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SM Dev (John)

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About SM Dev (John)

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    SM Senior Developer
  1. Pavillions Test Game World

    We can look at changing the cap to be higher and look at increasing attendances.
  2. Pavillions Test Game World

    It means the team with the most cash will be able to bid the most. This doesn't always mean the bigger clubs, many clubs who don't have great squads are cash rich but can't buy players. This will help them. We have increased the wages of just the top 350 or so players. Other players have had wage decreases. So again thi sjust effects top clubs, making it harder for them. It also benefits the smaller clubs in the way the Game Worlds finances are worked out. This is how GW finances currently work (all figures are examples): GW Income is equal to GW outgoings (so GWs don't get flooded with money) So if GW wages total £500m then £500m comes into the GW via (mainly) TV money and Gate Receipts. This £500m coming in is split 50% TV money and 50% gate receipts, and all clubs in the division receive the same TV money. A 'big' club will receive £12.5m in TV Money and maybe £18m in gate receipts. Total Income: £30.5m and have outgoing wages of (due to better players) £30m so make £0.5m. A 'small' club will receive £12.5m in TV Money and maybe £9m in gate receipts. Total Income: £21.5m and have outgoing wages of (due to worse players) £20m so make £1.5m. so if we increase the wages for the better players only The overall GW wage bill will go up say to £550m and the income will increase bto £550m, then.... This £550m coming in is split 50% TV money and 50% gate receipts, and all clubs in the division receive the same TV money. A 'big' club will receive £13.75m in TV Money and maybe £20m in gate receipts. Total Income: £33.75m and have outgoing wages of (due to better players and increases) £35m so lose £1.25m. A 'small' club will receive £13.75m in TV Money and maybe £10m in gate receipts. Total Income: £23.75m and have outgoing wages of (due to worse players) £20m so make £3.75m. This is a rough example but... changing higher rated players to have highers wages actually helps smaller clubs with smaller stadiums. Yes if a smaller club does well and gets lots of good players then they will struggle to compete with a big club as both clubs have the same wage bill but the bigger club will have the bigger stadium. But this is how the game is and we don't want to change this. It more difficult being a smaller club with a smaller stadium but that's the fun of the game! Smaller clubs do build their stadiums as well upto a limit of 24,000 which I think we decided on as its the average for top flight English club. We can review this limit but do we really want a club from a small town turning into Barcelona sized club??
  3. Hi guys, we are in actual fact changing this system and have just finalised a new one which is simpler and fairer. We are setting up a forum test game world in the next few days to trial it out in. Keep your eyes peeled for a post from us which will be asking for people to join this test game world to get your views and feedback on the new system. Cheers
  4. Where's my prizemoney; Are you feeling ripped off?

    Hi Guys, we have finally got to the bottom of the problem and we are pleased to say that this is just a display issue. Prize money is being awarded correctly but it doesn't immediately update the clubs balance while you are on the game. We have now added a fix in for this so that the balance will increase immediately whilst you are on the game.
  5. We are currently implementing a whole host of improvements to the multiplayer over the coming months. You will see some major improvements, not least a new match engine and interface. We are splitting our dev team to work equally on both games.
  6. Launch of Alpha

    Re: Launch of Alpha Hi, We have just put a new build up (0.37) which should have fixed the issues around loading/saving and some of the other issues you have pointed out. Hopefully each build such be getting better until we are ready to release the game. Unfortunately this means that we have had to remove past saved games. Thanks for your continuing help and patience!
  7. Initial Feedback

    Re: Initial Feedback Hi Guys, The latest version you should all be playing on is version 0.14 (more changes and bug fixes). It will say what version you are on at the top of the Single player page. You may need to do a full refresh (ctr + F5) to get it. We are aware of numerous bugs and are trying hard to get through them as quickly as possible! Thanks for your patience and we hope you can see the potential of this game
  8. Initial Feedback

    Re: Initial Feedback Hi Guys, We have been working hard today and fixed a lot of bugs you guys have reported! We have now just released a new build which will have fixed a lot of issues, mainly around the loading of a saved game, player fitness and the match days slowing down. You may have to do a full refresh to get the new version (ctr + F5) At this time the Demo version will not work in Internet Explorer (IE). We will continue to fix more issues over the coming days. Every time we launch a new version it is likely you will loose your saved games. Thanks for all your feedback, keep it coming!
  9. New Finances (Loans / Contracts)

    Re: New Finances (Loans / Contracts) Hi Guys, We have been reading this thread and ii's an interesting discussion. I'd like to address some of the points raised. 1) Its now harder for smaller clubs. Not quite sure this is true. It has always been harder for smaller clubs. The bigger clubs have always started off with better players, more money, bigger stadiums and fans and in the top divisions so had more TV Revenue etc. That is how the game is, its easy to be a bigger team and harder to be a smaller one and build them up. We haven't changed anything there. The changes we have made penalise the big clubs more as they generally have the best players and so their wage bill has increased more and the smaller teams have stayed the same. If you have taken a small club and managed to turn them into a club in the top division with highly rated players you must have been doing something right in the transfer market and on the pitch, and whatever it was you can still do the same things! Its not as if before these changes it was easy to take a tiny club all the way to the top! 2) Loan 50/50 split Many people had taken small clubs and turned them into big clubs before October 26, 2012 when we allowed lots more loan players to go out on loan. So rowing back from this position to a 50/50 split is not as bad as it was pre-Oct 2012. You still get a lot of relief by being able to have an unlimited number of players out on loan at 50% wage relief than you did before Oct 2012. This also applies to big and small clubs. 3) Players wages rising inline with rating/value Unfortunately, we think this needs to be put in place as it was too easy to make money off risers. You can still make a lot of money off risers but you may have to be more selective of who you buy or sell them a bit earlier and you make a little bit less off each one. This applies to big and small clubs. 4) Stadium Building We are looking at increasing the Stadium building cap which is currently set to 25K. We are possible looking at increasing this to 30k. 5) Revenue Split We have also given smaller clubs a financial benefit (which has been live for the past month) by altering the way clubs receive their revenue. We have altered the split between TV Revenue, gate receipts etc which has meant that smaller clubs are relatively better off than bigger clubs. 6) Better players available The resulting changes should benefit everyone in a GW. There should be more good players getting traded and available instead of sitting at a club doing nothing, because the club does not have to sell them because they have so much cash. More good players available will benefit all clubs (especially smaller ones who currently have nothing to buy) and make for a far more interesting game. This also means that the stadium sizes don't have to be in kilter as there should be more good risers/youths to pick from to make some cash.
  10. New Finances (Loans / Contracts)

    Re: New Finances (Loans / Contracts) Hi, We have made a few changes to finances recently with the intention of tightening the finances and giving cash a 'value' again. This will hopefully stimulate the transfer market which frankly has become very stagnate in many Game Worlds as no manager needs to sell as they have so much cash! It also should naturally form a squad cap and stop player hogging as one club should not be able to afford all the best players and a squad of 255 players. So what have we changed? 1) We have closed a major loophole regarding loans, by having a wage split of 50/50. It used to be the case that very few players went out on loan, this was because they only went to managed clubs. However when we changed the rule so that unmanaged clubs made loan bids all of a sudden managers started loaning out entire squads, literally hundreds of players. Saving themselves hundreds of thousands a turn which is millions a season. We saw managers saving £800k a turn which is £30m a season in wages. It meant that managers could now do youth 'farming' and not even have to pay any wages. Buy a bunch of cheap youngsters, 9/10 of which will definitely rise at least a little, loan them out so it costs your club nothing and watch them rise in value. Sell and repeat. Easy way to make money. It is an no ones interest for it to be that easy to make money, as if you can do it that easily so can other managers and everyone ends up with loads of cash that is worthless, every deal is then a player exchange. 2) Players wages rise in line with rating changes and value Again another loop hole whereby players ratings rise and a manager does need to address the players concern until it reaches a level 4. It takes around 40+ turns for this to happen which means a club can save millions off the wage bill and even sell the riser making a tidy profit without paying the full cost of the wages. By the Chairman getting involved in wages (as they do when you sign a player) the wage of the player will always reflect the rating/value of the player and not lag months and months behind. 3) Very top players having a higher wage We have increased the wages of players that are 92 and above in rating. There are roughly just 60 of these players and we think that clubs should have to pay a very high premium to have these players at their clubs. This should make it harder for one club to have 9 of the top 10 players (which we have seen) and give other clubs and managers a chance to have some top players, which should make GWs more competitive. As I said at the start of the thread the idea is to give cash some meaning again which should make transfers in GWs better. Stop excessive player hogging and youth farming. The skilful managers should still be able to buy risers but will have to be more selective on who they buy.
  11. Game World News Feed - updated

    Re: Game World News Feed - updated This is exactly the direction the News Feed is going to be moving in and one of the reasons we have made it more central to the club page. (Not everything above however!) Over the next few weeks more interesting stories will start to come in.
  12. AI to choose from all 24 formations

    Re: AI to choose from all 24 formations So this unmanaged club that you are monitoring has played in its last 5 games the following formations: 433 wingers 4132 442 diamond 4231 4132 I think a pattern can be seen there. It seems to play 4 at the back and then 4 in midfield and 2 up front. (The difference between 4132 and 442 diamond is minimal, 4132 just has the wide players tucked in slightly) So 3/5 formations have been the same. The unmanaged clubs also takes into consideration fitness so a bit of squad rotation will happen. Going back to the status quo of unmanaged teams picking a formation from a random choice of three would surely not be desirable?
  13. AI to choose from all 24 formations

    Re: AI to choose from all 24 formations Hi, The AI does not now pick a 'random' formation from the 24 available formations, quite the opposite. It used to purely pick a random formation, either 4-4-2, 4-3-3 or 4-5-1. Now it picks a formation based on the strengths of its squad and you should start to see clubs picking the same or very similar formations. Therefore by looking at a clubs squad and available players, and also their recent past formations you should be able to work out what type of formation they will play against you in their next match. For example, if an unmanaged squad has a lot of good forward players it will try and include them all and pick 3-3-4 or 4-2-4. As I said earlier this wasn't possible as it used to be a completely random choice of 3 formations. So with a little effort you should be able to predict your oppositions formation and line-up yourself. However, we have built the Scout Opposition tool to enable managers a 'short-cut' on analysing the opposition and for this there is a tiny charge of SM Credits.
  14. Re: Player Concerns (please read the Online Help if looking for help) Yes this is definitely something we are considering doing.
  15. Re: Player Concerns (please read the Online Help if looking for help) Going forward, Phil Jones as an 89 rated will expect to play 30-40% of games if you have 11 better players than him in your squad. So he will expect to play 11-15 games a season. These could come in a combination of cup and league starts and/or subs appearances.
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