I assume you’re talking about the golden ball icon (player of the season). That choice is based on the player with the highest calculated score, which is not a straightforward formula. What I can tell you is that the player match ratings are the driver for this, with extreme high ratings (think >9.5) having more weight. Each player has a hidden natural star rating that modifies that score, either positively or negatively.
The issue is you are telling him to “move forward” when your team has the ball. That means he will go from D LC +1 to M LC – 1, out of position, hence the – 3 penalty. I guess the “analysis” tab will help demystify what those player instructions mean :-)
TestTicker will now have 8 ticks per day, which means an update every 3 hours, starting after the next one.
There is a new Analysis tab in the formations screen. There you can see all the modifiers applied to the formation players for their next match based on their positions and individual tactics.
All countries except Brazil are decided by goal difference, then goals for…don’t remember if there is a third criterion. Brazil is number of wins, then goal difference, then goals for. The idea was to make country specific rules, but in the end Brazil was the only country where we added the real-life tie-breaker rules.
That’s fixed now.
Oh yeah, definitely related to the change…no worries at all, I’ll fix it later. Thanks for reporting!
Interesting…first one is harder to accomplish but can be done. Second one can be derived overall, I can look into it.
Players will no longer lose stamina when playing friendly matches.
Never noticed that, easy fix :-)
Boa noite!
Cara, começamos a fazer o app há muitos anos atrás, mas paramos por falta de tempo pra aprender a fazer direito. Cogitamos inclusive contratar alguém pra fazer, mas ficou só na conversa. Sinceramente tenho vontade de tentar fazer ainda, na esperança de que isso traga mais gente pro jogo. Sou brasileiro, não desisto nunca…kkkk.
Abraço!
I’m not sure either, I just assumed they should not be recorded…lol
Quick search returned this from Wikipedia: “Goals scored during the shoot-out are not commonly added to the goalscoring records of the players involved”.
Player statistics recording has improved, and newly recorded data will include the team and manager information. This will allow us to provide better visibility of team and manager specific player statistics going forward.
The only visible change for now will be in the player’s statistics page, where you will see the team’s name under the competition name. Unfortunately, previously recorded data will not have the team information and will still only display the competition name.
The star players hall of fame page now includes in-page sorting and searching. This works only within the current page you’re viewing; it is not a global sorting and searching capability (maybe to come later). We have also included icons to indicate if a player is transfer/loan listed or retiring.
CPU teams may now decide to sell some good/promising players every now and then. I don’t expect this to be anything major, but hopefully it adds some much-needed movement to the player market.
I have been considering if the same should apply to human managed teams, have some players request transfer and refuse renewal proposals in some very specific conditions. I know, losing players is never a popular idea, but that happens in real life. It definitely won’t be as drastic as we had in the past when we tried to have player morale in the game, I’ll do some thorough analysis before extending this concept to human-managed players.
Whenever we introduce a new country in the game we place it at the bottom of the ranking, and it most likely stays there for at least 5 seasons (given the country ranking uses the average international performance of the last 5 seasons). The only exception is TestTicker, where the ranking is fixed…and I used to update it every season, but decided to leave it as-is for now.
I’d much rather add those countries to the game, even if they were non-playable. The only concern I have is tick performance if we have too many, but we still have room there as the ticks don’t take that long nowadays.
Before I add more CPU teams, I need to finish something I’m doing to make them sell better players sometimes.
Hmm…the players we managed statistics can be gathered, but it’s not as straightforward as the team specific hall of fame. I’ll leave it for last.
More number crunching, I like it! You’re right, I don’t think we’ve created a list with the player of the season winners. One more to my to-do list.
The messages table now has a search box at the top that allows filtering the messages displayed. At this stage it is very basic, so when you click a message to read it you will lose any text previously entered in the search.
New option added to the manager settings, where one can choose whether to see classes in the list countries page. As countries themselves don’t have classes, what we display there are the classes of the corresponding top divisions.
There is a new option in manager settings to receive messages when one of your player’s class changes. It is disabled by default, which is the current behaviour.
Hahahah, doesn’t sound right! Thanks for reporting, will have to fix it.
Without looking at the code, I think you’re on the right track. The game probably picked Ricardi as the PK shooter at match start, since your selected one wasn’t in the field. I still consider this to be a minor bug, it would be better if the game didn’t pick anyone and then whoever was the best player in the field when the penalty happened would take the shot.
From what I can see the suggested wage was determined last season, probably before he was a gold star? That would explain the big difference as the suggestion is not recalculated for 36 turns or so.
He was the second one to take a shot, GK saved :-)
90 min: Owen (a) saves the shot from Santos (h)
Can you confirm the match you are talking about? I’ve checked this one, and it looks fine, penalty takes were in best shooting order.
Hmm, if I remember correctly it should have been in order of shooting skill. I will raise a bug to investigate next week.
When using rubies to shuffle player traits we now ensure you pass through all different traits before any of them repeats. For example, if your player “plays worse against same class teams” and you keep shuffling the trait, you will get all other traits before you see “plays worse against same class teams again”. Notice that does not apply to the actual trait value (+1, +2, +3, -1, -2, -3), that is still completely random as follows: 50% chance for +-1, 33% chance for +-2 and 17% chance for +-3.
Interesting topics. Coach report accuracy is a bit tricky, I need to have a think about that. Given it reports only on the main skill, it may end up a bit off even if the report was supposed to be reasonably accurate, as skill development is very fluid.
The player class change being recorded or notified is an interesting one, shouldn’t be too hard. Requirement for increasing class would mean we’d need to constantly monitor the player in comparison to his peers…or maybe we can have some indication of how many skill points away from the next class he is…another one to have a think about :-)
The team class increase is now a bit more open, given the ranking by team strength is available. That team strength number is based on the strength of a subset of the team players, so in general you need to improve your top players in the squad more than your opponents.