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Steven

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Everything posted by Steven

  1. If you drop me a PM with full details i'll look into this but in the meantime i'd strongly suggest you review the passwords that you use on SM as well as other sites.
  2. Just caught up on this as it's moved on quite a bit since I read the opening post. I think it's developed into an excellent thread with lots of sensible posts. My view on the opening post is that it'd confuse people and confusion is the last thing that we want (those who remember the time when we had a transfer budget alongside your balance might agree with me on this). However, just to add fuel to the debate here are the changes that we've made and your feedback would be appreciated.
  3. I'm just going to elaborate on the following. We've been working on these areas for the past few weeks. Prior to that we've spent considerable time reading all of the feedback on the forum, twitter, via email etc. There's a lot of differing views on the subjects of squad sizes and player hogging and we've tried to take into account this when working on our proposed changes. We also believe that the changes we're making will also help to improve the SMFA and reduce cheating. So what exactly are our changes? Changing the player valuations: A new formula which works out a player's value which generally makes the top end players worth more; Age; Position (new - forwards worth more); Rating; Potential rating (makes younger hotly tipped players worth more); Morale (plays a big role, if your player has concerns it will significantly devalue them). [*]Increasing top players wages: Should help reduce star hogging. Also combined with the morale it won't be worthwhile hogging them all as they will cost more to have in your squad and their value with decline if they develop concerns. [*]Changing how much you can bid for players: All clubs value players the same; Smaller range to bid for as players values are more accurate; Everyone values free agent the same; Made part exchange transfers simpler by both Chairman valuing the players the same (so no need for the bit where it tells you what both Chairman value the transfer at); A club's balance is the only thing that allows you to bid more for players. [*]Concerns: Removed the ability to buy off concerns; As morale effects their value you will receive significantly less when selling them. You feedback on this would be appreciated. I'm also going to look into the possibility of creating a new Game World where we can invite some managers to come and test the changes prior to it going live.
  4. One of the keys to a good Game World is active managers. Therefore it doesn't do a Game World any good when a manager can log in once a month to keep control of their club. Therefore we will be reducing the 30 day required log in for non-Custom Game Worlds. I created a thread on this subject last week and we've also asked our community on twitter for their thoughts (we'll be doing the same on Facebook shortly). The general view is that 30 days is too long and that is should be reduced to either 14 or 21 days. There's more than enough players to go around in any Game World but there isn't enough players that managers really want to go around. This is what we've come to the conclusion of and hence all of the debates over the years about player hogging and squad sizes. Agree completely with this and we've had a lot of feedback along similar lines and that's why it's being visited so that we can improve this area of the transfer market. QUOTE=Ima Wrongun;n5101549]I welcome any changes but fear they won't go far enough and all you 250 squad managers can rest easy. There are numerous changes that can be implemented (which i'll touch on below) that you can implement which are more realistic and won't impose and official squad cap. When is it ever popular for any website or game? However' date=' i'm going to propose that we give some people access to the new design first for feedback and once it goes live you'll have the option to change between new and old for a certain period of time. Drop me a PM with full details and i'll look into this asap.
  5. To keep all of our community up-to-date on future developments within SM Worlds, this is the schedule of work over the coming months: July Match Engine Game Worlds Economy Squad sizes, Player hogging, Free Agents Manager Activity, Inactive Managers, Transfer Offers SMFA / Cheating Soccer Wiki Improvements UI Revamp August UI Revamp Improved Game Feed Remember that Soccer Manager is a game developed by football fans for football fans and our community helps drive the game forward with their ideas and feedback. Due to this all of the work scheduled above has been based on our communities feedback which has been summarised within this thread. This schedule of work isn't set in stone as the different modules of work may take longer than we anticipate and the order of which we work on them may change.
  6. Guys please and keep on topic if you want to digress and talk about other areas of the game, please feel free to create a new thread as we can debate in there. Re the 14 day log in it was a number I threw out there to get the debate rolling. I don't think having Holiday Mode is a brilliant idea as a lot of other games i've played / researched don't seem to have it and it has become a lazy option for some switching it on (can look at a manager in my Game World as an example as he seems to have it on the majority of the time). 21 days as some of you have suggested on here as well as twitter sounds more sensible as the majority of people don't go on holiday for more than 3 weeks unless they're back packing or similar. The number of log in days will change so if you want to offer your views on this then now's the time.
  7. Many thanks for taking the time to provide detailed feedback on issues relating to the forum upgrade. I'm going to collate all of the problems and then present them to a dev to fix as they need addressing sooner rather than later. Re the number of categories you are all welcome to suggest what you do and don't want to see as it is your forum. If anyone else would like to flag any issues up relating to the forum then now's the time!
  8. There are numerous factors that make a good Game World. I'm not going to go into them all now as i'm only going to highlight one - manager activity. I believe if you have active managers in a Game World then it helps make it a good one. I don't think there's anything worse than a manager logging in for example once a month just to keep their teams. I think this damages the Game World as the club becomes dead. You can't buy any of their players, you can't interact with their manager, their team gets NMF etc. Therefore we're looking to change the number of days required to log into to a Game World before you lose your club. I'm thinking of 14 days. What's everyone else's view?
  9. I'll try and post an update to what we're planning on implementing later today if not tomorrow to keep everyone in the loop and also to get feedback.
  10. Isn't it a sign of the times though? When the forum was created there wasn't twitter, Facebook etc. So hence why it was very busy and popular. We've now seen a shift of people communicating with one another on social media and we get lots of requests asking if managers can set up their own groups on Facebook for example. However, I don't think it helped the forum when we removed the visible forum button from the menu in the game (as forums still appeal to some people) as this hide it away from everyone. I love the forum as think it's got a great community as well as numerous characters (some have even become part of the furniture like yourself). That is why I requested a visible forum button on the desktop site as I want to encourage those that like to use forums to come and join. This is part of our overall strategy as we want to be very community driven.
  11. The Assistant Manager hasn't been designed so that you think "hey he's rubbish I need to upgrade to a Gold Manager" because we won't put anything in the game that effects game play so that you have to put your hand in your pocket. However, many thanks for your feedback and i'll flag that Assistant Manager up in our next meeting.
  12. Drop me a PM with the ticket no and i'll look into it.
  13. Quick update - We're still working on a fix which should go live shortly.
  14. I've dealt with this - many thanks for flagging it up.
  15. I'll try and post a summary of what people have said as there are many differing views and I know that whatever we do will be unpopular because of this. The majority are in agreement that a cap of some form needs to be in place but a sudden reduction would cause problems for longer serving managers who have built up large squads. Therefore some have suggested that this is phased in but this would need to be communicated in advance to all of our community. However, it has been argued that by having a squad cap in place (whatever the figure) it will not address the problem of "player hogging" and therefore tweaking the concerns may be the answer. The majority are in agreement to remove the paying off of concerns though as this is basically a "cop out". Numerous people have also highlighted that one of the things they like most about the game is scouting for players, buying them and then watching them develop. This is something that they don't want taking away with the introduction of a squad cap and this is an area of the game that we don't want to ruin.
  16. If anyone wants to read some views from outside of the forum then have a peep at this post on Facebook.
  17. Cheers for the feedback guys as it's nice to see you all air your views in an open and honest way and i'm not surprised to see so many differing views (this is the same on Facebook and twitter as well). I think it'll take some time to put something in place that the majority are happy with but what I don't want is something that ruins the gameplay (and also the core of the game for me - scouting). I'm going to reread all the posts tomorrow and i'll offer my thoughts on your ideas as i'll quoting some of you and playing devils advocate.
  18. I'm more than happy to look at alleged cheating as the information that you provide can help improve the SMFA as this is one of the areas we'll be improving over the Summer.
  19. I've had a lot of bedtime reading recently as i've gone back through the thread on Squad Sizes and it's interesting to hear so many different views on this topic. I actually believe that it's now the elephant in the room. A lot of us know it's a problem but choose to ignore it when it's brought or believe it's not a problem citing reasons why (which you could argue are detrimental to the Game World they are in). I recently posted an SM Worlds Development Schedule and this has been created based on your feedback on the forum, twitter, Facebook or google+. So as you can see the elephant in the room is one of the first things that we'll be working on along with free agents (I won't mention player hogging as you can argue this is linked with squad sizes). Here are some thoughts that i've jotted down to get the ball rolling: -There are currently two tiers of transfer values, ones that managed clubs value the players at amongst themselves "market value" and one that unmanaged/external clubs use "game value". -The unmanaged/external clubs need to be more intelligent in the transfer market. -Unmanaged/external clubs consider players potential when coming to their "game value"; -Unmanaged/external clubs consider player concerns when coming to their "game value"; -Player concerns can no longer be bought off; -Sizes/valuation of squads is no longer considered when players move to clubs, so big clubs can compete for free agents; -Players rating drop when not playing, eg 90/93 when moral low or high concerns; -Players rating increase when playing, eg 95/93. I'm not saying the above is set in stone before anyone shoots me down as they are only my thoughts and we aren't going to introduce anything or make changes that our community doesn't want. So we'd like to hear your thoughts on this issue and how you'd like to see it addressed?
  20. Many thanks for everyone's feedback as it's always good to hear what people have to say. I always document all feedback and pass it on as this helps drive the game forward. This results in schedules of work which I posted a few days back which you can see here. Please keep your feedback coming whether it's on the forum, twitter, Facebook, google+ or via our surveys.
  21. There are also some excellent tutorial videos on vBulletin's website that are worthwhile watching.
  22. There is an excellent Help section for the forum which is located in the bottom footer. If you've not visited it yet then I highly recommend that you do as it contains a wealth of information and also answers a lot of the questions that people have been asking.
  23. To keep all of our community up-to-date on future developments within SM Worlds, this is the schedule of work over the coming months: July‚Äč/August Match Engine Game Worlds Economy Squad sizes, Player hogging, Free Agents Manager Activity, Inactive Managers, Transfer Offers SMFA / Cheating Soccer Wiki Improvements UI Revamp New app Remember that Soccer Manager is a game developed by football fans for football fans and our community helps drive the game forward with their ideas and feedback. Due to this all of the work scheduled above has been based on our communities feedback which has been summarised within this thread. This schedule of work isn't set in stone as the different modules of work may take longer than we anticipate and the order of which we work on them may change.
  24. We've upgraded the forum from vBulletin 3.8 which was released in 2008 to VBulletin 5.1 which is the latest version and most importantly mobile friendly. So why have we upgraded the forum to a new version? Well in a nutshell the old forum was very outdated and didn't reflect the way that people now access the internet - which is via mobile. The forum is still being updated and when it's finished it'll be similar in style to Supercell's for desktop and mobile. Issues relating to the upgrade such as threads having to be approved by mods, speed issues etc are currently being addressed. So as you can see we've still got a lot of work to do. Thanks for your patience
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