Football Manager Live: The day after

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Tsakalaki
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Football Manager της ομάδας: Tottenham
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Μπορείς να έρθεις στον Keane και να πας σε FG με τους άλλους Έλληνες...
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Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
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RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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Tsakalaki
Asst Researcher ΠΑΟΚ - Story Teller
Asst Researcher ΠΑΟΚ - Story Teller
Posts: 48757
Joined: Sun Nov 30, 2003 12:00 am
Football Manager της ομάδας: Tottenham
Αγαπημένη Ομάδα: Dynamo Podilatou
facebook προφίλ: antonis.tsakaleas
twitter: Tsak_attaq
Status: I've never been clever, 'cause need it never
Location: Θεσσαλονίκη (Βόλος)
Has thanked: 6 times
Been thanked: 5 times
Contact:

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Summary

Version 1.5 is the last piece in the puzzle before the grand re-launch of Football Manager Live. It includes many important changes to the way the game plays including (but not exclusively).

- An overhauled skills system that encourages specialization in 2 of the skill branches. If you want to learn above level 3 in skill branches you have not specialized in, it will take progressively longer to learn them. As well as tweaking the learning times and effects of the skills we have also added a brand new skill queue to make learning those skills even easier.
- Now users are awarded medals for extreme levels of achievement. Medals are for those people who have done something out of the ordinary and distinguish the very best, most hardcore or most fortunate in the world. There are even a few medals for those who happen to have been most unfortunate in some areas.
- Changes to the locking and wage system. You now have unlimited locks to use but at the cost of increased wage demands for your best players. Players will now ask for a wage relative to both their reputation and their club's reputation in the gameworld.
- Preselected Pool system implemented for the beginning of a gameworld. Choose your initial squad from a pool of 50 players. You have until 24 hours before season starts to try out all the players in your pool and find out who you want to keep for the first season.
- Injury length now tweaked so that the numbers are more realistic making squad management much more important.

Read on for the full detailed list of how all the above changes will work as well as all the other smaller changes that have been implemented in 1.5.

Academy
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- Changed the 'Completed' field on the youth academy profile panel to read 'Estimated Completion Date'.
- Fixed an issue in which some youth academies in more obscure countries would not produce graduates.
- When a player arrives into your academy he now arrives with his potential 25% assessed and the assessment summary tagged into the news item informing you of his graduation.
- 4723 - Fixed an issue in which players could sometimes graduate from an academy soon after it opened. An academy must now be open for business for at least a quarter of a season (7 days) before players can graduate. Note that this excludes times when the academy is closed for upgrades.
Auto selector and initial pools
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- Implemented a system of preselected pools of players for clubs' initial squads in the first season of a GW.
- For the first season, initial squads now can't be confirmed until 24 hours before the season starts. In addition provisional contracts for the first season now last until the end of the season.
- The preselected pool system concentrates on ensuring a core group of 11 players are as strong and even as possible across all the pools, before building the rest of the pool up.
- Enable the 'Confirm Squad...' button even when the manager has picked less than 16 players, but bring up a message telling them they need at least 16 players.
- Only show 'Confirm Squad...' button on team/match age in red if it's possible to confirm your squad (the transfer market has opened). Otherwise show it in blue, so it doesn't try and convince the user it needs clicking on.
- After confirming your squad, keep transfer market closed until FA lockdown point for first season. Bidding on free agents is allowed though, meaning users can snap up any players discarded by others confirming their squads.
Achievements
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- New achievements will now show the new icon next to them for 3 days.
- User achievements now sorted by date achieved, starting with most recent.
- 4519 - Fixed a typo in the penalty shootout achievement text.
Awards
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- Now users are awarded medals for extreme levels of achievement. Medals are for those people who have done something out of the ordinary and distinguish the very best, most hardcore or most fortunate in the world. There are even a few medals for those who happen to have been most unfortunate in some areas.
- Fixed a bug where sometimes a player's team is not recorded correctly in the player award history table.
- Fixed a bug where the amount of nominations a user had placed for the Community Manager award was being incorrectly calculated.
- 4630 - More detail should be provided on the individual player Awards page.
- 4702 - Player at a club who has just moved FA's has been given a player award for his new FA.
- 4782 - Dropdown boxes on Team Of The Season Award page do not change the selection of the team.
Challenges
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- 4739 - Fixed an issue in which auto-submitting a team would fail for challenges where the user was the host i.e. 12th Man 1-5.
- 4742 - Fixed a typo in the description for the Tier 2 version of the 'Kicked Into Touch' challenge
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CPU Clubs
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- 4760 - Removed the 'Youth Academies' when viewing CPU Clubs.
Finances
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- 'General Income' now listed as 'Commercial Operations' and 'Stadium Income' now listed as 'Match Day Revenue'.
- Don't veto transfer activity if the veto is due to a low projection due to having fewer than 16 players. Otherwise it makes it hard to get out of a hole - it doesn't let you sign a player to bring you back to 16 players!
- Freeze income, wages etc for a team who hasn't yet confirmed their squad.
- Maximum overdraft now only starts rising from the start of season 3. This eliminates this as a contributing factor to imbalances, especially during season 1 when a few days difference in sign-up time could equate to the difference between being able to bid or not bid on a particular player.
- Removed dampening effect of low wages on matchday/commercial income.
- If you confirm your squad early, then it now caps your income to no higher than your wages or wage cap, whichever is lower. This negates any financial advantage in confirming your squad before the transfer market has fully opened.
- In the first month following a manager's first sign-in, don't limit daily income to no more than their wage bill if they haven't yet got a ranking as this just confuses people. After a month, however, if they become inactive to the extent they no longer have a ranking, then it's ok to limit income.
- Increased interest rates on debt; if you are within your overdraft limit then you will pay around 0.01 x the balance per day (so on a debt of 100k, around 1k), whereas if you are over your overdraft limit you will pay around 0.02 x the balance per day (so for example on a debt of 200k, that would be 4k). This is instead of what it was before, which was around 0.0035 x balance per day.
- When you've not yet confirmed your squad, financial projection shouldn't attempt to make a projection based on incomplete information.
- When a club confirms their squad, pay them whatever minimum prize money they would normally be due for the proportion of time remaining until the start of the next season. This applies after the first pre-season only. No prize money is paid during the first pre-season
Football Associations and competitions
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- 'Assign Reputation & Prize Money' option now works for UFFA too, setting appropriate figures for GC, SC, CWC and GWC.
- 'Estimated Length' of a competition now takes into account the time specified for shared/won rights to be played after the deadline, and the scheduling system also takes this into account now too.
- Added a 'Suspend' option for competitions, which can be applied to an empty competition to hide it from the default views and prevent clubs from joining it. Suspended competitions are also excluded from automatic prize money and reputation allocations. The corresponding "Unsuspend" option is used to bring back a suspended competition.
- Added FA organiser option to remove all teams from an FA in one swoop.
- Added two new competition options, editable from the "Scheduling" tab of the competition popup. "Decide Playing Rights" allows an organiser to configure the period of time leading up to a match deadline during which offline playing rights are decided based on challenges made and online time (previously this was fixed to 5 days), while "Allow Playing Match" allows an organiser to configure the period time following a match deadline during which the winner of the offline playing rights (or both managers if they were shared) during which the match can be played before it will be auto resolved by the system (previously this was fixed to 24 hours).
- Added a 'Number Of League Runs' setting to federation editor, which will shortly be used to fix issues with prize money projections relating to FAs that run their leagues multiple times within a season, and various other similar glitches.
- Added an FA option "Assign All Clubs To Leagues..." which is intended to be used in two key places during a Gameworld's early growth. The first is after the first FA lockdown, and can be used to randomly assign all clubs in the FA to a qualifying league. Once the qualifying leagues have been run, and clubs have thus gained a reputation (for example, after 3 seasons), this option can be used to assign all the clubs to the appropriate position in the league structure according to their reputation, thus the best clubs in the top division, next best clubs in the next division, etc.
- At FA lockdown, automatically grant FA membership to any team whose manager has signed-in during the past season but is currently without an FA, to an available 'Open' FA if there is one.
- All competitions are now given an "Intensity Rating" which is a basically the maximum number of matches that a team can play in the competition divided by the maximum number of days the competition can run for to give a rough guide to how intensive the schedule us. As the first part in steps being taken to protect the auto resolution system from meltdown, a limit of 10.0 has been set for the IR of any competition. Existing competitions that exceed this will not be able to re-start in future without adjustment, and competitions cannot be created or edited to exceed this.
- Allow competition organisers to specify an offline % but no prize money penalty. This won't do anything, but means the offline % can be displayed as a guide and used by those FAs whereby we want to move teams from one FA to another if they exceed the %.
- Don't make the setup assistant prod you into joining an FA if it's not possible due to lockdown.
- Don't reschedule a fixture if it's within 24 hours of the deadline.
- Changed 'Official' and 'Unofficial' stats categories to 'Major' and 'Minor'. For senior football, Major means all senior FA competitions with a reputation setting, and for youth football, Major means all youth FA competitions.
- Future seasons will last 23 days instead of 21 days, with the subsequent pre-season period reduced to 5 days. Future player contracts will align themselves to the 5 day period from season-end, instead of the 7 day period.
- Fixed a bug where a manager could move FA's and win an FA award despite not playing any matches.
- Fixed slight bug in automatic prize money calculator, where it gave a small minimum prize money amount to all teams, even if none was asked for.
- Re-worded news item when it pays out final league position prize money under the new deferred/accumulated prize money system. Now talks about you having 'earned' rather than 'received' the money, since you haven't actually received it.
- When validating a competition length, if it's a league competition then check it can run multiple times in the case of an FA with a number of league runs setting of greater than zero.
- Clubs can now only enter or confirm entry into competitions if the intensity rating of the competition would mean the user does not exceed the maximum total intensity rating, currently set to 100 for each user.
- Disabled the accumulate prize money FA org option, it should always be set when the automated allocation system is run and shouldn't be turned off. Now it can't be!
- Expanded federation types from 'Domestic' and 'Super' to 'Domestic (Open)', 'Domestic (Traditional)', 'Domestic (Live)', 'Domestic (Active)' and 'Super'; these new definitions will allow a simpler and more effective FA finder to be implemented, and also allow us to automatically assign users to the most appropriate 'Open' FA type if they are in danger of missing out on an FA.
- Length of preseason for season one is now independently configurable from the normal preseason, in case we need it to be longer than 5 days at the launch of a gameworld.
- 4829 - Competition has failed to auto start and the user has no option to manually start the competition
Manager
Spoiler: show
- Auto squad select now defaults to 22 players instead of 18 for a new user.
- Prevent being able to construct stadia, academies etc before you have confirmed your squad and the financial system is active for your club.
- Prevent being able to restart during season 1, this isn't compatible with the preselected pool concept.
- Phase-in the player rep/ability element of the club reputation calculation over 4 seasons, in a similar manner to competition reputation and prize money.
- When a user is deactivated, remove any provisional squad they might have been in the process of assembling. In the case of the first season in a new GW, free-up their preselected squad pool too. Likewise, when a user is reactivated, re-allocate them a preselected squad pool if there is one (i.e. it is the first season).
- You can now play FA matches with your provisional squad, e.g. preseason quick-plays etc. This also solves the problem of someone not confirming their squad before the season starts. Since a team is financial 'frozen' there is no gain from doing this deliberately.
Matches and match day
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- Bumped up injury lengths and numbers of injuries to something more akin to reality.
- Only display a confirmed time for when match rights will be awarded when the date has actually been locked.
- When setting up the match engine and passing in stuff like "games won in a row" to influence the psychology of players, for FA matches pass only the FA values only for these fields, rather than the overall (FA+non-FA).
- 4394 - Game crashes when user 'Reshuffles Team' when side have been reduced to ten men.
- 4610 - Target Man's default instruction is to cross to target man. Cross to himself? That's crazy!
- 4663 - When 'Allow Subs In This Scenario' is not selected, then it shouldn't make subs due to player condition. It should only make subs if the current scenario allows it.
- 4682 - Auto Select option does not select injured players for challenge.
- 4522 - Individual set piece instructions are not being followed/resetting
Moderation
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- Fixed issue where the Edit button was enabled on the moderator notes page when no note had been made.
News & mail
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- Added support for timed official mails to be sent to a user after they first sign-in. The plan is to send a daily mail giving some hints about a particular section of the game to help guide the user during the early days.
- Added a news item informing managers that the they can now confirm their initial squad and that the transfer market is now open, 24 hours before the start of the first season. This also states that FA membership is closed. For future seasons, a similar news item is issued that just confirms that FA membership is closed.
- Prefix result news items with the competition abbreviation, e.g, "CFAD1 : Team A win against Team B".
- Rephrased news item mentioning that clubs will no longer be able to join or leave FAs from 24 hours before season KO.
- In news items detailing offline playing rights assignments, prefix the subject of the news item with the competition abbreviation. This one is for Charles aka Sudoku!
- 4724 - Contract extension news items incorrectly indicates that the player is out on loan.
Players - AF, Transfers, wages, contracts, morale and auctions
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- Added option to buy a player but take his existing contract on his current wage and expiry date, rather than on a new 1 or 2 season contract.
- Added a "Locked Players" section to the player search listing all the players of 100k AF upwards who are currently locked, along with the date (if the current season) or the season (for later seasons) that they will be unlocked.
- Allow auto extend wages to drop, if this is what the wage multiplier determines should happen; i.e. don't force it to maintain the contracted wage.
- Added 'Extend Contract...' option for players which is available to use in the last 14 days of a player's contract and will immediately extend his contract on his current expected wage by one or two seasons as chosen by the manager, thus giving more flexibility for a manager to manage his contract renewals.
- For a Gameworld operating under the new economy system, removed player agent fees from private transfers and transfer auctions to incentivise these types of transfer a little over wage auction transfers.
- Implemented an alternative player expected wage/locking system (see below) which includes unlimited locks.
- Increases signing-on fees for teenagers to 20x wage, up from 10x.
- Players signed on a contract option set, by default, to 'Auto Rebid', so that the recipient of said player at least has to sign-in and make the effort to retain him at some point.
- Reduced AF and wage threshold for being able to trial a player to below 50k AF and 5k wage demand, to avoid the situation at a GW start where the 100k AF guys get trialed and used in official matches, when these guys really oughtn't be playing in such matches until properly signed in a WA.
- Under the new unlimited locking system, default all new signings to be set to 'Auto Extend'.
Players - Reputation and progression and regeneration
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- Fixed a bug which was altering the age of players when generating a fantasy GW and umbalancing the number of youth players & their starting CA's
- Made sure the initial batch of youths generated when a GW is created are also distributed in the preselected player pools.
- Made some very minor fixes to the way progression training is applied for attributes which do not have a skill associated with them e.g. consistency, versatility etc.
- Made some changes to some of the code which balances attributes against CA. This will bring attributes into line with FM - therefore users are advised that they are likely to see significant drops in most attributes for all players.
- Improved the way player reputation and ability is factored into the club reputation calculation. Now, level 20 is given to the team with the highest player rep, level 1 to the team with the lowest, with others scaled in-between. Likewise for player ability.
- 4713 - Changed the way the 'Towering' description is calculated for players. Having high jumping and heading is no longer enough, a player must now be at least 188cm and 83kg.
- 4756 - Made a tweak to the way heights are generated for players which should fix a number of issues, most notably regen GKs being shorter than their real-world counterparts.
Skills
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- Added the concept of a skill queue. It is now possible to queue up any number of skills so long as they *start* within 24 hours. This means for example you could queue up a 23 hour skill and then add a 2 day skill to the end, or alternatively queue up a large number of the smaller, lower level skills before placing a big skill at the end.
- Added a new skill to the Physio family - Conditioning, which increases match fitness before matches by 5% per level helping to ensure your side are always in good shape for the match ahead.
- Academy Operation skills now require only Scouting level 3, and Youth Team Coaching level 2, meaning that we don't have a situation where under the new specialisation system that building more than one academy would require three specialisations, which is what we're trying to discourage. Learning regional Academy Operation skills to level 4 upwards however, still requires the corresponding regional scouting skill level of 4 upwards, and thus would require Scouting as been a specialised skill category.
- Enhanced the skills page so that when all bonus points are spent, or the skill queue is full it will no longer be possible to drag new skills onto the list. Previously skills could still be dragged even though they would not be added.
- Highlight a suitable default row in the skills list as you browse these pages
- Halved the maximum effect of the commercial skill boost on general income from a 40% increase down to a 20% increase.
- Judging Potential levels 1-2 can now be learnt under Scouting level 3. This is more consistent with the weaker JP skill these days and the fact that you get a basic JP ability even without a JP skill and makes for a more gradual increase in your ability to judge potential up through the skill levels.
- Made a change to the skill system so that now when learning lvl4 or above of a skill the user must choose whether or not to specialize in the skill. If they do not specialize then the skill will take longer to learn (5x longer at present) The user may choose to specialize in 2 categories of skills.
- Overhauled the skill timings. Level 4 and 5 skills will now take longer to learn than they did previously, but will also give larger rewards. The lower end skills (level 1 to 3) will take the same time as before but will bring in lowered rewards than previously.
- Position Learning as the last skill in the list on the skills page, since it is slightly different.
- Reorganised the skill page so that each category can be selected from an icon bar down the right side of the page.
- 4810 - Fixed a bug whereby when learning a skill the next level of the skill would automatically be displayed as '0% complete' implying the user had part-learned it.
Stadiums
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- The default stadium for a new team is now a smaller one with four basic stands, basic seating along the sides and terracing behind the goals. This makes more sense under the new reputation/economy system and means that there is a benefit in expanding your stadium at the point you hit a reputation level of 3 or 4, rather than 9 or 10.
- 4594 - Added some extra text to the academy and stadium construction dialogs to make it clearer that it is possible to pay for the entire expansion up-front.
User Interface
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- Added goals / assists columns to appropriate player award history panels.
- Added hints to add/remove buttons on player list for starting squad selection.
- Added goals / assists to the award holder?s panel for Golden Boot and Most Assists awards on the awards page.
- Match deadlines are now adjusted within their designated play time according to the sign-in patterns of the two managers over the past four weeks, with the aim of picking a time which is most likely to see both managers online. Since this date is the point at which offline rights are assigned, the intention is that when rights are shared, the system is fairer.
- Modified the FA finder so that instead of asking the user for playing intensities/times, they instead just choose from one of the four defined FA types.
- Re-worked the default columns in the various competition lists (World -> Competitions and Club -> Competitions) to include the estimated length and competition intensity and generally making the columns showed more relevant. To make this visible for testing purposes, reset the current competition list view and filter in each case.
- Show a player's wage demand on his profile and contract sections in brackets after his contract wage.
- The 'Wage Auctions' tab under the player search will now list not only auctions involving your own players, players you have shortlisted and players you have bid on, but also, any player on a full contract and thus in an end of contract auction.
- Transfer Auctions tab has been split into 'Recommended' and 'Speculative' sub-tabs. The former lists all transfer auctions where the starting bid is no greater than the AF of the player, or where a bid has been made in the auction, whereas the latter lists all other transfer auctions.
- When you choose "World -> Rankings" make it automatically jump to your ranking position.
- Updated Welcome To Game popup so that it no longer contains incorrect information following recent changes to the game.
Match Engine
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823

- Narrowed defence in last third especially when ball central
- Reduced instances of central defenders getting dragged apart
- Reduced instances of central defenders getting pulled to ball outside area when team mates better placed
- D-line position change from v821 toned down slightly
- Fixed keepers having unrealistic reach at point blank range
- Keeper more willing to offer backpass to team mate chasing back to intercept ball in own half
- Slight reduction on delay in reactions by keeper who has dropped ball
- Tweaked v822 fix for keepers sweeping up through balls to make sure they dont eg come and head clear a ball they could actually control
- Fixed AI teams picking Trequartista in same XI as playmaker
- Reduced likelyhood of lone striker in AI team being used as Trequartista
- Made players with high workrate and stamina less likely to be used by AI teams as Trequartista
- Fixed players being delayed unrealistically after someone attempts a step tackle on them
- Fixed occasional bug causing player not to challenge for header he had moved for
- Increased negative effect of lots of new players at once playing in a team
- Made ball player less likely to dribble when faced with opponent and near own d-line
- Small tweaks to shot, pass, cross and header accuracy
- Allowed more backpasses to keeper or short passes to get out of trouble in defensive areas
- Fixed bug causing some needless passes to offside players
- Reduced unrealistic attempts at difficult passes direct from freekicks
- Reduced number of speculative and overambitious through balls
- Fixed some lofted kicks being a little slower than player intended
- Ensured big games such as Champions League quarters, semis are recognised as such by the players involved
- Made sure players are never too undermotivated in really big games regardless of situation

824

- Made keepers try to anticipate penalty direction better
- Reduced further the reach of keepers when ball comes at them at close range
- Made it harder to direct headers under severe pressure/challenge, and/or when really stretching to reach ball height
- Reduced instances of players heading ball when they have time to bring it down and control it
- Further improved decision making of player when clear on goal
- Slight tweak to general choice of shot type
- Reduced effect of long shots instruction or PPM in certain positions
- Fixed corners rarely being sent to edge of area when instructions are set to do that
- Tweaked v823 fix regarding speed of lofted kicks
- Slight increase in dribbling speeds over smaller distances
- Fixed players appearing to "scoop" ball forwards slightly when running at pace with it
- Made defenders a bit quicker to correct lateral position when defending
- Improved running line of defenders who need to cover ground to engage ball player
- Reduced occasional positioning flaws when trying to show ball player onto a certain foot
- Fixed rare issue with defenders leaving cross to go out and allowing attackers to head ball unchallenged
- Fixed a couple of issues that could cause players not to challenge for ball they had gone for
- Tried to reduce instances of unrealistic closing down of ball player by defenders
- Fixed player who is set to mark tall player following that player outside the area when defending a corner or free kick
- Improved reactions of attacking team to saves and rebounds
- Made players come deep to find space rather than look for it behind opposition D-line when their instructions and PPMs are better suited to that
- Fixed player set to "challenge keeper" at corners actively looking to move away and towards ball instead
- Reduced the worst player motivation drops when team is well ahead in match it should win
- Limited motivation drops in big matches
- Tweaked player match ratings
- Reduced effect of fatigue upon physical abilities apart from pace and acceleration
- Fixed some possible cases of players walking through the side of the dugout
- Made physios go around the back of the goal when returning to the bench from the far side of the pitch

825

- Improved AI when looking for potential through balls
- Small tweak to simple pass to feet accuracy
- Made players use first time passes and shots less frequently unless clearly the obvious thing to do
- Reduced number of illogical long shots generally
- Sanity check on unrealistically hard kicks eg shots from very long distance
- Tried to encourage players to cross a little more readily in obvious situations
- Fixed rare occurances of defenders who are right on own goalline line clearing ball into own goal instead of away from it
- Slightly toned down speed of Rory Delap style bullet throw
- Fixed bug where team doesnt give ball back to opponents who kicked it out due to an injury
- Made defenders shift laterally a little more intelligently as play switched
- Fixed some defenders being default positioned in no mans land when facing a cross situation
- Try to further reduce needless double marking of ball player especially by centre halves
- Tweak to defending player choice of player to mark in own area
- Fixed bug where defender can be marking player and then switches off as pass made to that player before resuming marking him
- Fixed code anomaly in the way keeper saves are dealt with at point blank range
- Small tweak on keeper anticipation of penalty direction
- Fixed bug where keeper could take throw occasionally in opponent's half
- Slight reduction on effect of goals upon individual match player ratings
- Adjustments to post match effect upon reputation, namely a major flaw fixed for FML matches and a minor one for FM matches.

826

- Adjusted goalkeeper pathfinding around the side of the net

827

- Small tweak to AI manager's expectation of result
- Implemented use of AI manager dirtiness allowance attribute on tackling style
- Made AI managers with lower passing directness bias towards "control" strategy over "attacking" strategy
- Made AI managers with lower passing directness more likely to use "retain possession" and "look for overlap" touchline instructions
- Made full backs keep closer eye on opposing winger when play central or on their side
- Made team with ball shift position better when ball moves laterally
- Small improvement to player reaction time to pass or shot being made
- Encouraged smart use of first touch control over first time pass/shot where applicable
- Improved choice of run with ball direction when on wing according to instruction and/or strongest foot
- Reduce number of long shots from players with "LOOKS_FOR_PASS_NOT_SHOT" PPM
- Aimed crosses, corners and indirect free kicks from wide a couple of yards further away from goal
- Fixed short pass back to throw in taker being discouraged
- Reduced number of risky low benefit passes
- Reduce number of aimless clearances when not very close to own goal
- Removed cross from byeline instruction from INSIDE_FORWARD role
- Removed try longshots often instruction from ADVANCED_PLAYMAKER role
- Dampened ball rebound velocity from ad hoardings
- Fixed offsides being called on player who was offside on an earlier pass than one played to him

828

- Tweaked effect of consistency very slightly
- Improved positioning at attacking free kicks from deeper wide areas
- Fixed bug causing central defenders to cover full back positions prematurely
- Fixed player going for loose ball, getting there after opponent and then illogically passing opponent off to team mate
- Made defenders come out from centre to engage wide player when obviously required
- Improved player recognition of having a clear run towards goal
- Small tweak to shot, header and pass accuracy
- Improved use of header across area when too narrow angle to go for goal
- Reduced number of unneccesary risky passes slightly

829

- Small tweak to positioning of defenders that was supposed to have been in v827 but wasnt
- Encouraged teams with narrow formations to get full backs overlapping
- Tweaked "when to cross" AI
- Increased accuracy of corners and whipped in free kicks slightly
- Stopped attacking players rushing the 6 yard box before ball played in
- Improved willingness to run with ball when under no pressure
- Fixed attackers standing still in bad positions to avoid moving offside
- Fixed player going to mark opponent when team mate already moving to intercept pass
- Reduced instances of quality players making unrealistic panicky decisions in own half

830

- Fixed FML pkms not loading into FM viewer

831

- Improved attacking movement when ball played in from wide set piece ( not corners )
- Tried to improve keeper starting position and general movement when defending a corner or wide free kick
- Get teams to use overlap shout against narrow formations when not playing too defensively
- Tweaked effect of blend, morale and consistency on match performance
- Tried to get cultured players to knock the ball around a bit more
- Fixed rare bug where keeper wont save shot really close to his body
- Improved decision making for players when in last third and running with ball in a wide area including cross choice
- Fixed tall players marking opponents outside of own area when defending a corner
- Fixed bug where player can move right back into own area for no apparent reason after his keeper has picked up the ball
- Stopped wide players moving into channels when they should already be in them
- Reduced short bobbly passes
- Reduced instances of bizarre "Mr Fifty Pence-Head" headers in own area

832

- Tweaked AI choice of tactics strategy...less use of contain and defensive when unneccesary
- Got AI to use "Hassle Opponents" shout when they want to stop defensive minded opposition knocking ball around the back
- Made man marking and high closing down settings ( as in Hassle Opponents ) work more definitively in tandem
- Reduced effect of 831 change that got too many average players trying to knock the ball around more
- Increased likelyhood of crosses being attempted and also made attackers get a little closer to the six yard box in anticipation
- Tried to reduce number of overly risky passes that have little benefit

833

- Implemented better zonal marking at corners and free kicks near corner to try to reduce exploits
- Improved defender reaction slightly to corners and similar balls into area
- Small tweak to accuracy of longer shots and passes
- Made AI managers a little more ambitious still in terms of strategy
- Slight tweak to match ratings of wide players

834

- Fixed keeper holding starting position for too long after corner kick is taken
- Fixed small flaw in 833 change regarding defender reaction to balls into area
- Couple of small tweaks to crossing AI

835

- AI less likely to leave 2 up when defending corner
- AI use more zonal marking at corners
- Fixed short goal kicks issue
- Slight tweak to 834 crossing tweak
- Slightly less speculative passes from superior players
- Rebalanced stats slightly

836

- Fine tuned pass risk balance
- Slightly toned down long shots at lower levels
- Made more deep lying strikers come short a little more
- Improved indirect free kick destination point from wide areas
- Very slightly boosted header accuracy

837

- Slightly more likelyhood of player lurking at edge of area at corner being man marked
- Fixed dodgy 2 man wall at direct free kicks either side of penalty area D
- Fine tuned ratings by position

838

- Fixed corner exploit that utilised two players lurking outside area

839

- Fixed specific corner marking not working on player lurking outside area
- Fixed tactic creator leaving too many forward when defending a corner
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Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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Tsakalaki
Asst Researcher ΠΑΟΚ - Story Teller
Asst Researcher ΠΑΟΚ - Story Teller
Posts: 48757
Joined: Sun Nov 30, 2003 12:00 am
Football Manager της ομάδας: Tottenham
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twitter: Tsak_attaq
Status: I've never been clever, 'cause need it never
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The Times They Are A Changin?

And by ?times? I mean, the skill system. As was announced a little while ago we have been listening to feedback on the forums about the current skill system and looking into ways we can change it based on this feedback. This blog is intended to outline the concerns raised by you guys and detail the changes we are making to address them.

?The Lower Level Skills Are Too Fiddly?

One of the main issues with the current skill system is that the skills you learn at the start of the game take very little time to learn. While this is good in that it allows you to catch up some ground on the more established users very quickly it is also fiddly as you have to change skills a couple of times an hour. This can lead to the loss of valuable skill training time if you log off and don?t have any longer term skils available to tide you over until the next time you log on.
Spoiler: show
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Now this has been a long-standing issue with the skill system and one that we have attempted to address before. Most notably we tried to tackle this with the starting skill selection system in which you would get a choice of the kind of manager you wanted to be. This choice would then learn some skills in the chosen category, giving you a headstart in a particular area, but also unlocking some longer term skills. However this is only of a fairly limited use and doesn?t cater to every play style.

So what are we doing about this issue? Well, rejoice, as we are introducing a skill queueing system!

This system will allow you to queue up any number of skills provided that they *begin* within 24 hours. So you could queue a 23h and 59m worth of skills before adding that 20 day behemoth to the end for example. As you would expect from a queue once one skill finishes, the next will begin learning immediately.

?There Isn?t Enough Specialisation ? Everyone Is A Jack Of All Trades?

Another area that has been identified as an issue with the present system is that the majority of users tend to learn the lower levels of each skill rather than specialising in a particular category. This is the logical approach in the current system as each level of a skill takes longer to learn but only gives the same benefit as the previous level. The original aim of this system was to ensure that the game wasn?t too biased in favour of the established user i.e. it was possible for a new user to catch up to being a level or two behind an established user very quickly however this clearly encouraged users to learn only low levels of skills. This aspect of the system was intended to be countered by rewarding specialisation by unlocking new skills at higher levels. With the exception of one or two areas (for example Commercial being unlocked at level 5 of Finance) this hasn?t happened however so this became another part of the skill system which needed an overhaul.

Spoiler: show
Image
So, what are we doing about this issue? In the new version skills will give differing benefits depending on the level you unlock, bringing the reward more in line with the time invested.

To give an example, let?s take the Coaching skill. In the new code it will look something like this :

Level 1 : 2.50% Boost (Total Boost : 2.50%) 40m to learn
Level 2 : 2.50% Boost (Total Boost : 5.00%) 2h 40m to learn
Level 3 : 2.50% Boost (Total Boost : 7.50%) 16h 40m to learn
Level 4 : 5.00% Boost (Total Boost : 12.50%) 12d 12h to learn
Level 5 : 12.50% Boost (Total Boost : 25.00%) 41d 16h to learn

As you can see from the above the total boost at the end is that same as before (25%) however the way in which this total boost is earned is different, with the reward at the higher levels being increased, and the lower levels decreased.

A final change in this area which will enforce specialisation is that under the new system a user can only specialise in 2 areas. Attempting to learn a level 4 or 5 skill in a non-specialist area will take will take significantly longer than normal. This means that users will have to choose carefully which area of the game they intend to focus on, helping to encourage increased specialisation.


This isn?t a closed door though ? it will be possible to change which categories you specialise in, however any level 4 or 5 skills learnt in the category you choose to ?unspecialise? in will be lost.

Spoiler: show
Image

Anyway, we are hopeful that these changes will help to bring the skill system more in line with what you guys have been asking for and help to address some of the long-standing issues with the system. As always all comments, questions and suggestions are welcome on the forums!
--------------------------------------------------------

Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

My Twitch channel
User avatar
Tsakalaki
Asst Researcher ΠΑΟΚ - Story Teller
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Posts: 48757
Joined: Sun Nov 30, 2003 12:00 am
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The new medals system


We?ve just announced the full changelist for 1.5. A blog all about skills and the changes we?ve made is being made tomorrow.

Celebrate Success

One of the things we wanted to make sure we did over the course of a relaunch was to ensure that everyone was able to take with them a record of what they had achieved in their previous gameworlds.

To do this, we?ve expanded on the current achievements system and created a brand new set of manager achievements in the form of medals.
Spoiler: show
Image
Many of you have been in your gameworld since the start, hopefully some of you feel like you?ve done really well, you?ve probably won a few competitions, been near the top of the rankings and maybe once upon a time you were the gameworld champion. The manager medals will recognise and reward all of these efforts. These medals will again be portable between gameworlds and aim to serve as a reminder, to anyone you come across, that you?ve got an FML history behind you.

Spoiler: show
Image
Here?s a summary of what medals you can earn so far. I?ve only got 3 in my beta gameworld


  • FML Founder (Signed up within Cantona?s first season)
  • Gameworld Founder (Signed within the first season of the GW)
  • World Champion (Had the crown at some point)
  • Defender of the Crown (Defended the champion crown at least 5 times)
  • Medal of Achievement (Reputation >= 6500)
  • Superior Medal of Achievement (Reputation >= 7500)
  • Exceptional Medal of Achievement (Reputation >= 8500)
  • Purple Heart (Suffered at least 300 injuries per week signed up)
  • Medal of Marksmanship (Scored at least 600 goals per week signed up)
  • Medal of Industry (Played at least 400 matches per week)
  • Medal of Marketing (Transferred at least £20,000,000 per week signed up)
  • Medal of Finance (Bank balance of at least £50,000,000)
  • Medal of Expenditure (Paying at least £300,000 in wages)
  • Medal of Construction (Have a stadium with at least 100,000 capacity)
  • Cup Winner (won an official cup competition)
  • Gold Cup Winner
  • Silver Cup Winner
  • Medal of Renown (Had a player with reputation >= world class level at some point)
  • Community Medal (users who have been awarded the community manager of the season award at least 3 times)
  • Medal of Obsession (percentage of life signed in greater than 30%)
Spoiler: show
Image
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Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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Tsakalaki
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Posts: 48757
Joined: Sun Nov 30, 2003 12:00 am
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twitter: Tsak_attaq
Status: I've never been clever, 'cause need it never
Location: Θεσσαλονίκη (Βόλος)
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Pre-selected squads


The concept of FML starting squads is changing:


In the past, we?ve run a system where managers are able to (within financial limits) sign whoever they want in their initial teams.

What we?ve found with this is that whilst some are able to quickly assemble their very own ?Dream Team?, others are left trailing in what?s sometimes simply a race to be the first to the free agents list.



A New Beginning


The aim of the game after the reset is very different: you?ll now need to ?build? a Dream Team over time, rather than snap up stars on day one (or soon after). As such, managers must now choose their starting squads from preselected pools of 45-55 players (pic below).
Spoiler: show
Image
Each manager will be given a unique pool, but these are designed to be of an equivalent standard from manager to manager ? all players have Acquisition Fees of under £100,000, and pools are balanced by Current Ability (CA) and, for youth players, Potential Ability (PA). Pools will also have a generally uniform spread of player ages and player positions.

Your Role

Your role on day 1 in V2.0 is to lay the foundations of your Dream Team. The players you pick initially won?t necessarily be the ones that get you to the top, but they are the guys that could give you a vital head start.

So, how are you going to sign?
  • Do you want young players to develop and/or sell on later?
  • Oldies might deliver instant results, but will need replacing sooner!
  • The more spent initially, the less that?s left for subsequent transfers. Are you going to go big on fees/wage now, or hold fire?


Making the right decisions in these areas could give you a real edge.


Week 1


The good news is that what you can do with your squad in week 1 is also changing:

You no longer need to confirm your squad before playing friendly matches or challenges ? this means you can really mix and match in week 1 to discover which of your pool players are the ones you want to go ahead and sign.

It also means you can get a head start in the race to collect Reward Points, and maybe even be the first club in your gameworld to have a mascot!


Squad Confirmation & The Transfer Market



Here are some other quick points on what you can and can?t do in week 1:

  • You will not be able to buy, sell, loan or swap players with other managers until after the start of the first season.
  • You are still able to sign players from the free market after confirming your squad, but only if they are unlocked (see below).
Note that:
  • No extra income is generated through the first pre-season, so there?s no rush to confirm your squad!
  • Once you do confirm your initial squad all the players left over in your pool will be released onto the free market for others to sign.
Locked Players

As part of our efforts to make building an FML Dream Team a game of skill rather than one of speed, the best players are now locked away for gradual release over a gameworld?s first three seasons.

The emphasis now lies on earning the right to be (financially) in pole position to sign as player once he becomes unlocked.
Spoiler: show
Image
The ?Locked Players? screen (pic above) will tell you when Ronaldo and co are due to become available, so be sure to keep an eye out!



We hope you?ll rise to the challenge of building a squad of stars and wish you the very best of luck in doing so!
--------------------------------------------------------

Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

My Twitch channel
User avatar
Tsakalaki
Asst Researcher ΠΑΟΚ - Story Teller
Asst Researcher ΠΑΟΚ - Story Teller
Posts: 48757
Joined: Sun Nov 30, 2003 12:00 am
Football Manager της ομάδας: Tottenham
Αγαπημένη Ομάδα: Dynamo Podilatou
facebook προφίλ: antonis.tsakaleas
twitter: Tsak_attaq
Status: I've never been clever, 'cause need it never
Location: Θεσσαλονίκη (Βόλος)
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It?s tough at the top

A new economy is coming to FML, and it?s one which promises to keep all managers ? especially those used to seeing their clubs at the top of the world rankings ? on their toes.

Here are three reasons why:

1. CASH ? EYES ON THE PRIZE

From reset onwards, there?s to be a clearer than ever link between performances on the field and the money your club makes.

Pure prize money now makes up a full 50% of your potential income each season, with stadium income making up a reduced proportion at 35%, and daily income 15%.

IMPACT: A big stadium and/or an historically good club rep will help you, but they alone won?t be guarantees of a place amongst the game?s elite ? consistent levels of performance are now an essential to keep your club moving in the right direction.

2. MONEY-GRABBING SUPERSTARS

The days of getting away with paying players below the going rate are over, with auto-renewal wage demands now scaling in three ways:
  1. Player Status: Is your player a major star? The higher a player?s reputation, the more he?ll ask for. Those of 4* or 5* rep have the biggest demands by far, reflecting their scarcity value.
  2. Club Status: Are you managing a top side? You may be bringing in more money than other clubs, but your players will, accordingly, expect a piece of the pie!
  3. Length of Service: Players aged under 30 will generally ask for more each time they renew their contracts ? after all, loyalty shouldn?t go unrewarded.
IMPACT: If you don?t keep bringing home the bacon, your players might still be asking for alot of money when their contracts come up for renewal, but you?ll need to eat into your cash reserves in order to keep paying them.

If you?re a lower rep club, however, the weighting of the system means you?ll have the breathing space to keep growing without some of the pressures bigger teams face, so breathe easy!

3. PLAYER LOCKS ? THE GOLDEN GAMBLE

Good news ? player locks are now unlimited, and you can lock as many or as few squad member?s contracts as you wish. As shown by the pic below, you can even auto-renew contracts up to 2 weeks before they expire!
Spoiler: show
Image
The catch is that, as described above, players at bigger clubs will often be asking for significant rises via auto-renew, leaving wage auction auto-rebids as the most cost-effective option.

IMPACT: The dilemma that faces you more than ever as an FML manager in reset is this: is this player worth what it will cost me to extend his contract, and is that an outlay I can justify?

When your team are on the way up, tying all your players down will seem an attractive proposition, but if your club begins to struggle you?ll either need to gamble on a rapid revival, or be prepared to sell some stars and rebuild afresh.

IN SUMMARY

To those of you used to hitting the heights in FML we say this: attaining gameworld domination may well be a great achievement but, after reset, only getting to the top and staying there will go down as a crowning glory. Can you handle the pressure?

As for the rest of you: there?s never been a better chance to get your club to the top, so get ready to show the world how good you are!
--------------------------------------------------------

Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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Tsakalaki
Asst Researcher ΠΑΟΚ - Story Teller
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Posts: 48757
Joined: Sun Nov 30, 2003 12:00 am
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twitter: Tsak_attaq
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Player Attributes in 1.5

Some of the keen FM players amongst you FML fans may have noticed differences between any one player?s attributes in the FM database compared to FML. For instance, Torres? shooting and finishing could be 1 or 2 points higher in FML compared to FM. In fact, comparing to FM you?d notice almost all players in FML appear to benefit from higher playing attributes.

We noticed this too, and did some investigating?

The Problem

It turned out the issue laid in what we call the ?balancing code? for player attributes. What this means is as follows:

When players are created they are subjected to code which checks all their attributes are in line with their current ability (CA). This code is also run when player?s CA progresses/regresses to make sure attributes progress/regress at a similar rate.

The problem we found was that the (hidden) ?footedness? rating determining the overall effectiveness of a player?s attributes when using his playing foot/feet was being treated differently to how it is in FM, and not changing in line with overall CA movements.

The Solution

The game now knows the correct scale for the ?footedness? rating, and so will no longer let it be out of balance in the way described above.

In a new gameworld this fix will be present from the start, and you?ll notice nothing unusual with player progression & development ? except that guys like Torres will see their stats kept in line with FM levels.

How This Affects Your Team

In existing worlds, however, players currently have too many attribute points allocated to visible attributes at the expense of ?footedness?, and our fix means some redistribution will occur.

You?ll see some clear falls in player attributes, but remember
  1. that this is an across the board change that affects every manager?s team, and
  2. that the changes are of a neutral affect, because your players? current ability ratings aren?t falling overall ? it?s just that ?points? are being given back to the hidden ?footedness? stat.
--------------------------------------------------------

Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

My Twitch channel
brekekes
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Σήμερα, μετά την αναβάθμιση σε 1.5, τα skills σας θα χαθούν!!! Τα skill points όχι όμως :-)

Αυτό θα γίνει , για τεσταριστεί το reset. Μπορείτε να τεστάρετε που θα χαλάσετε τα points.

ότι και να επιλέξετε τώρα δεν πείράζει, αφού τα skills θα χαθούν πάλι στις 24/3
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Ειχα την εντύπωση οτι μετά το ρεσετ το μόνο που θα παραμείνει ήταν τα skills...
god is a dj
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Μένουν τα skill points που έχεις. Οπότε απλώς τα εξαργυρώνεις.Έχουν γίνει αλλαγές στον υπολογισμό τους βέβαια. Έχει γράψει ο Τσακ στο thread του για το update.
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g-max
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Με το νέο σύστημα skills μπορούμε να διαλέξουμε δύο τομείς skills στους οποίους θα εξειδικεύσουμε.Από ότι έχω καταλάβει, μόλις φτάσουμε στο σημείο να επιλέξουμε το level 4 ενός skill, θα ερωτούμαστε αν επιθυμούμε να εξειδικευτούμε σε αυτόν τον τομέα skill λαμβάνοντας ένα boost (πιο γρήγορη εκμάθηση) από ότι αν δεν διαλέξουμε να εξειδικευτούμε.Διορθώστε με αν κάνω λάθος.Δυστηχώς δεν αφιέρωσα τον απαιραίτητο χρόνο στην beta για να είμαι σίγουρος
G. Gerara The Proud Manager of Veroia United
brekekes
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ακριβώς, G.
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Tsakalaki
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Wages in 1.5 ? Q & A with Oliver Collyer

With the much anticipated release of 1.5 yesterday to the live gameworlds, we sat down with Football Manager Live creator Oliver Collyer to discuss the changes to the wages system added in this version.

Q. So what?s it all about then, some of my top players are suddenly asking for extremely high wages!
A. From version 1.5, a player?s wage demand is linked not only to his reputation, but also to the reputation of the club he plays for. Over time, top players? demands will rise higher the higher the reputation of club he is playing for. In addition, we?ve removed the restriction allowing you only to guarantee keeping 5 players. You can now keep all your players, for as long as you are prepared or able to meet their wage demands.

Q. So what?s the reason for this change?
A. One of the problems that led to the reset of FML was the fact that the top teams were able to lock their best 5 players on their basic wage demand. Essentially this meant that most of the Gameworld?s top players were all unable to get a ?market wage?, i.e. even if there were teams prepared to pay them more than their basic wage demand they could not do so. The result was that top teams could keep on winning and earning cash and make large profits which would further secure their position at the top of the Gameworld and was bad for the game. By allowing the top players at the most successful clubs to progressively ask for a higher wage, we prevent this situation from happening, while also providing an interesting and strategic choice for the manager. Do I pay the high wage and bank on success in winning competitions to pay for it, or do I try and secure players on lower wages but with a greater risk of losing them to a rival club?

Q. But isn?t it a bit sudden, all these increases?
A. When this code was applied to the current live Gameworlds, then yes the demands can jump suddenly. However, when applied to a Gameworld from launch, the effect will be more progressive and subtle, partly because club reputations will take some time to grow, and partly due to changes to the way player reputation works (see below).

Q. What if I can?t afford to keep a player?
A. Each contract renewal, wage demands may rise and you?ll have the choice of whether you wish to pay the demand and keep the player, or allow the player to go to an end of contract wage auction to try and keep his wages lower. If you choose the latter, you still have the advantage over other bidders in the auction in that 1) you do not pay a signing-on fee if you retain the player and 2) you will only pay what the second highest bidder pays + £1, so the odds are still stacked in your favour.

Q. So what will be the starting bid in a wage auction, now?
A. Top players at top clubs will set a minimum starting bid of considerably below their wage demand, to stimulate interest. Essentially what would have been their wage demand under the old system is still used as the basis for starting a wage auction, meaning you can always have a chance to get a player?s wage down by going this route.

Q. You mentioned player reputation will work differently now?
A. Previously, players could acquire a high reputation by playing well enough even in games at a low level, although it would take longer. This meant it was common for squads to contain a number of well known or famous players, and subsequently wage demands would begin to rise. Under the new system, player reputation is now tuned to the new competition reputation system. What this means is that players can only gain a certain level of reputation by playing at a certain level of competition. For example, a player cannot become a household name without playing well in a Premier League, or in the top-end UFFA competitions. The result will be that many of the high reputations of players seen in current live Gameworlds, and their corresponding high wage demands, won?t be seen after the reset. Only the very top players will demand these inflated wages, and only when playing for the top clubs.

Q. Can managers not just keep trading players to keep wages down?
A. No, because when you sign a player on a high wage, he keeps his high wage. If the buyer was a smaller club, then his wage demand will gradually fall over time, but this would take a number of seasons to take full effect and make such an exploit worthwhile. If the buyer is an equally big club, he?ll continue asking for high wages.
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Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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Για μένα, η πιο σημαντική αλλαγή στο FML. Και μάλιστα την βλέπω πολύ θετικά.
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Tsakalaki
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Fantasy gameworlds


Reset brings two types of gameworlds into being; one being ?Returning Stars?, the other ?Fantasy?. The second of these types is to be populated entirely by fictitious players, and I?m going to talk a bit about how the players in this brand of gameworld will be created.

In Summary
We want the balance of ?Fantasy Worlds? to be the same as that in ?Returning Stars? worlds, which are filled with real players, so the FM player database is still our template.

What we don?t want however is Messi, Ronaldo and others to just be given a random name and age and keep the same stats ? it would be easy to spot top talent if that was the case!

Therefore we effectively pull out certain parts of real player information, do a little bit of jumbling, and then stick the parts together again.



The Scientific Part!

We go some way to achieving this by pulling out player influences that are cross-linked, stuff you can?t really split up without unbalancing things. For instance, this involves:

  • Ensuring countries like Brazil have a higher number of quality players than lesser footballing nations.
  • Dictating that there are typically more high quality players in some positions (i.e. strikers) than those in more niche roles (i.e. left wing backs, or defensive midfielders).
  • Keeping essential rules like that which ensures most younger players don?t have really high starting abilities.

Let me give you an example of how the first of these examples works in practice:

When we give a newly created player a nationality we check the available nations left in the database (as we try and create a set number of players per nation), and then give the player a similar ability level to a player of that nation in the real life database. Those players are then both crossed off their respective lists ? so once one Portuguese player with a Ronaldo-level PA/CA (not necessarily with the same stats, or even playing in the same position) has been created for the initial launch DB, another probably won?t be.

This kind of process helps ensure the balance of players is maintained, and then once we have the basics we can fill in the other parts of the player?s data.

The Finishing Touches

We create a name based on the player?s nationality: we have a list of common first names & second names stored for different nations & regions and we can choose these at random.

The next part of the player creation is creating all the attributes for players ? Current Ability determines the overall strength of a player?s attributes, but these are of course flexed by position ? so a good defender will be better at marking than shooting, for instance!.

A player?s nation will also play some part ? for example a South American player will often be given a slightly higher bias towards technical attributes then a UK player. This isn?t always the case of course, but there is more chance of it happening.

Along with these age will play some part too as certain attributes (especially physical attributes, such as strength) grow more when a player is younger, whilst other attributes will only peak at the later stages of a player?s career ? many of the mental attributes are good examples of this.

At the end of it all you have the end product ? a living, breathing fantasy player!
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Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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