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Post by ohdaesu on Dec 4, 2011 14:59:32 GMT 2
First of all, we have to explain the dynamics of the game clearly, understandble. I agree. We should help new players, we should explain the changes in the help section clearly. And after a change we have time to test it. If there is a lot problem occurs with that change we will implement them in this forum. And some adjustments can be made when needed. In online menager games it's odd. It is not easy to please everyone but a common way can be decided if we want.
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Post by LA-wezegaga on Dec 4, 2011 15:31:48 GMT 2
Why are people afraid of new features?what do they expect from game?if there is a change, it's all for us. The competition facts are all equal for everyone. So again your way of team management makes you a champion or not. What will be the difference?why are you afraid of so much? looking from new member clubs' side, their new team is naturally not so good. In every menager game user begins with a team below avarage with not so good players. But with the right decisions he makes his team better. The rules are all equal for every user. I began the game a mount after some managers, so i havent got good players like them. So what? It's totally natural. Maybe i will come to their level with the right strategy. Maybe my team will beat them in future. What is wrong with the new suggested training system. Like now, you can only train a few players faster. Like now, every player gets at least a little training also. I really can not figure out why do people closed to changes. With innovation game will become more dynamic other than to be so static. There's no need to change, just because change is good To me, giving training to all players reduce management (for all, we agree). I think this is quite obvious. Maybe it should be good to give the opportunity to train more thant 4 backs and forwards, but not all of your squad. This is the way the other online games work and I think this is for the best. About potential, I think it could be a good idea. But we need to think how it should be implemented.
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Post by RS-icsulescu on Dec 4, 2011 16:45:39 GMT 2
There's no need to change, just because change is good To me, giving training to all players reduce management (for all, we agree). I think this is quite obvious. Maybe it should be good to give the opportunity to train more thant 4 backs and forwards, but not all of your squad. This is the way the other online games work and I think this is for the best. About potential, I think it could be a good idea. But we need to think how it should be implemented. I think training all the players won't reduce management, in fact the user will have more duties and the game will be a little bit more dynamic. Users will have to set training for every player, not only for 8 players. This will require more thinking/planning from the users. Also, right now almost every users train the players who are in the first XV. So there will be a big gap between first XV players and substitutes. But if all the players will recieve training, users will have to change their lineup more often because some substitute wich was younger and had more talent than a player from the first team become better. And, my suggestion for the potential is to make for every skill a potential. This will encourage training multi-skilled players (wich now isn't realy profitable). And I want to encourage multi-skill training because else players will get bored ... Introducing potential for every skill will also make users to think and plan their players development and there won't be a simple formula for training like it is now.
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Post by RS-icsulescu on Dec 4, 2011 17:00:02 GMT 2
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Post by tronador on Dec 4, 2011 19:19:26 GMT 2
Set training for all the players
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Post by LA-wezegaga on Dec 4, 2011 21:15:23 GMT 2
How do you plan to set potentials for every skills ? The risk would be to have a player with a great potential in speed (for example) but the worst potential in breakthroughs, or handling. That would be a problem in order to make him a real multiskilled player.
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Post by RS-icsulescu on Dec 4, 2011 21:50:05 GMT 2
How do you plan to set potentials for every skills ? The risk would be to have a player with a great potential in speed (for example) but the worst potential in breakthroughs, or handling. That would be a problem in order to make him a real multiskilled player. When you register you get 13 forwards (players with higher strength, stamina) and 12 backs (players with higher kicking, handling, etc.). Also, when you search for a youth player, you recieve a back or a forward. So backs will have better potential for the skills which are more important for them and this rule will apply to forwards too.
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Post by GA-itzanuke on Dec 4, 2011 22:28:57 GMT 2
Why are people afraid of new features?what do they expect from game?if there is a change, it's all for us. The competition facts are all equal for everyone. So again your way of team management makes you a champion or not. What will be the difference?why are you afraid of so much? looking from new member clubs' side, their new team is naturally not so good. In every menager game user begins with a team below avarage with not so good players. But with the right decisions he makes his team better. The rules are all equal for every user. I began the game a mount after some managers, so i havent got good players like them. So what? It's totally natural. Maybe i will come to their level with the right strategy. Maybe my team will beat them in future. What is wrong with the new suggested training system. Like now, you can only train a few players faster. Like now, every player gets at least a little training also. I really can not figure out why do people closed to changes. With innovation game will become more dynamic other than to be so static. There's no need to change, just because change is good To me, giving training to all players reduce management (for all, we agree). I think this is quite obvious. Maybe it should be good to give the opportunity to train more thant 4 backs and forwards, but not all of your squad. This is the way the other online games work and I think this is for the best. About potential, I think it could be a good idea. But we need to think how it should be implemented. Change is necessary because a website like this is so new that users would want something new all the time, its kind of like my job if you don't provide ideas in a business people will lose interest if the same thing is there all the time, if you to get a PlayStation 2 and the PS3 comes you will want the PS3 not the older version. im not saying that this is the exact case, but you can see my point. If i were you isceluseu i would make a calender for users to see when new things come out and then people can debate, i also advise to have at least 2 changes every month to keep the game going after a while when the site is more populated you could slow down updates. ;D
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Post by RS-icsulescu on Dec 4, 2011 22:34:55 GMT 2
The idea with the calendar with the changes is realy good. I'll make a changelox.txt file actually where users can see improvements.
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Post by LA-wezegaga on Dec 4, 2011 22:40:19 GMT 2
To me, most of the game engine and principles need to be set for good quite quickly. Then, it'll be more about the apparence of the web site
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Post by mschumacher on Dec 5, 2011 10:14:08 GMT 2
I'd like training for all players.
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Post by ohdaesu on Dec 5, 2011 11:49:22 GMT 2
How do you plan to set potentials for every skills ? The risk would be to have a player with a great potential in speed (for example) but the worst potential in breakthroughs, or handling. That would be a problem in order to make him a real multiskilled player. When you register you get 13 forwards (players with higher strength, stamina) and 12 backs (players with higher kicking, handling, etc.). Also, when you search for a youth player, you recieve a back or a forward. So backs will have better potential for the skills which are more important for them and this rule will apply to forwards too. What about tackling and handling? Some back pos. needs good tackling, some fwd. pos. needs good handling. Then it is to be clear that the player's primary positions' potential shouldn't be so bad.
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Post by schuifman on Dec 5, 2011 15:43:44 GMT 2
I like the idea of talent; for every different skill, a player should have a different talent. These talents are hidden, but you should be able to hire an employee who can tell you the exact talents for every skill of a player. Of course, this should take some time or cost you some money
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Post by RS-icsulescu on Dec 5, 2011 15:44:12 GMT 2
When you register you get 13 forwards (players with higher strength, stamina) and 12 backs (players with higher kicking, handling, etc.). Also, when you search for a youth player, you recieve a back or a forward. So backs will have better potential for the skills which are more important for them and this rule will apply to forwards too. What about tackling and handling? Some back pos. needs good tackling, some fwd. pos. needs good handling. Then it is to be clear that the player's primary positions' potential shouldn't be so bad. But potential won't be something like: 50 for every forward player at stamina skill, 40 for every forward player at handling skill, etc. It will be something like this: between 25 and 60 for every forward player at stamina skill, etc.
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Post by ohdaesu on Dec 5, 2011 17:08:07 GMT 2
For example, will the fwd player's potential for strength be between 50-100?
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