Recent Posts by Berhan K

Subscribe to Recent Posts by Berhan K 340 posts(s) found

March 27, 2015 12:07

340 posts(s)

 

Marc, I gave you Sunderland, mailed you long time ago, then sent again an email with login and pass.
Maybe you are using a different e-mail?

BTW Sunderland kicked you for inactivity.

Manuel, I can’t find you in the game, are you by any chance:
Jose Manuel Moreira da Rocha ?
IF yes then you are already playing..

/BK

 

March 17, 2015 15:10

340 posts(s)

 

it’s alive.

managersim.net

Looking forward to see you there ;)

/BK

 

March 13, 2015 11:35

340 posts(s)

 

you need to alter your hosts file (pc/mac),
I am working on a solution for this.

check the info on the main page
managersim.ddns.net

I could give you a team faster if you let me know which do you prefer?

/BK

 

March 12, 2015 14:44

340 posts(s)

 

managersim.ddns.net

go get a team :)

/BK

 

February 25, 2015 10:36

340 posts(s)

 

Hey Guys,
I am doing a Kickstarter thing, please check it out when possible:

https://www.kickstarter.com/projects/387940326/managersim

/BK

 

November 18, 2014 08:41

340 posts(s)

 

Your spelling sucks as usual but who cares, also you should try typing that in the right forum then we would know why you are silent. ;)

 

November 14, 2014 10:53

340 posts(s)

 

On the other hand, let’s keep the charade a bit longer, maybe he will commit suicide soon.

 

November 11, 2014 15:32

340 posts(s)

 

Guys, this IS so cruel, should we let Davison know that then whole thing is setup to piss him off?!

/BK

 

October 15, 2014 07:46

340 posts(s)

 

This is hilarious, it sounds like:

“I asked 31 number of girls to sleep with me and only one agreed while my friend asked 7 and 3 of them agreed, so I am quitting and start to play for the other team!” :)
So good luck with whatever you do! :D

/BK

 

September 23, 2014 16:22

340 posts(s)

 

Oh, you chose the toughest of all features to change.
That one needs serious design dude.

For example people will abuse it to buy free/cheap mediocre players and sell it for twice the money, so you have to add penalties on morale so as I see it you have to release the MORALE enabled at the same time.

Some other considerations to make:

1) When buying a player what will the player have impact on:

a) Role model for younger players (max skill + 5%?)
b) Wage issues with other players, similar skilled will want a new contract to match the new guys pay
c) If more than 3 players on certain position, morale will go down on certain players, as will their development ratio

2) Answer to this logical question: was this a good move for the club?
a) see 1/c
b) skill/potential-wise is this player better than the rest of the players already in the club?
c) set an arbitrary nr of years/season before player is sell-able, depending on the quality of the player?!
- need to explain this one. Normally a manager should be able to bid on ANY player, even if player is not transferlisted. 2c will ensure that certain players can not be bid on for a certain period of time, if the player is too good for the club.

3) Answer to this logical question: was this a good move for the player?
a) yes money is great, role promised is captaincy and highest earner clause is ON.
b) specially 32+ year old players, can jump into coaching later on, and I realize this is asking for a feature, but this can be explored
c) age/skill/country-wise is it interesting for a player to move to your club? The big-club thing in SoccerSim comes into mind..

4) Answer to this logical question: is the player willing to work for you?
a) what kind of manager are you? a Developer of stars, “Cow trader”, a winner of titles?
b) depending on ages/skill the player could change view in his life and may change opinion about you?
c) newspaper feature bump, player interview where player stating that he would want to work with manager/club/league…shouldn’t be too hard to implement.

Bringing back just the money will change nothing, sure you could save 5Bn and buy whoever but that brings back the reason to cheat.
Some thoughts anyway.

/BK

 

August 13, 2014 08:24

340 posts(s)

 

Yeah, exactly my point, wrong place to talk about that and also a bit useless, I think we can keep it on e-mail level, but man what a reading, you should see those e-mails :)

I like the idea of using Davison as advisor on future stuff, it’s gonna be very nice to read I recon.

/BK

 

August 09, 2014 12:59

340 posts(s)

 

Cub level is a different beast. So much regulations.
Without partnering with a big brother it’s not much chance of doing something significantly good.

I am undecided.

First things first, that is national team management, and if it does well, I have my ideas doing more but too early to tell at the moment.

/BK

 

August 07, 2014 18:12

340 posts(s)

 

no, EU president, that shit need some serious stirring!!

/BK

 

August 07, 2014 18:00

340 posts(s)

 

it’s an app:

sharing some screens:
https://www.dropbox.com/sh/t2qtx756mm6qtn8/AAAhf4dXzeoH-Hplo-sPYYHGa

/BK

 

August 05, 2014 08:35

340 posts(s)

 

Sorry guys, you lost me.
You have been walking the same path Peter and Martin did.

I’ve been there with my game, and know what I am talking about, I told you this before, it’s too late for you. I am predicting the same fate as SoccerSim.

A hint: look at your two last posts and you might spot the reason why I predict this is over, really not that hard to see..

/BK

 

August 05, 2014 08:32

340 posts(s)

 

Hey, the game needs Davison as much as Davison needs the game.
This is the kind of passion that drives progress, compared to the rest of the guys doing nothing for the game, at least he cares.

I’d put him PM of the development of the game.

Even if he uses other words than most of us would, you can not miss the message (and often the truth) in them.

Davison for President I’d say!! I am serious!!

/BK

 

August 03, 2014 17:48

340 posts(s)

 

so power corrupts, it has been know for a very long time.

no big deal.

/BK

 

August 01, 2014 10:20

340 posts(s)

 

That sounds really disturbing to be honest! :)

/BK

 

July 31, 2014 14:41

340 posts(s)

 

Davison, they got you where it hurts most then. ;)

/BK

 

July 06, 2014 20:38

340 posts(s)

 

This projects is so over.

 

June 04, 2014 16:11

340 posts(s)

 

Davison you are of legal age to buy your own milk, stop talking about titties. You should see some professional help about that though.

/BK

 

June 04, 2014 06:26

340 posts(s)

 

Why do you guys keep talking about match engine this and match engine that?
Are you developers? Have you written one? I say yes on both questions when it’s about me.
I wrote a document back in 2002 about how to do a match motor thinking, it’s in Swedish (unfortunately) but translation software is better these days.
https://www.dropbox.com/s/bajtc82uzqee73b/MatchMotor.doc

How the results are simulated is important but really not THAT important as long as players (read users) know how to win a game, ie what is required to win against an opponent (stronger or weaker – does not matter). You could simply setup a table where a formation beats another and a third beating the second and so on. Not that important. In a while people will learn about it and start implementing it in their strategy. Or some people won’t care. I have been trying to figure out how RS works but given up, because it’s too much randomness. You have to start treating your users as they know football (specially those who really do know football).
To really create an epic game – sure – there has to be a great engine behind it BUT to get to first stage, maybe a simpler solution would do better things for you at this stage. First goal has to be to go mainstream, and attract as big audience as possible.

You have to really put elements in the game where you measure the knowledge of the manager in order to reward/penalize them with:
- better scores / worse scores
- better players / worse players
- better economy / worse economy

Sniff wrote something that is VERY important to give the users a great feedback of the game and that is to read user action and react upon that.
That is what I have been preaching since day one. A smart game engine (not the match engine) should read HOW user plays every time they log in and measure actions – then reward / penalize.
That is to read the fine print if you will.

Example:
- If Manager A check’s Manager B’s team 10 times and changes their tactics before a game then they are not sure how to setup their strategy = penalize.
- if a player is scouted and looked at by managers more than others, then that player is more important/valuable – add something to that player.

Measure who did setup the first team with less clicks – give some sort of bonus, maybe an extra chance of scoring.

/BK

 

June 03, 2014 13:53

340 posts(s)

 

sure, also some players interviews where players talk about their fear to be abducted by aliens..

We could call page 4 “Davison Section”.

/BK

 

June 03, 2014 09:00

340 posts(s)

 

Yeah, sometimes re-doing is a better option.

Real life results db would remove all unnecessary discussions of unrealistic results. Requires some work though. These days data is cheap, for a monthly fee of 9 dollars you get all the major games results (all the past seasons as well). Just saying.

The risk of doing calculations based on players and strategies is basically saying you are the expert and know how a strategy beats another strategy.
Which can be tricky. Unless you really do have that knowledge. If you do you should try managing a real team, I’ve been there and done that, very fun.

You really say you want to do NEW things but quickly fall back to the conservative ways of thinking. If you really want to be successful with the “new” game then you have to target something else than you did until now.

Look for some of the “Casual Connect” videos on YouTube, they have lots of talks about gamification, monetization and so on. If you want to reach the mainstream, you need to target daily users, not just do a niche game few people want.

/BK

 

May 26, 2014 12:53

340 posts(s)

 

4) Match engine
Can be fixed very easily, all you need is real life data of say 10 seasons (per country).
Then you sort it, from best win to highest defeat (per week game) and let a team “win” the result.
The team’s chances depend on team strength, manager ability and a few hidden things.
So the results are in the DB already.
So for each turn, you sort the teams according to the criteria above (squad, manager, team) and they get the result best matching their place in the table with the results. So managers have to compete on DAILY basis to get the best “points”/day. Not logging in on a day(match day) will rank them lower in the sorted table (which can still be enough to win a game).

If you are talking about match replay, who cares about such stuff?
Seeing a result is enough for most people. Maybe who assisted, who scored, yellow, red cards, injuries, man of match simply as a text would be enough for most needs.

If you do not want to use real data (or have the data of 10 seasons of real life football) then you could randomize the results.

/BK

 

May 22, 2014 08:15

340 posts(s)

 

There are several questions need to be answered before going forward I think:

1) If it’s about (lack of ) time, then it’s more about planning (badly) really. We all have job, family and so on. That is not an excuse but motivation.
2) Reset will add very little, the game is same, it will give us 10-20 interesting seasons then it’s all over again. I say add MORALE AND RESET!
Is the MORALE working?

3) Are you really willing to commit to maybe what’s the last effort to do this right?

4) Card thing: you have to see this beyond your own needs.
What is the best manager sim out there, are you competing against it?
I YES, then you should ignore the card thing.
If NO, then you should try to get other audience than the normal hardcore FM fanboys.

You need to find other ways to introduce new players to the game. Login through facebook, facebook game, apps. A 5 year old kid should be able to play it. The game is HARD to get for mainstream players, and the card thing would make it easier for people who haven’t played manager games for the past 20 years, to try and maybe like it. Yes, it adds a whole new level of excitement, the end of the season would be BEST thing in a game, what kind of cards you would earn, and so on. You either understand how BIG this is or you don’t.

Davison, you could still have an interesting career to earn your way to your favorite club to manage.
The card thing really offers on the surface real fun way to play the game, get rid of cheaters, or make it really hard. On deeper level it’s really about strategy and “playing your cards” well to achieve your goals. Maybe even have a mission based thing, like:
1) Achieve this and that in 5 seasons to unlock this and that
2) Beat a rival club 3 times in a row to unlock this and that.
3) Cards can be “invested” to unlock/achieve things in training/competition/end of season.

Anyway, a change is always a good thing no matter what you change.

/BK

 

May 20, 2014 08:48

340 posts(s)

 

Well, Gabriel and Danilo, I am not sure if you remember our conversation on Skype years ago, I warned you of this very thing happening. I actually reluctantly enjoy saying this : “I told you so!”. Never mind, life goes on.

I am not sure you need to get rid of the real life clubs and competitions, but you need to do it in a different way.
Take a look at OSM (online soccer manager) , they do have real club and player names. You coach only for a season then next season you take a new club in same or different league. It’s a meta game really of getting as much points and competing against other players.
Game is “FREE” although to really enjoy it you need to make in game purchases so you can have more staff, and train better etc.

Depends on what kind of game world you want to setup but if you want to keep the current model as it is, that would be THE best for hardcore managers (as myself). So here is my shortlist of suggestions:

1) Keep same model of the game world as it is, get rid of any trademarked stuff, such as the club loos, that is the first thing that will be attacked.

2) Keep game free but add content to be unlocked, such as (some at least):
a. better youth academy
b. better scouting – finding the best possible younger players
c. better economy – possibility to invest, to gain more funds

3) Make an app that is the scouting tool, the app should not be for free
4) make an app that is the youth dev tool, not for free
5) make an app that is the economy management tool, not for free

Really you could keep the game for free, and make the extra stuff around it paid features.

A BIG issue is cheating in such games : make manager reputation really count, so in order to make more than 1-2 transfers/season, you should unlock something or gain something. Maybe meeting the requirements will unlock “transfer cards” that will allow you transfer a player from a certain country/continent. At the end of the season you could have a finale where the board meet with you and summarize what you gained/won.
So you achieved 5/6 goals then you can draw 5 cards that will have a serious impact on your club/manager/players/youth/etc.
cards could be something like:
1) the next “Ronaldo” card, so you apply this card you a youth player then you know this player is destined to greatness.
2) the giant-killer card, your club (if smaller) should be able to win against any big club on certain game(s)
3) economic boom card, your club makes BIG money next season, return of investment etc..
.. and so on.. some could be real rare cards while others are not so..

You could exchange any number of cards for transfer “permits”, so you had 5/6 achieved goals, you could then exchange 5 of the cards for transfer, or only two, keep the rest.

THE CARDS are your managers cards, so they go with you to any club you move on. A real nice career development can be achieved!!

Now, remember you only managed 5/6 goals, at the “FINALE” you draw 5 “good” cards but also one “bad” cards. The “bad” cards could be something like:
1) Injury on key player (for the rest of the season) – random of course, you have no control over this.
2) Economy manager running away with clubs money, leaving you only 20% of the funds available
3) Players (x number of random players of your squad) were partying in the local pub, dragging their fitness level down so they are not in form
and so on..

I would also consider removing MONEY from the game, maybe the CARDS could be the CURRENCY for you as manager. Then you could build up a stack of cards before taking on managing a BIG club. That would get rid of the cheaters big time.

I know this makes the game a totally different kind but it also makes it more easier to get at mainstream audience, not only the hardcore managers.
It would make it harder for cheaters, specially if you remove the currency in the game.

Well, some thought anyway

/BK

 

March 14, 2014 12:43

340 posts(s)

 

I do that over the internet every day and some of the people being tackled are in another continent, what is the problem? ;)

/BK

 

March 10, 2014 10:30

340 posts(s)

 

Get on with your management duties and stop complaining.

/BK

 

February 18, 2014 08:36

340 posts(s)

 

Was it something like a chinese bank worker claiming you inherited 600M from a late uncle? :)

/BK