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September 15, 2007 19:38

4,285 posts(s)

Administator

 

I must raise the priority of the penalty shootout task! :-D

 

September 15, 2007 19:37

4,285 posts(s)

Administator

 

We’ll add it to our list as an enhancement, thx for ur feedback :-)

 

September 15, 2007 17:25

57 posts(s)

 

Just arrived a new player named Grandis Pagantini. With 53 in Stamina!!!??? Don’t you think that is a little bit low?

I will have to wait at least 5 to 6 turns before I can use this guy.

Best regards,
Jorge Correia
Beta1>Italy>Division1>Sampdoria

 

September 15, 2007 15:42

47 posts(s)

 

ok, but how many cards for a ban ?

 

September 15, 2007 13:28

24 posts(s)

 

I think players should have different birthdays but as you say it is not a priority.

 

September 15, 2007 13:27

24 posts(s)

 

It would be nice to have a club history just like in managersim. For example:

season 1- Ends season as number 2
season 2- Ends season as number 5

and the same for the national cup!

Cheers,

André

 

September 15, 2007 13:04

75 posts(s)

 

just lost the semifinals to inter =(

Inter 1×0 Empoli
Empoli 1×0 Inter

I’m out!!! Why didn’t I play at home the first match eheheh “E” is before the “I” hehehehe

 

September 15, 2007 12:32

12 posts(s)

 

It happened again.

In my last game Internacional 0 × 2 Botafogo the game set a completely different formation and all my players were ok to play…

 

September 15, 2007 11:18

130 posts(s)

 

I dont think it’s a priority either, but somewhere along the way that would be nice, just for making it more realistic. :)

 

September 15, 2007 09:06

75 posts(s)

 

I think it’s not a priority… But off course, if it’s possible to add different birth dates, I’d like that on the real game…

 

September 15, 2007 08:50

4,285 posts(s)

Administator

 

Do you think that would add fun to the game? Alexandre? Guys? If the answer is yes then we can definitely do that!

 

September 15, 2007 08:09

223 posts(s)

 

gabriel, i think that we should change that, players should not have the same birthday! cheers

 

September 15, 2007 05:53

120 posts(s)

Donator

 

Toni… you have mail!

Ricardo… you too!

As long as my team remains fit, I will accept any friendlies. Thanks.

(if I miss your offer, it’s because I haven’t logged on… so try me again)

 

September 15, 2007 05:12

4,285 posts(s)

Administator

 

Players age at the end of the season. We’ll add the “turns to end of season” information somewhere. Each season has 144 turns.

 

September 15, 2007 05:12

4,285 posts(s)

Administator

 

Lol. 1 yellow cards are enough :-)

 

September 15, 2007 04:51

15 posts(s)

 

how can i see how many “turns” a player stil has the same age?

 

September 15, 2007 03:42

47 posts(s)

 

How many points does it need to get a ban ?

Is it 1 yellow card per match for 2 matches ?, or 3 matches ?

I know a red card is a ban, but how many yellows do you need to gather before you get a ban ?.

lol, I must stop giving my team raw steak, they are collecting cards like its christmas.

 

September 14, 2007 21:54

4,285 posts(s)

Administator

 

I agree with sherman, but I understand commanche concerns. Maybe we should wait until depreciation is implemented in order to make the player value be the value someone paid for the player. Currently the value only rises based on player evolution.

 

September 14, 2007 17:41

1,003 posts(s)

Administator

 

dont worry, we were not lecturing you :) just pointing that we also have bugzilla. also, thanks for pointing the bug on the bug. :) but i am sure whoever gets this issue will analyze if more things are necessary there.

 

September 14, 2007 16:39

75 posts(s)

 

I think the way it is now is okay, specially when the depreciation get implemented…
I think player’s value is just to have an idea in the begginning, with time the managers will have their own ideas of prices when looking for players…

I think people shouldn’t be able to buy and sell the same player quickly, at least a couple of turns before he’s allowed to do it… And every player should have in his history who bought him, for how much, etc…

Before buying a player the manager has to check everything, his club’s economy, players’ stats, age, how urgent you need him, if the player is a important one for the seller, etc… And everybody will have a different point of view about that…

Cheaters will try to cheat with or without it…

That’s my opinion… I think it’s good to have these players’ values, but I don’t look at it… Actually, sometimes I think a less valued player worths more than a high valued one…

 

September 14, 2007 16:15

47 posts(s)

 

I’m like Little, I just bought a player worth 2.3 for 1.85.

Now his value is 1.85. I dont understand how this is good for the game. If this stays in, you will have an inflated transfer market. All managers like a bargain when looking for players.

If a player is worth 5.0, manages like him for 4.0, and gets him.
If that player is then shown as worth 4.0, when that manager comes to sell him, he will have to go cheaper again.

Also, it could encourage cheating. Player worth 4.0, sell him to friend for 9.0.
Player worth 9.0, sell him immediately for 6.5. The manager who pays 6.5 thinks he’s had a bargain as he can’t see he’s really worth 4.0 and also can’t see he was only recently bought.

Gabriel, I think you need to look at this when you get time. Not as important as other changes, but it could unsettle the economics very quickly.

IMO Money will be tight outside of the big leagues, the players value should be constant and let the managers decide how much to sell / buy for. A false valuation will confuse buyers. The value should remain constant and not be affected by transfer fees, like in real life, the fee should be up to the manager, but the fee shouldn’t become the value. EG. Shevchenko 30.0

 

September 14, 2007 15:55

75 posts(s)

 

Just saw it… Interesting, just to keep being an ass… It’s not Speed and Control inverted on the 75… It’s Speed and Drible =P

 

September 14, 2007 15:46

75 posts(s)

 

Sorry guys, I must say I never saw this bugzilla thing hehehe… I’ll be more careful when posting…

 

September 14, 2007 15:15

4,285 posts(s)

Administator

 

And enter your own requests if not there yet ;-)

 

September 14, 2007 15:13

4,285 posts(s)

Administator

 

Nice post Ricardo. Considering the starting lineup instead of all players is what I have in mind :-)

About considering a little bit of recent performance and league positions, well, not sure yet how that would work, but we’ll discuss that when changing the formula.

 

September 14, 2007 14:41

1,003 posts(s)

Administator

 

that is on our plans. A suggestion is for you guys to also checkout what we already have entered on our bugzilla. You can see the open requests thru this link:

BUGZILLA OPEN REQUESTS__

 

September 14, 2007 14:35

1,003 posts(s)

Administator

 

i am sure of how it is supposed to work :P but we may have a bug there, of course. will double check it. if the problem persists tomorrow, please let me know.

 

September 14, 2007 13:55

75 posts(s)

 

I think it would be a good idea to have the information of how many users are online on each beta near the next tick hour information…

And a manager list inside the beta with the managers that are online in the moment, so people could interact a little more inside the betas…

 

September 14, 2007 13:32

130 posts(s)

 

I think it depends on what you define as being covered by merchandise. The way i see it, it’s all the team’s stuff that is sold: jerseys, flags, pens, whatever, you name it. Any object that somehow uses your team’s name or logo. If my assumption is right, then the way it is now makes little to no sense.

Before reading this thread i had noticed the slight change of merch income, but always thought it was according to the league position. When the game started i had something like 50k every week, and it gradually went up as the season went further, stabilizing around 100-120k. My team was winning, my position was getting better, so it kinda made sense. Now i realise it was because the players were developing into better ones.

There was one certain tick when i signed 3 free young players, and the following weeks merch was struggling to stay close to 100k. To be honest, it didn’t cross my mind that it had to do with the new players. I remember making the comment with a friend that it was kinda silly that i placed a bet on the future and the fans got mad at me, but thought it was just a coincidence as i was in 4th or 5th instead of 2nd or 3rd as in the previous weeks. :)

After all, the stars were all still there, no one was sold, so everyone could still buy the shirts from their favourite players, with the bonus of being able to buy the ones from the future stars.

I understand that most of what Jah said is to be placed under the sponsors category, like the club’s past results and the club’s history. But i think that merchandise should depend on buying/selling a first team player and the club’s series of results, like the past 3 or past 5, mixing it with the club’s league position. Imagine your team’s on a losing streak and hasn’t won a match in the past 3 matches, and they keep losing league positions due to that. Are you as willing to spend your money on them as you would be if they came from 3 consecutive wins, reaching their league’s first place?

Speaking from my experience, my squad was way too short and its lifespan was quite short, so i had to add squad depth to be able to do friendlies without ruining my first team player’s stamina. Therefore, trying to “build” the stars of tomorrow. I know that, the way it is now, it might pay off if/when the young guys get their stats higher, but in the present the team gets affected with no real reason.

My suggestion, keeping most of the formula you guys have now, is that you do the overall quality average of the starting lineup and not the entire squad. That way you wouldn’t be so affected by getting new players, except if you decided to put them on official matches, and you’d definitly notice if you sold one of your best players.

Just my 2 cents.
Cheers.

 

September 14, 2007 12:40

124 posts(s)

 

Maybe also have to review this one more time when coaches and training are added. To have the players with different training intensity to recover at a different speed.

Yes, it sounds good that teams playing in more than one competition have to rotate their squads a little.