25% do que foi gasto na melhoria. A Diretoria não permitirá que um departamento seja melhorado se
isso tornar a situação financeira ruim.
5) Departamento de fisioterapia: ajuda você a recuperar seus jogadores machucados mais rápido. Um departamento de fisioterapia no máximo fará com que todos
se recuperem duas vezes mais rápido.
6) Departamento de treinadores: aumenta a chance de seus jogadores melhorarem mais pontos de uma vez. Anteriormente um jogadore recebia de 1 a 3 pontos toda
vez que melhorava, agora esse intervalo vai de 1 a 6.
Como sempre estamos abertos a sugestões. Tentamos manter a idéia simples e ao mesmo tempo adicionar algo interessante ao jogo. Somente o tempo irá dizer como
essas mudanças afetarão o jogo, se coisas ruins surgirem disso não se preocupem, tudo pode ser melhorado :-)
Abraços.
cpu teams are allowed to do that, we know they’re not trying to cheat or just buying players to resell :-)
The real bug in this case is the team is selling a good player cause it looks at the player as a midfielder…we have to fix that, but in the meanwhile I’ll give it a hand.
Cheers!
a cpu team (Sochaux) in fast ticker resells a player just 10 turns after they have bought him …
http://www.rubysoccer.com/game/player_info/35331
Thanks. It’s clear now.
Cheers
I think others may think like you. Let me try to make it clear. A player with position DA is equals to a player with position AD, this means they can play in any defense or attack position and his tackle and shooting tend to have similar values (it’s not certain though). The order of the positions (DA or AD) doesn’t affect the player improvement at all, as I said, it only changes the list where he will be displayed in the team setup screen and also can help the manager organizing his squad. In my case I put DA on players whose tackle is greater than shooting and AD on players whose shooting is greater than tackle, so I know which field area I should use them. But again, no matter which way you use it (DA or AD), the player can be used both on attack and defense and will improve the same way.
Feel free to ask more questions when things are not clear like this, it is also important for us in designing the game help :-)
Cheers!
So a DA with tackle 80 and shooting 75 won’t improve untill his shooting is better than his tackle??
Then I was wrong all the time. I thought that:
If I see a DA (Tackle 80, shooting75) on the transferlist I know because of his position his shooting skills will be better than his tackling skills. So this player will improveBut if this same player was original a AD ( so his tackling is better than his shooting) AND he is swapped to a DA by the manager I think with the information I have, his shooting will be better than his tackle cause I see the DA but actually he is a AD (so his tackle will be better than his shooting).
Same with MA <→ AM and DM<→MD
This was my point. But if I was wrong I ’m sorry
Not really, DA and AD work exactly the same way. Swapping the player position doesn’t change their potential to improve or give any priority to one skill over another. It’s just a way to identify what’s his main position at the moment.
Cheers!
I find the possibility to swap player’s possition a good option for the team set up. But I have problems with it when a player is transferlisted. For example when a player is transferlisted as a DA with Tackle 80 and Shooting 70, does this mean he is a original DA of a swapped AD. In the 2e possibility he can improve his shooting to 81. If he is a original DA there is a chance he won’t improve.
So I suggest that a transferlisted player receive again his original position (only on the transferlist).
Cheers
For SALE:
Dylan Alix
Age: 26
Club: Hertha BSC Berlin
Position: DA
Side: C
Tackle: 80
Passing: 57
Shooting: 70
Speed: 80
Dribble: 81
Control: 90
Aggressiveness: 44
Price: 2,4 M !!!
Not yet. Currently the sponsorship jumps from a value from another when you reach a certain performance, that’s what happened to you. Changes will be made to sponsorship at the same time staff departments are added, the value will increase or decrease gradually, and it’s overall value will be higher.
Cheers!
Are there any changes? My sponsorship is like two times what it was!!!
Cheers
keep the suggestions coming guys. I will start implementing this probably on next week. This will be very useful when I start.
cheers!
a sua sugestão não é difícil de implementar, e acho que é interessante. vou adicionar à nossa lista. obrigado!
eu jogo travian(www.travian.pt) e no jogo tem um funcionalidade mto show para saber se sua msg foi lida.
mas para isso deveria ter 1º uma forma de ver as msg enviadas como uma opção de msg enviadas.
ai para a msg enviada ficaria como não lida até ele ler a msg clicando no link para ver a msg essa mensagem ou excluindo então para mim que enviou apareceria como lida….
mas é só uma sugestão…
abr e parabens pelo jogo….
In Individual Tactics, i’d like to be able to choose:
Tackling – easy, medium, hard.
Shooting – close, normal, far.
Passing – short, medium, long.
Marking – man on man, zonal.
Positioning – with and without ball.
Crossing – yes, no. If yes, from deep or entering the area.
Playmaker – yes, no.
And of course, selecting the kickers.
Cheers.
Good suggestion presented ….Dirceu Semighini…Excellent idea…
About subs and squad selection in friendlies it’s likely to change in order to select your worst players automatically when the squad is incomplete or someone is injured.
Hugo, I was having the same problem with the subs in friendlies…. CPU always picking the best attacker or mid or def… so set up a sub!!!
Pick a guy you don’t use much, and make HIM the sub for any injury to a D or M or A. Just set it up in the “formation strategies” for your reserve lineup (or whatever you call your friendly lineup).
BTW… I’m OK with whatever you want to do with the individual tactics. I mostly would like to pick who takes the penalty kicks.
I think this matter is well driven, I agree with most of people!
Please, arrange some time to give us a SQUAD BENCH too!!! I’m a bit tired and frustrated with the cpu always moving my (only) 90 defender to friendlies… Since the begin of this season he (only 90 I have, defender) is (un)officially my sub for friendlies, and he’s doing such a great job I even moved him out of the A team because of his stamina…
Cheers
Henrique, old managersim will sure have a great influence. So all the things you have mentioned are very good candidates – but we will always try to improve the idea in general.
cheers
Tatics for corners would be good.
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Here’s my suggestions:
1- personal orders about passing, running and kicking. General orders like we have nowadays makes players who can’t pass to pass and who can’t run to run, just to follow general tactics.
2- defensive orders: man to man or zone defense.
3- going to: some tactical order saying “when the player x gets the ball, run though the left/right side and cross the ball”. nowadays, the game engine makes it difficult to use the sides of the field, since all offensive players tend to go to the center. because of it sided attackers are cheap and useless. It also makes almost all teams (at least in brazilian league) to use similar tactics. It’s boring.