Recent Posts by Welington

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April 30, 2015 00:12

18 posts(s)

 

December 24, 2012 18:20

18 posts(s)

 

I’ve selected the player. it happens ONLY with the MC+1. All my subs are ok only when I put to sub some player into this position that nothing happen.

 

December 24, 2012 14:19

18 posts(s)

 

Em qualquer partida, após o minuto 45, substituir jogador em zona M, lado C e mentalidade 1 por João Rocha.

Any match, after 45 minute, change player in M one, C side, mentality 1 by João Rocha.

 

December 24, 2012 12:07

18 posts(s)

 

For many rounds I’m trying to sub my MC+1 during the game and nothing happens. Until now only in this position that I’m facing this kind of problem.

 

November 19, 2012 19:43

18 posts(s)

 

Gabriel,

I believe that can be interesting give more control to the board, it’s more realistic in this way. They can control how much money we can spend, how many scout, coaches and physios we need and according to how many fans do we have (whether it’s increasing or decreasing, and according to the last season tickets) whether we need to expand or not the stadium.

I also believe that these decisions and season goals can not be based only in the the squad average (as seems to be nowadays), last season position or how much money do you have, but an composition of these 3 variants and the manager goal for the whole season. This is what happens in the reality and maybe can also be used in ruby world.

About to have fixed coaches, scouting, physio, scout and stadium, with level points to invest according to your perfomance seems not so good to me. I believe that you can have a fixed structure (minimum possible), but that can be improved according to board and manager goals and investments. not reseting every season, but keep improving or decreasing according these goals and investments until reach some limit. (there are managers that like to play making investments into youth academy or in youth players and and improve their teams slowly, making their structure very strong and others that the only goal is to be champion)

To complement the changes would be good to have some staff market. You can hire your staff according to your plans and limited to some quantities defined by the board. You can hire directors, executives, coaches, assistant coaches, trainer coaches, 1st team coaches, youth coaches, physio, scout, etc..

About players contract, would be good to give more inteligence to the players. They can have goal/assist/presence/match win bonus, with all this interfering into the standard salary. Also can include some transfer clause, that define the maximum value for the player, and every team can take the player offering this value. This transfer clause can also have some impact into the salary (higher clause, higher salary).

:)

 

November 13, 2012 10:32

18 posts(s)

 

I really dont think that make the game more expensive is a good solution. the true is that it is a desperate solution trying to fix some problem, but will create another problem.

The same way that the game is too easy to make money, as it is right now, make you lose the motivation inside the game. do the game in a way that is unfair or impossible to manage just to try to balance the game is even worse.

The teams are increasing their stadium, becoming richer and richer and have no way to control this? of course.. you have no option to spend this money to improve your team, so the best solution is save money and use the game machine to get richer.

Want to fix the money amount without make a distortion and make the game less interesting? create new tools to spend money and get some benefits.

Example?
You have goals from board to be champion on cup, league and international but you dont have the possibility to offer any premium bonus to your squad to put them more motivated for this.
You dont have the possibility to offer a victory bonus per game.
You dont have the possibility to invest money in the professional academy to make your player spend less stamina per game.
You dont have the possibility to invest money in youth academy to work with more youth players.
You dont have the possibility to invest money in youth prospection to increase the possibility to receive better youth and the possibility to get a star player.

the true is that you have a lot of options to make the rich spend their money trying to get more benefits (that is not 100% that he will really receive what he expect) and also make the game a lot more fun without make in the way that seems that those that learned to play the game how he is being right know is the problem and force them to lose more money spending money for the same players than others that dont have the same amount. this is a unfair system.

 

November 13, 2012 03:49

18 posts(s)

 

Now, My suggestion:

Every Brazilian near to 30 years remember the old economic situation in our country (80’s and 90’s).

The player potential value, the transfer market and the managers money are really inflated.

The income/outcome since I’m playing never changed, and in this way I believe that is not perfect, but is quite fair. If you manage your balance you wont be rich but you can play without any problem and enjoy the game.

The first step I believe that need to remove an 0 from player value and from the bank account from everyone. In this way, we go back near to the reality with the best player in the game for max. 200M.
This first step can be improved after more seasons in order do define the maximum value that one player can be transferred (dont know.. 50M, 100M?? will be defined by GM seting the maximum potential value that one player can reach).

“Ah, but the game will keep unbalanced and I want to balance the money in the entire game”
The second step is define the minimum and maximum value that one manager can have inside his bank account in this moment and set these values in the entire game. e.×. 10M and 50M

“Damn, but I worked so hard to make this money and now I will lose everything. It’s not fair”
The third step is create one option to not make this decision unfair. you can create 2 options to balance this. for those that received money you can create the bank loan payment and for those that you took the money, the bank investment receipt.

How to clear this value and create the possibility to the manager choose what do? define the minimum and maximum number of season to pay and receive this money. e.×.: min 10 seasons, max 50 seasons.

Also, set the maximum value that will pay/receive per week. e.x: 200K per week.

To make it more interesting, you can set many options for this. ex. less time to pay the bank loan, less interest you need to pay. more time you pay, more interest you pay. The same situation from bank investment.

This way, will balance the game, create another option for fun and wont harm or benefit any manager. Not perfect, maybe not the best, but one way.

 

November 13, 2012 02:25

18 posts(s)

 

Continuing.

I sincerely believe that my team will be one of those that will take some benefit in this decision to make the players “smarters” and ask very high values to renew.

I can give many examples from other online games that took this decision I had no way back. Even real economic situation examples can be given.

Anyway, this is my opinion. The true is if you want to be one of the top in the game with top players in the market for 500M, you really need to have at least 1 billion to be competitive. Nowadays, 100M is the same to have 10M in the past. you can buy only one player above the average and will be without money.

 

November 13, 2012 02:11

18 posts(s)

 

sincerely and sorry for my words, but I’m used to play online games for at least 15 years (yes, I’m old) and this decision to make the game more expensive is the most stupid decision that can be taken.

in this way, in 5 to 10 seasons, the richest will dominate the game and the “regular teams” will deal with a poor players to avoid the bankruptcy or will do some crazy acts and will destroy many teams for many and many seasons.

Nowadays, the merchandise and sponsors are ridiculous and impossible to balance the income/outcome. you can only be healthy selling players or having a big stadium with a good performance in the season and it’s not common to have an 100k stadium.

Now, putting aside the player market, and considering one team earning around 400k income (that is the standard for average teams) and 50k stadium that I believe it’s much higher than the average in fastticker.

If you have 10 coaches and 3 physios and spending around 60K to stadium maintenance, you will spend 380K. So, if you consider crowded stadium every game you have 500K.

So, considering the whole season playing around 23 games at home:

(400K x 144)/3 = +19.2M
(380K x 144)/3 = -18.2M
500K x 23 = +11.5M

Total Income/Outcome WITHOUT player’s wage → +12.5M

So, to finish the season at $0 balance you need to pay for your players the total of (12.5M*3)/144 = -260.42K per week

My squad with 27 players, 25 from youth, cost me 344.185K every week, that is 16,5M per season and I believe that I have a CHEAP squad. If I double this, I will pay 33M per season that means -20,5M per season. Now, imagine this for “regular teams” with not so much money?? The conclusion is: The rich teams will DOMINATE the game!!

Now, I will open here my bank account and explain how I did this after 46 SEASONS.

Money: $1,361,448,811

I got this team with a bunch of old players, very high outcome, 8 coaches, 36K stadium and around 15M in my account.
after 3 seasons spending the money to get promoted I succeed, but was the worst thing that I did and in the next season I had been relegated with a bunch of old players and almost $0.

I suffered a lot to renew my squad with youth players and I sold many of them very cheap to have some money.. I fought a lot to earn 30M to 50M for amazing players. At this moment, one player with a 100M value could be considered as a top player, and I believe that is really fair for an top player (that is the main reason that I refuse at most to enter in this current overrated market).

After a lot of seasons selling player to have a good money to improve the team, I reached around 80M and started to hire coaches and improve my stadium. Doing this and selling some of my top players to keep an good balance and keep improving my stadium I reached around 200M and I tought that was amazing to keep improving the stadium and keep an competitive squad.

Then started the overrated player values and I started to sell every (sorry for the word) piece of shit for 40M to 100M. And I started to make easy money.

After, we received the bonus to have dumb CPU decisions to buy players near to retirement for, 10M to 20M. So, more free money.

Finishing, you have CPU “investment in the future” and you sell 67~71 average and useless youth players for 10M to 20M. AMAZING!!

So, now, you sum these 3 situations in only one. Overrated players being sold for 400M, overrated old players being sold for 30M, useless young players being sold per 20M. This is why you have problem in the money balance.

 

December 18, 2011 09:49

18 posts(s)

 

I believe that this current system is not well balanced, and I’m not just talking about the CWC that is almost insignificant and have not a big impact in the end, but I’m talking about the total point that one European team can earn against a South American team.

You can compare this just looking at the countries detailed points. The maximum that São Caetano reached in the last 4 championships was 150 points, while Cardiff already reached almost 184 points and in one season that didnt take the championship.

Other thing. When the south american competition starts, most os european countries already have 20 points or more in their accounts (2 group stages against 1 from South America).

I Believe that the total amount that both sides can earn should be the same, and maybe some changes increasing the weight for the quarter, semi and finals. Also giving much more weight to the CWC.

 

May 29, 2011 23:27

18 posts(s)

 

That’s the idea Gabriel.. Most of guys here wants to make this game better!!

I’m here to help if you want (or need). ;)

 

May 29, 2011 17:18

18 posts(s)

 

Other suggestion that I have, is to give more space in youth academy. As you increase the quantity of coaches, or create an new cost for improve your youth academy the number of youths will be increased.

Like that:

5 choaches, you have right to keep 5 youths in your academy, 6 coaches 6 youths and so on…
or
Without improvement cost, you have right to keep 6 youths in your academy, with 100K have 7, 200K 8, 300k 9 and 400K 10.

Doing this we also need to increase the limit to 24 senior + 10 youths = 34 players.

This will give biggest chances for those managers that want to bet in his youth academy and will have more possibilities to have better players in the youth randomic rule.

 

May 29, 2011 14:37

18 posts(s)

 

The weight for managers and team rankings is one way to make the things more interesting and give more benefits when de weaker play against the stronger team or high ranked manager. The weaker in this case will receive more improvement points than the strongest and the weaker is the only one that can get full improvement points.

In the other side, when an strongest team play against a weaker manager or team, even if this team is 100% sure to win, he won’t receive full improvement points and maybe the weaker will receive more points even losing the match.

So, the main idea is to be more balanced and give more chances to the weaker.. ;)

 

May 29, 2011 01:43

18 posts(s)

 

English

Now, lets see how to apply the weights for youth development and ranking.

Lets consider that the best we can get is 1000 points per game (in international competitions we have a “bonus” and may go up to 2000 points), then we could consider the points as follows:

- If is a friendly (considered only for youth improvement and not for ranking): 1000 x (b) x (e) x (f) =? In this case, the maximum that could give a friendly would be 250 points. 25% of a league at its maximum value and 12.5% of would give a World Cup. - If is World cup: 1000 x (b) x (f) x (g) =? - All other competitions: If it is against against a controlled team: 1000 x (a) x (b) x © x (d) x (e) x (f) =? If it is against a BOT: 1000 x (a) x (b) x © x (e) x (f) x (g) =?

For rankings we can use the same rules, creating some conditional in case of a tie or a lose.

Português

Agora, vamos a aplicação dos pesos para desenvolvimento dos jovens e para ranking.

Consideremos que o máximo que podemos conseguir são 1000 pontos por jogo (competições internacionais sendo “bonus” e podendo dar até 2000 pontos, então poderíamos considerar os pontos da seguinte forma:

- Se for um amistoso (considerado apenas para melhoria dos jogadores e não para os rankings):

1000 x (b) x (e) x (f) = ??
Nesse caso, o máximo que um amistoso poderia dar seriam 250 pontos., 25% do que daria uma partida de liga no seu valor máximo e 12,5% do que daria uma partida de Mundial.

- Se for um Mundial:
1000 x (b) x (f) x (g) = ??

- Todas as outras competições:
Se for contra um time controlado:
1000 x (a) x (b) x © x (d) x (e) x (f) = ??
Se for contra um BOT:
1000 x (a) x (b) x © x (e) x (f) x (g) = ??
Para o Ranking poderíamos utilizar as mesmas regras, criando algumas condicionais em caso de em caso de empate ou derrota.

Bom, já escrevi demais e acho que se alguém ler a metade disso já será um milagre. Rs
Espero ter ajudado em algo, e se precisarem de alguma ajuda, seja para explicar melhor estas idéias, ou qualquer outra coisa que seja para melhorar o jogo, estou a disposição.. ;)

 

May 29, 2011 01:43

18 posts(s)

 

English

Now, the suggestions. ;)
I believe that for the rankings and Youth improvement become more fair, we need to include inside these systems, some weight for countries, competitions, teams and managers, giving more weight for strongest and less weight for the weakers.

As the competitions are divided between South America and Europe, I will also do this division for some cases. So here’s some suggestions:

(A) Weight for countries (considering the current ranking of countries):
France, Brazil, Spain and Argentina – Weight 4, (1)
England, Portugal, Germany and Uruguay – Weight 3; (0.75)
Italy, Chile, Paraguay and Turkey – Weight 2; (0.5)
Netherlands, Russia and Greece – Weight 1. (0,25)

(B) – Weight for Competitions:
World Cup- Weight 8, (2)
Libertadores and the Champions League (Playoffs) – Weight 7; (1.75)
Libertadores and the Champions League (Group stage), Sulamericana and Europe League (Playoffs) – Weight 6; (1.5)
Libertadores and the Champions League (Qualify) Sulamericana and Europe League (Group Stage) – Weight 5; (1.25)
Leagues (First Division), Cup (Quarter, Semi and Final), Sulamericana and Europe League (Qualify) – Weight 4; (1)
Leagues (Second Division), Cup (fisrt stages) – Weight 3; (0.5)
Friendlies – Weight 1. (0,25)

© – Weight for Teams (It would be necessary to create filters in accordance with divisions by Ranking countries, South American and European):
(C1) – In Cups and Leagues:
1st to 10th in the country – weight 4; (1)
11th to 20th in the country – weight 3; (0.75)
21th to 30th in the country – weight 2; (0.5)
31th to 40th in the country – weight 1; (0.25)
(C2) – In international competitions (considering only the ranking of teams in this current competition):
1st to 5th in the competition – weight 4; (1)
6th to 10th in the competition – weight 3; (0.75)
11th and 16th in the competition – weight 2, (0.5)
17th to 22th in the competition – weight 1; (0.25)

(D1) – Weight for Coaches
1st to 10th in the country – weight 4; (1)
11th to 20th in the country – weight 3; (0.75)
21th to 30th in the country – weight 2; (0.5)
31th to 40 th in the country – weight 1; (0.25)
(D2) – In international competitions (considering only the ranking of managers in this current competition):
1st to 5th in the competition – weight 4; (1)
6th to 10th in the competition – weight 3; (0.75)
11th and 16th in the competition – weight 2, (0.5)
17th to 22th in the competition – weight 1; (0.25)

(E) – Weight for Games
Away – Weight 4. (1)
Home – weight 2; (0.5)

(F) – For results
Win – Weight 4: (1)
Draw – Weight 2; (0.5)
Loss – Weight 1. (0,25)

(G) – Weight Controlled Times
Controlled – Weight 4. (1)
BOT – weight 2; (0.5)

Português

Agora vamos para as sugestões. Rs
Acredito que para fazer tanto para o Ranking, quanto para o sistema de Jovens se tornar-se mais justo, precisamos dividir todos os países, competições, clubes e treinadores por peso, dando assim mais valor aos paises, ligas e times de maior importância.

Como as competições são divididas entre América do Sul e Europa, farei também esta divisão para alguns casos. Então segue abaixo algumas sugestões:

(a) Peso para países (considerando o Ranking de países atual):
França, Brasil, Espanha e Argentina – Peso 4; (1)
Inglaterra, Portugal, Alemanha e Uruguai – Peso 3; (0,75)
Itália, Chile, Paraguai e Turquia – Peso 2; (0,5)
Holanda, Rússia e Grécia – Peso 1. (0,25)

(b) – Peso para Competições:
Mundial – Peso 8; (2)
Libertadores e Liga dos Campeões (Playoffs) – Peso 7; (1,75)
Libertadores e Liga dos Campeões (Fase de grupos), Sulamericana e Euroa League (Playoffs) – Peso 6; (1,5)
Libertadores e Liga dos Campeões (Qualify), Sulamericana e Euroa League (Fase de Grupos) – Peso 5; (1,25)
Ligas (Primeira Divisão), Copas (Quarta, Semi e Final), Sulamericana e Europa League (Qualify) – Peso 4; (1)
Ligas (Segunda Divisão), Copas (fases iniciais) – Peso 3; (0,5)
Amistosos – Peso 1. (0,25)

© – Peso para Times (Seria necessário criar filtros no Ranking para termos divisões por países, sulamericanos e europeu):
(c1) – Em Ligas ou Copas:
1º ao 10º no ranking do país – peso 4; (1)
11º ao 20º no ranking do país – peso 3; (0,75)
21º ao 30º no ranking do país – peso 2; (0,5)
31º ao 40º no ranking do país – peso 1; (0,25)
(c2) – Em competições internacionais (considerando apenas o ranking dos participantes da competição):
1º ao 5º no ranking da competição – peso 4; (1)
6º ao 10º no ranking da competição – peso 3; (0,75)
11º ao 16º no ranking da competição – peso 2; (0,5)
17º ao 22º no ranking da competição – peso 1; (0,25)

(d1) – Peso para Treinadores
1º ao 10º no ranking do país – peso 4; (1)
11º ao 20º no ranking do país – peso 3; (0,75)
21º ao 30º no ranking do país – peso 2; (0,5)
31º ao 40º no ranking do país – peso 1; (0,25)
(d2) – Em competições internacionais (considerando apenas o ranking dos participantes da competição):
1º ao 5º no ranking da competição – peso 4; (1)
6º ao 10º no ranking da competição – peso 3; (0,75)
11º ao 16º no ranking da competição – peso 2; (0,5)
17º ao 22º no ranking da competição – peso 1; (0,25)

(e) – Peso para Jogos
Fora – Peso 4. (1)
Casa – peso 2; (0,5)

(f) – Para resultados
Vitória – Peso 4; (1)
Empate – Peso 2; (0,5)
Derrota – Peso 1. (0,25)

(g) – Peso para Times Controlados
Time Controlado – Peso 4. (1)
BOT – peso 2; (0,5)

 

May 29, 2011 01:42

18 posts(s)

 

English

Ranking

The manager and team rankings also seems to be equally simple. Home win has a weight, away win has another weight. Losses and draws following the same rule, but ridiculously higher weight than victories. With three defeats and three draws seems that you lose all the points that fought whole season to earn.

Also seems to not consider all those weight details mentioned for youth players.

Português

Ranking
O Ranking de técnico e times parecem ser igualmente simples. Vitória em casa um peso, vitória fora outro peso. Derrotas e empates seguindo a mesma regra, porém com um peso absurdamente maior que as vitórias. Com 3 derrotas e 3 empates parece que você perde todos os pontos que lutou a temporada inteira para ganhar.

Também não parece levar em consideração os mesmos detalhes mencionados para o desenvolvimento de jovens jogadores.

 

May 29, 2011 01:41

18 posts(s)

 

English:

Despite being very active in the game I avoid to be active inside foruns, but I’m starting to think that the situation in this game will be unsupportable in a short time, so I came here to give some analysis of the current game and do my suggestions for possible improvements.

I believe that the rules for the youth improvement and the rules for the current rankings need to be modified. Below I will make my analysis of the current situation and also give some suggestions.

Youth
IMO, currently the most critical point is youth players improvement. In my view (correct me if I’m wrong), the rule for the creation and development of youth players are quite simple. For the creation of new players is considered only the ranking of your country, and then the split of this players are made inside this country, randomicaly and equally.

Regarding to the development the rule seems to be also too simple. More you play, More you evolve, creating only more weight between friendlies and oficial matches. Doesn’t matter if it’s against a controlled team or not, at home or away, against the best or worst ranked team, against the best or worst manager, against teams from the first or second division, if the coach is the ranked in 1 or 1000, or if the opponent is from the best or worst ranked country.

As I realized (but i’m not so sure about that), these youth players also have a maximum number of improvement points per season. If they reach this limit in 20 games, no matter how many games you gonna do after that, they won’t evolve a single point in this season.

With these rules and with some managers “getting smarter”, they start to control some teams from countries with a lot of “BOTS” or in a weaker leagues, they go shopping trying to hire some youth promisses, for free or in the transfer market. Even taking some risks, they will be sure that they can reach their full potential of these players, because can put them to play as many as possible in their leagues, because even being a “weaker” player, he still will be highly competitive in these leagues.

These teams will play with seven, eight youth players against absurdly weak opponents and they will have the same improvement point than an Valladolid x Tigers in a world cup final.

Examples of teams that already have realized that(or might benefit from) we have a lot. We have Tigre (probably the first one to notice that and take a great advantage of being in a country that receives good youth players), Chacarita and Talleres in Argentina, Cobresal in Chile, AGOVV and Ajax in Holland, German teams (with a lot of “BOTs” in first division), MVD in Russia, Galatasaray (probably the one that use it in this moment) in Turkey.

The teams that already realized this advantage normally use 20 or more players per season, most of them youth players, while teams in a stronger leagues can’t have this luxury. They will use 15 to 18 players per season, and from these 18, will be 2 or 3 youths.

In strong leagues, such as Brazil, France, Spain and England, the only way to renew your team betting in youth players is simply giving up the championship match and hoping to not be relegated. You can also choose to be relegated and stay there for 5-6 seasons to renew totally yours squad and return with some chances to survive (I already made this in the past).

Português:

Apesar de ser bastante ativo no jogo eu evito ao máximo ser muito ativo nos foruns, mas estou começando a achar que a situação dentro do jogo ficará insustentável dentro de pouco tempo, venho aqui fazer uma análise atual do jogo e dar minhas sugestões para possíveis melhorias.

Acredito que as regras para o aperfeiçoamento dos novos jogadores, bem como as regras para os Rankings atuais poderiam ser modificados. Abaixo eu faço uma análise do porque e também envio algumas sugestões.

Jovens
Acredito que o ponto mais crítico atualmente é a questão dos jovens jogadores. Ao meu ver (me corrijam se eu estiver errado), a regra para a criação e desenvolvimento dos jovens é bem simples. Para a criação de novos jogadores é levado em consideração apenas o Ranking do seu país, sendo a divisão destes novos jogadores feita “ao acaso” dentro dos clubes de cada país.

Quanto ao desenvolvimento a regra parece ser ainda mais simples. Quanto mais joga, mais evolui, criando apenas um peso maior entre amistosos e jogos oficiais. Não importa se é contra um time controlado ou não,em casa ou fora, se o time é o melhor ou pior do ranking, contra o melhor ou pior do seu país, contra equipes da primeira ou segunda divisão, se o treinador é o número 1 ou 1000 do ranking, se o adversário é do melhor ou do pior país do ranking.

Pelo que pude perceber (mas não tenho tanta certeza quanto a isto), estes jovens também tem um número máximo de pontos de desenvolvimento por temporada. Não importa o número de jogos que façam, se eles atingirem este limite com 20 jogos, não importa se fizerem mais 20 jogos, eles não irão mais se desenvolver nesta temporada.

Com essa regra e com alguns managers “ficando espertos”, estes passam a treinar times de países com ligas fracas ou cheio de “BOTS” e vão as compras de jovens promessas, sejam livres ou de jovens com potencial no mercado. Mesmo correndo riscos, eles terão a certeza de que poderão atingir o potencial máximo destes jogadores, afinal poderão colocá-los para jogar o máximo de jogos possíveis nas suas ligas, pois mesmo sendo jogadores “fracos” estes ainda serão altamente competitivos nestas ligas.

Estes times poderão jogar com 7, 8 jovens promessas contra adversários absurdamente fracos e terão os mesmos pontos de desenvolvimento que Valladolid x Tigres em uma final de mundial.

Exemplos de times que já perceberam (ou que podem vir a se beneficiar) desta vantagem não faltam. Temos o Tigre (provavelmente o primeiro a notar isso e tirar grande vantagem por estar em um país que recebe bons Jovens), Chacaritas e Talleres na Argentina, Cobresal no Chile, AGOVV e Ajax na holanda, clubes da Alemanha (cheio de BOT na primeira divisão), MVD na Rússia, Galatasaray(provavelmente o que mais use isso) na Turquia.

Os times que já perceberam esta vantagem utilizam 20 ou mais jogadores, destes a maioria de jovens promessas, enquanto times em ligas fortes não podem se dar ao luxo disto, usando entre 15 a 18 jogadores, e destes 2 ou 3 como jovens.

Em ligas fortes, como a do Brasil, França, Espanha e Inglaterra a única saída para renovar o seu time apostando em jovens é simplesmente desistindo de disputar pelo título e torcendo para não ser rebaixado. Pode também optar por ser rebaixado e ficar por lá de 5 a 6 temporadas renovando totalmente seu time (eu mesmo já optei por isso).

 

May 28, 2011 15:41

18 posts(s)

 

Hey all.. My first time here in this forum.

I would like to say that I’m from old school (Soccersim, first version..), and both games are really similar. In SS we had a lot of good things and here we have good improvements, but here the rules for Libertadores and Sulamericana really need to be changed. As I don’t pay attention to Europa side, I’m not the best one to say about their competition.

In south america, the libertadores is really boring, not because Tigre win everytime, but because the strongest teams die in 2 groups, probably this situation would be more dificult for Tigre if we could have balanced groups with all the strongest teams having chances to playoffs. The same situation happens in Sulamericana but not so intense, because the teams from Argentina and Brasil are weaker and the groups are balanced by themselves.

The truth is that in south america we don’t have a lot “strong” that make so hard to make a rule as said above. In fact we have 3 in argentina, 3 or 4 in Brazil and 1 in Chile. The funny is that you can see all these teams now in group 3 and 4. So, this rule for 2 “strong” and 2 “weak” doesn’t exist.

Below I will show the nowadays “strong” teams, divided by groups and suggest a rule that can be done for Libertadores and Sulamericana to make the competition be more balanced.

Group 1: Tigre
Group 2: Gremio, Fluminense, Chacaritas
Group 3: Talleres, São Caetano, Gama
Group 4: Vitória, CRB, Cobresal
Group 5: Others from Argentina and Brazil.

So, as you can see, we don’t have a lot of great teams that make so hard to create a rule to balance the competition, so below you can see an suggestion.

Group 1:
1st place from Argentina
1st strongest team from qualify (or 4th place from Brazil if qualified)
1st place from Chile or Paraguay
6th strongest team from qualify

Group 2:
1st place from Brazil
2nd strongest team from qualify (or 4th place from Argentina if qualified)
1st place from Chile or Paraguay
5th strongest team from qualify

Group 3:
2nd place from Argentina
3rd place from Brazil
3th strongest team from qualify (or 5th place from Brazil if qualified)
1st or 2nd place from Uruguay

Group 4:
2nd place from Brazil
3rd place from Argentina
4th strongest team from qualify (or 5th place from Argentina if qualified)
1st or 2nd place from Uruguay

In this way, I think that we can use the standard rule for qualify, as 1×8, 2×7 and so on.

Same rule can be used for Sulamericana only changing the positions. Not so complicated, right?