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August 12, 2015 19:23

637 posts(s)

 

I would choose keeper 2 in this case because there’s a big difference according to the rules.

I have a similar keeper Ontiveros and he is for sale. I sell him because I have an even better young keeper. I agree you won’t win CL with Ontiveros but he will give you titles. He is already 4 times M.O.M.T.

Gabriel Ontiveros
Keeping: 87
Tackle: 35
Passing: 80
Shooting: 25
Speed: 100
Dribble: 92
Control: 87
Header: 92
Aggressiveness: 38
Stamina: 100

 

August 12, 2015 12:56

4,296 posts(s)

Administator

 

While we finish implementing this feature I decided to create this topic to give a quick overview of how it is going to work.

We’ll have 6 star levels: 1 bronze star, 2 bronze stars, 3 bronze stars, 1 silver star, 2 silver stars and 1 gold star. During the season players may earn star points towards one or more of the categories (bronze, silver and gold) and in the season tick the ones with more points in a category will earn one or more stars in that category. The number of players in a dimension for a given star level will have a top limit, but it is possible (although unlikely) to have less than the limit in a given level.

Star players will have a better estimated value and will demand higher salaries in exchange of a bonus for the team. Initially the possible bonuses will be increased marketing revenue, match performance boost or positive influence in player negotiations from other teams or free transfer to yours (meaning they may accept a lower wage in comparison to another team’s offer just to have the chance to play alongside your star). The bonus a star player provides will not be revealed to the managers, maybe we’ll give the scouts a chance to reveal it if you request a report for the star player, but this chance will never be 100% even on level 10 of scouting.

That’s it in a nutshell. I’m very excited about this change as it adds another level of complexity to the player market. And don’t worry if you don’t like the actual numbers involved in the star player calculations (number of stars, wage increase, marketing boost, etc), we are implementing it in a way that makes it very easy to adjust as needed.

Cheers

 

August 12, 2015 07:12

296 posts(s)

 

I agree, keeper 2 normally has very good match ratings but let’s in many goals.

Keeper 1 might not have a better rating but will keep more clean sheets.

 

August 11, 2015 16:16

31 posts(s)

Donator

 

Keeper 1 is better….
I use a 88 keeper and he cant make any saves.
My keeper have ZERO M.O.T.M, he is useless!

Team plays well, only the keeper is very bad.
When I lose, the opponent mostly have their keeper M.O.T.M or one of their players.
Even when I have a player M.O.T.M I still lose, normally this is not the case if you have a 93+ keeper.

Reason why I use a 88 keeper is because 6 seasons ago I had 6 YOUTH KEEPERS.
I guess I gambled wrong, since then I cant win anything haha
I must say, having 6 youth as a keeper shouldnt happen!!
The game just screwed my team and me for the past 6 seasons…

 

August 11, 2015 13:17

157 posts(s)

 

According to game rules (60% Kpg, 40% Spe) Keeper 2 is better (93.4 vs. 91.2 weighted avg). Seems like a good enough keeper to me to get you through any championship (off course, a better GK is always better…)

 

August 11, 2015 07:51

639 posts(s)

Donator

 

What’s the average rating you expect of a CL competing team keeper?

 

August 11, 2015 02:16

4,296 posts(s)

Administator

 

I’ll be really surprised if it doesn’t work, all we’ve added is a new image for the stars :-)

 

August 10, 2015 19:07

296 posts(s)

 

Keeper 1, keeping and speed are key for me but 87 is more than acceptable.

Neither keeper would be good enough for a CL competing team.

 

August 10, 2015 17:32

639 posts(s)

Donator

 

Which keeper would you rather have and why?

Keeper 1:

Keeping: 94
Tackle: 23
Passing: 72
Shooting: 27
Speed: 87
Dribble: 95
Control: 86
Header: 90
Aggressiveness: 74

Keeper 2:
Keeping: 89
Tackle: 34
Passing: 83
Shooting: 32
Speed: 100
Dribble: 87
Control: 90
Header: 91
Aggressiveness: 6

 

August 10, 2015 13:49

639 posts(s)

Donator

 

“For those who don’t follow us on Twitter, click here to see how the team players screen will look like.”

Can you test if the Team Players Script still works with the new team players screen?

 

August 10, 2015 11:33

4,296 posts(s)

Administator

 

For those who don’t follow us on Twitter, click here to see how the team players screen will look like.

 

August 08, 2015 11:39

4,296 posts(s)

Administator

 

The star icons to go alongside the player names are ready to go! The goal is to have them applied on next season’s start. We’ll post a screenshot in the next few days.

 

August 05, 2015 11:42

4,296 posts(s)

Administator

 

We could have some kind of synergy rating depending on the nationality of selected players and use that to give bonuses/penalties on match performance.

 

August 05, 2015 11:17

4,296 posts(s)

Administator

 

That’s one of the first things we are going to do once morale is implemented! We’ve got some basic morale stuff being tracked behind the scenes but it’s not being used to influence any aspects of the game. The only reason we decided to introduced star players before morale is because we had a more clear view of what we wanted to do about it and how to do it than with morale.

 

August 05, 2015 02:18

96 posts(s)

 

How about increasing the squad size and adding the morale aspect to stop squads getting ridiculously large? For me the squad size at present seems too small, which limits the amount of things you can do with your club/squad.

 

August 04, 2015 11:27

4,296 posts(s)

Administator

 

We have a pretty good idea on which of the three formulas being tested will be used for star rating calculation. The rest of the feature design is ready and we’ll implement it over the next few days. Keep your eyes in our channels for some hints of how it is going to work!

 

August 03, 2015 11:17

65 posts(s)

 

How about a team that has say 7 players of the same nationality in the starting 11 gets a small advantage in the match? For example if ur managing an Italian team then if u had 7 or more italian players in ur starting 11 ud get a small advantage in the match. That way it wud encourage the use of the youth system and help international sides.

 

August 01, 2015 12:52

4,296 posts(s)

Administator

 

When we started we had only 6 countries and didn’t want to impose any tough restrictions related to player nationality, but now that we have 26 countries we could definitely use it for something more interesting. Not sure I want to give teams extra income just yet, so Dimitri’s suggestion is not my top priority. Fabio’s suggestion is something straightforward that we can use to start with and them evolve on top of that. I won’t say yes or no to Joseppi’s suspicions, I’ll let you guys think about it :-)

 

August 01, 2015 12:46

4,296 posts(s)

Administator

 

It’s always been interesting to observe how FastTicker seems to have better quality players overall than MediumTicker. We have not put anything specific in the game to make them different in that aspect, so I can only blame the fact it’s been running for twice as many seasons and that’s a long term side effect of our player evolution model. Lowering the stats a bit could help with the issue in the short term, but to be honest we plan to review the player evolution model soon (maybe after player star rating and one extra player feature) so it’s worth waiting. It could make sense to reset it then.

Back to the topic’s subject, I think economy makes more sense since the changes. I haven’t checked how rich the richest teams have become in a while, but hopefully the next player related game improvements will help to control it in some interesting ways :-)

 

August 01, 2015 11:52

157 posts(s)

 

I like the idea of nationality playing a role. Perhaps players playing outside their continent of origin lose 1pt?

 

August 01, 2015 10:57

296 posts(s)

 

Sounds good, although I do find average home based players perform better in the league they are from, not sure if this is in the game engine but my French players always play better than most of the imports.

 

August 01, 2015 10:55

296 posts(s)

 

I agree with FT, there are far too many good players on TL. Ok they are not great players but they add quality to lower teams, I’m actually wondering if it would be worth resetting FT?

Maybe the GMs could lower the stats of each player a little more so less great players show up.

Mediumticker seems to be working really well.

 

July 31, 2015 17:29

639 posts(s)

Donator

 

As far as I know, nationaly doesn’t play a role in the game (gamewise). It’s no problem if your Ukrainian team only has Brazilian players.
In real life it does play a role: players being homesick, restrictions on the amount of foreign players etc.

I propose to make nationality matter (just a bit) which has a base in real life: make teams more attractive for sponsors depending on the amount of domestic players.

For example, an English team with only English players could get twice the sponsor money compared to one with only non-English players, of 50% more with 50% English and 50% foreign players.
In practice there won’t be that much difference between teams in the amount of foreign/domestic players, so the influence on the game is not that big. But it does add some flavour, I think.

 

July 31, 2015 17:17

639 posts(s)

Donator

 

Haven’t noticed what you said about FT. In general I’m positive about the changes.

 

July 31, 2015 12:14

4,296 posts(s)

Administator

 

Star rating is now being calculated for the players in three slightly different ways. We’ll let these calculations run for some turns, analyse the results and pick the most appropriate one. No stars will be given for your players during this “trial” period, but once the trial is over we’ll do another announcement here and the new feature will be applied for real.

 

July 29, 2015 22:02

828 posts(s)

 

:) its my way of poking you two…. haha

 

July 29, 2015 19:50

157 posts(s)

 

I wanted to check with other managers how they see the changes after these few months.

My take is that it is much better in general. Now teams have an incentive to sell good players – they are expensive but can be bought. The incentive to spend all your money before season end is over, which makes the game more realistic. Transfer budget helps keep the transfer prices somewhat limited to max of $20m (have not seen deals larger than that)

Salaries are also more down to earth. As expected, estimated value does not mean much (means as much as it did before the change…)

I also like the fact that we do not need to wait for those 12 ticks without buying players early in the season. That period concentrated a lot of good players being sold by the computer and everyone knew it, so there was fierce competition and salaries offered were crazy.

In the Medium Tick the new system seems to be working perfectly.

In the Fast Tick, however, building a team became too easy. I am not sure why but there are tons of players 90+ transfer listed for the estimated price or lower, plus other many free listed. It took me 1/3 of a season to build a team from scratch that is arguably as good as the one I was managing before. If this goes on, considering the low transfer price and low salary, it will be a better deal to buy +32y old players every 2-3 seasons and then discard (rebuild your team every 2 seasons) them then buy youths and wait years for them to develop, running the risk of making a wrong bet…

Anyway, wanted to get your views

 

July 29, 2015 15:30

1,003 posts(s)

Administator

 

you never cease to amuse me, Davison…

 

July 29, 2015 02:52

828 posts(s)

 

hopefully these twelve days have helped you recover from your holiday’s jet lag… so…..in 3 months from now when you think about working on this game …and a year from now when you actually add something …ill be thankful :)…. lol

 

July 22, 2015 05:14

4,296 posts(s)

Administator

 

Nobody called you a liar, you’ve been questioned about what happened, anyone can make mistakes. I’ll include in our list of features a task to add more traceability to contract offers and the like, but at this point there is no way to know it is a bug.