Let me clarify things a little bit. For existing player, all their potential points were already there, they were adapted in a sense that their speed of evolution is now based on the new system. New players get a percentage of their potential every season, so it is possible that a 22 years old player stops improving and starts improving again when he turns 23. But it is also possible that he has reached his maximum potential earlier, as mentioned above ;)
Only the owning manager can do that, the one who loaned in the player can’t, that’s why Michael is complaining Vaughn :)
We try to avoid too much complexity but I agree training is an interesting area to explore. We’ll end up working on something like that and maybe give an option to automate it for those who don’t want to plan training by themselves.
Thanks for your suggestion!
I’ll create an enhancement request in our list for a transfer approval system on these situations, but don’t expect this to be developed so soon :)
I’ll be out for the next two weeks but there’s nothing to worry, Danilo will be around.
You guys behave! ;)
Now that’s strange…I think it’s better to wait for Danilo’s reply as he is the one who designed and implemented the whole substitution and formation strategies logic :)
You got it right Alban, the purpose is just to spread the players a bit and make their movement more realistic ;)
12 turns…I need to write it somewhere :P
Yes, he does, -1 on all skills. When he goes back to A RC 0, no penalties.
Just to inform that I found the wrong message and fixed it.
There is no penalty on those situations. The best player is selected considering only the position (side is ignored) and a formula based on all skills, not only the main skills. So a player with a worse passing skill can still be considered a better midfielder if he has better secondaries.
Previously the players moved in a fixed line. For instance, a center player moved back and forth in the central field line (except when trying to tackle an opponent or get a lost ball). Now the same central player would not be “stuck” in the central line, he can move a little bit to the left or right. The same way a left player for instance can be even closer to left field line or a little bit more closer to the center.
No need to switch, the reason for switching is just better organize your players in the formations page.
Thanks, thorpedo!
Free role sounds good, we need to figure out a good way to implement it. I’ll add this enhancement to our list right away!
Olá Victor,
Não existe esse tipo de penalização, às vezes simplesmente os resultados não aparecem ou os adversários se adaptam. Aliás parabéns por levar meu Mengão ao título :D
Enhanced player movement during match. Instead of running in a fixed line from goal to goal players now have more freedom, making their moves more realistic. They’re still lacking a marking sense, but that will be improved in the future.
It’s hard to explain a single match Vaughn. The opponent keeper may be good, the players who shot in your team may not be the ones with best shooting skill, the shots might have been long shots which are harder to score. What I can tell you is that the match engine is currently being improved and we hope these apparently unfair results don’t happen so often ;)
Let me clarify things a little bit for you ;)
physio – you got it right
trainer (coaching) – players improve more frequently
scout – allows you to perform player searches based on some criteria (check the magnifier icon); the higher the level, more frequently you can perform searches
DA = AD = can play both as defender or attacker, without penalties
MD = DM = can play both as a defender or midfielder…as you can see an MD is not necessarily a defensive midfielder for instance…you can use him even as an offensive midfielder
subs – all players are potential subs, you can plan subs in the strategies “tab” at the formation page
GM tools – I can send you an email about them, I’m pretty sure you have a lot to add given you SS/MS experience
Cheers!
@Alban: hopefully we’ll be able to reduce the number of shots after the match engine enhancements and make the keepers weaker ;)
@Blakos: you’re welcome!
There are no contract break fees anymore, we used to have them when there were a “call player back” and a “return player” actions. What we could do is keep the player loaned even when he is sold.
These numbers are the player mentality. For example, a defender on +1 tends to move to the attack more often, while a defender on -1 tends to hold his defensive position. The same works for the different zones, +1 always mean attacking mentality and -1 defensive mentality. The player positioning is also different, player on +1 are in a more advanced position than players on 0, and the opposite is true for players on -1.
What Sly means about goalkeeper with good dribble is that if you don’t use defenders on 0 and -1 your keeper will be considered in 1-1 situation when your opponent shoots and will rely on good dribbling skill for not being penalyzed.
Hope this helps.
Some teams are really millionaires Ricardo. The economy in general needs several improvements and we have them planned. Probably after the current match engine enhancements I’m working on I can start working on economy enhancements.
Thanks!
Hmmm, that’s not good, the rule shouldn’t be partially applied. I’ll create a bug record in our system.
Thanks for reporting!
Yes, I’ve added this enhancemet to our list.
There must be something wrong with the message you received, have you received a message saying the player was sold? You should have received that to let you know that your loan ended as a result of the transfer. We’ll take a look.
I’ll make it clear somewhere in the screen and in the game help.
The match replay is pretty simple, I must agree. We definitely want to improve it so that watching the replays is fun and help us identify things to be improved in the match engine. The problem with the current format is that we have very little information stored for the replay, so there is no easy way to display arrows and symbols as you mention, so a new design may be necessary and it will take a while.
Nice suggestions ;)
I wouldn’t say that, Alban. It’s better to pass the ball (even if they miss) than try to run with it and lose the ball in a tackle ;)
Second improvement on the match engine: passing logic. Players used to pass the ball to the most distant teammate within the range specified in the passing strategy (short, medium or long), now they pass to any player within the range.
First improvement from the match engine enhancements package: zone based passing frequency. Your team will still use the passing frequency strategy you define, but your defenders will pass the ball a little more frequently while your attackers will pass a little less frequently.