Recent Posts by Gabriel Cesario

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December 28, 2008 16:07

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Right, we need more strict rules for loans. There is already an enhancement planned for eliminating the fee if loan conditions are not met or the managers agree on the termination.

 

December 28, 2008 12:13

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As announced on December 11th (check a few posts above) keepers are now making use of their control skill.

Cheers!

 

December 28, 2008 11:17

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Looking at the database I found out the average amount of money on non-cpu teams from FastTicker is around 18 mill. The total amount of money available in FastTicker is 4.8 billions. A few months ago it was around 2.5, so we can see this is growing. Player wages are too low in my opinion, there are some changes planned for that including contract clauses and considering player importance in the squad when renewing contracts.

Regarding sponsorship, it’s based on the team’s performance while merchandise is based on players quality.

Cheers!

 

December 28, 2008 11:12

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I didn’t see that coming. There was a problem on cpu against cpu friendlies so I removed them all. I’ll try to figure out what’s going with those matches before I add them back. Sorry guys.

Cheers!

 

December 28, 2008 11:11

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Fixed, explanation in another topic.

 

December 27, 2008 15:03

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Added titles per country on international competitions titles pages. Suggested by Philipp Leibeck.

 

December 27, 2008 15:02

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Feito. Mais cuidado da próxima vez Marco. Vamos colocar um aviso futuramente pra qdo o salario oferecido for claramente incompativel com o jogador.

Abraço.

 

December 27, 2008 14:58

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We have an enhancement for prizes LeeHamo, but we are a little bit worried with too much money in the game. Anyway, you can expect some enhancements to the economy in a near future.

Cheers!

 

December 26, 2008 21:20

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New look for manager info and team info pages. Trophy room screens added for managers, teams and competitions.

 

December 26, 2008 21:19

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No, the plan is to have no limit on the number of times a player can improve, the limit will be his born potential.

 

December 26, 2008 18:17

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The match report now contains the formation you’ve used for that match with a direct link to the formations page. You won’t see the formation used by your opponents. Old match reports where you used your default formation may be inaccurate if you have set another formation as default recently.

 

December 26, 2008 18:13

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No estimates yet. I’ll post updates here as I work on it, haven’t started yet.

The new system will affect existing players also, the difference for them is that all their potential points will be already there no matter the age and the coaching level will start affecting how many match points they need to improve instead of how many skill points they improve at once. Those who have already reached the maximum level defined in the current system won’t improve any further.

Cheers!

 

December 25, 2008 22:46

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It means your Board won’t allow an upgrade right now. The reason for that is money, your financial situation would turn into bad or terrible after the upgrade. The calculation behind this includes the total wages you pay plus the maintenance costs from your departmens and the upgrade cost itself.

Cheers!

 

December 23, 2008 17:32

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Merry Christmas for everybody! For those on vacation don’t forget to use holiday mode (Go on Vacation link) so you don’t lose any players ;)

Cheers!

 

December 22, 2008 20:48

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The logic for decreasing old player skills will remain the same for now. Every 12 turns all players over 30 have a chance to decrease 1 point in 1 skill. The older the player, the higher the chance. A 31 y.o. player has 10% of chance, a 32 has 20%, 33 has 30% and so on. So a 33 y.o. player will have lost, in the average, 3 or 4 points in total, which should be ok.

We are planning to have something like player experience, where an older player would influence positively his teammates. For example, we could make a experienced defender give a plus 1 bonus to everybody else’s tackle during the match. This would make them important additions to the squad and would reduce the number of 30+ players being thrown away.

 

December 22, 2008 20:43

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We already have that formula in place Philipp, we may have to adjust it a little bit. What you said about the value being subjective is true, I have lots of friends playing the game so I can observe closely the different opinions about the same player. That’s also part of the fun :)

 

December 22, 2008 20:41

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In my opinion it’s hard to sell players cause we have few countries and MAINLY cause everybody is trying to increase their coaching and develop some great players “in-house”. I hope that changes after we implement the new player evolution system.

Cheers!

 

December 22, 2008 14:44

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I don’t think dribbling is useless for defenders and tackling useless for attackers, they can be helpful in some situations. Anyway, I got your point. Main skill already have a higher importance on value calculation, like a defender with 90 tackle and 80 dribbling is worth more than another one with 80 tackle and 90 dribbling. If it’s common sense that it’s not good enough we could increase the difference ;)

Cheers!

 

December 22, 2008 14:40

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We have received some similar suggestions. Basically we need an easier way to schedule friendly matches. We’ll work on something.

Cheers!

 

December 22, 2008 09:23

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I’ll start as soon as I’m done with the “titles won” screens for managers, teams and competitions ;)

 

December 21, 2008 19:57

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Update on our plans:

-Coaching will be changed so that it does not influence how many skill points the player earns at once, but how often he improves
-When improving a player will earn from 1 to 5 skill points
-Different match types will give the player different amounts of experience points: 1 for friendlies, 3 for league and cup matches, 4 for UEFA Cup and Sudamericana, 5 for CL and Libertadores and 6 for Club World Cup
-In order to improve the player will need something around 15 to 60 points, depending on the coaching level and team division
-Second division youths will start at the same level as a first division youth. The difference between divisions will be the amount of points necessary for the next player improvement, as stated above
-Starting on 16 players will receive only part of their potential every year, 10% in the average so that their maximum can be reached around 25 years old. Of course there will be players receiving more or less potential per year allowing some to be young stars and some to reach their maximum near 30.
-Keepers will stop improving tackle and shooting while the other players won’t improve keeping
-After reaching his maximum a player will have increased each skill by 20 points, in the average, therefore the average total points increased in all skills will be 120 for keeper and 140 for everybody else

Let me give an example to make sure everything is clear. Consider a new youth defender, 16 y.o.. Suppose he receive 10% of his potential points, it means he will have a total of 14 points to increase on his skills. He plays some matches during the season and improves 3 times, earning 2, 4 and 5 points, respectively. There are 3 unused points that will be carried over to the next season. Now he turns 17 and receives more 5% of potential, 7 points. He has now reached 15% of his total potential points and has 10 points to improve. Let’s say he plays some matches and improves twice, 5 points in each. He has no more potential points left for this season, so even if he plays enough matches he won’t increase his skills until he is 18 y.o. and receive more potential points. And so his career goes.

I think we’re getting better now, thanks to this interesting discussion and your suggestions. If you guys have any questions or comments about the ideas above please don’t hesitate in posting a reply ;)

Cheers!

 

December 20, 2008 20:23

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Administator

 

The logic responsible for completing your squad when there are missing or unavailable players has been changed for friendly matches. For those types of matches your worst players (in terms of main skill) are selected instead of the best, which makes more sense for friendlies. This also allowed us to make CPU teams play friendly matches against each other, even though they will still refuse friendly invitations against human managed teams.

 

December 20, 2008 20:05

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Nice, morale is already in our plans and we could definitely use it! Soon I’ll reformulate the new ideas for the player evolution system and post it here.

 

December 20, 2008 11:47

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Right, it makes sense. We already have a higher chance of injuries for low stamina players, but obviously it’s not high enough ;)

 

December 19, 2008 18:15

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It makes sense Sly, I’ll consider this option too. The main reason for making they stop improving was to reduce the number of friendly matches played nowadays. But there are other ways of doing that, like making players unavailable if too low on stamina.

Cheers!

 

December 18, 2008 16:33

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Thanks for volunteering guys! So looks like we’ll start with ekxl, Samir, Philipp and Meninao. thorpedo and Onyros can be our replacements for now…or maybe we’ll find something for you ;)

Cheers!

 

December 17, 2008 09:19

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Nice post ekxl. Regarding your suggestions:

1 – definitely gonna do this
2 – interesting suggestion, we’ll discuss that; remember that with more countries more crappy youths will appear
3 – official matches will be required to make players reach their maximum

Cheers!

 

December 16, 2008 14:20

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We’ll make no difference between official and friendly matches regarding how much a player improves, at least for now…so from 35 to 90 minutes in any match type is the same.

 

December 16, 2008 10:52

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Friendlies and official matches will probably have the same effect on player improvement, the only difference is that after a certain point the player won’t improve playing friendlies anymore. The minimum time required on any match is 35 minutes.

My intention is to start working on these changes soon, probably in the beginning of next week.

Cheers!

 

December 15, 2008 22:15

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As I’ve been saying lately there are some important changes planned to the players improvement system. The purpose of these changes are, among others, to balance the game a little, reduce the number of 19 year old fully improved star players and the friendly frenzy done by lots of teams in order to improve their young guys. Let’s go directly to the point.

-coaching department change: instead of making a player improve more skills at once it would make the players improve faster. The average number of skills improved at once would be the same for all teams. A player who plays once every 3 turns, from a team with 0 level coaching would reach his maximum potential at 30 years old, in the average. With coaching 10 this average will drop to 23. Reason: coaching 10 is a huge advantage nowadays, it makes lots of your players become stars and the player market is less interesting;
-youths from second division will start at the same level as first division youths, but will improve slower while their teams are on second division. Reason: balance second division teams and be more realistic…if a country has high quality players it makes no sense most second division players have poor quality;
-friendlies would make the player improve until a certain level, after that only official matches will make him improve. It’s the job of the manager to figure out when friendlies are not useful anymore. Reason: stop the friendly frenzy, make improvements more realistic, make loans become an interesting option when a player is not ready to play in your first squad but still needs to play official matches to improve;
-friendly information will be displayed on player match history. Reason: there is no point in hiding it, friendlies won’t be enough to fully develop a player;

Of course we’ve already received other related suggestions, but this package seems to be complex enough and we expect it to make things become more interesting. It doesn’t mean other suggestions will not be implemented, all of them will be taken in consideration for continuous improvement.

Any comments? ;)

Cheers!