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Topics - Kr10s

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1
Argentina / Como sacar el máximo provecho de tus juveniles?????
« on: May 26, 2015, 11:23:16 PM »
Ante todo aclaro, este hilo NO es una guia de como entrenar jugadores, por lo que si alguien entra esperando que le diga qué atributos tiene que subir para cada posición le sugiero que deje de leer, porque no va a encontrar eso. Una vez aclarado esto, creo que ante todo sería bueno aclarar que "velocidad de entrenamiento" no necesariamente va de la mano con "costo de entrenamiento". A qué me refiero?

Normalmente, cuando uno entrena un jugador de campo sabe que los atributos suben a velocidad normal hasta que llegan a 15, luego empiezan a subir penalidades en la velocidad de crecimiento y la penalidad se incrementa aún mas cuando el atributo llega a 18, es decir que el atributo crece mas lentamente a medida que se acerca a 20. Si hablamos de atributos de arquero, las "escalas" de penalidades son a partir de 13 y luego a los 17 puntos.

Ahora bien, que los atributos cambien su velocidad de entrenamiento en esos momentos no quiere decir necesariamente que ahí esté la diferencia de costo, está mas o menos cerca pero hay otros subniveles que hay que considerar.

Ante todo, hay que considerar que cada nivel de LA tiene una cantidad determinada de "puntos de entrenamiento", esos puntos de entrenamiento se consumen de distintas maneras de acuerdo a que atributo quieras entrenar y en qué valor está ese atributo a subir... pero vamos por parte, cuántos puntos de entrenamiento tengo en cada nivel de LA?


Como no hay tantos jugadores con LA mayor a 10, hasta acá no ha sido posible sacar la cantidad de puntos exacta que tiene cada nivel, no me sorprendería que sean 10 (siguiendo con la rutina marcada desde CA8) pero no hay suficientes datos disponibles.

Bueno, digamos que estoy entrenando un jugador, era CA5 y tras el entrenamiento de ayer se hizo CA6, según la tabla de CA6 a CA7 tengo 12 puntos de entrenamiento para distribuir, que hago con ellos? Acá es cuando la cosa se pone interesante, dependiendo lo que quieras subir podés subir 12 puntos de habilidad o muchísimos menos, dependiendo del costo de los atributos que quieras subir.

Los atributos que se ganan usando los entrenamientos generales de: Attacking, Defending, Shooting, Setpiece, Ball Control, Tactical, Aerial, Stenght y Speed (casi todos los de jugadores de campo) varían su costo de acuerdo a la siguiente tabla:


Aquí es donde se puede observar alguna diferencia.... como pueden ver, a pesar de que cualquier atributo de campo entrena a la misma velocidad hasta llegar a 15, los "costos" para subir esos atributos cambian bastante en varios subniveles (0, 0.5, 1 y 1.5).

Todo bien, los atributos de campo suben a ese ritmo, que hay de los atributos de arquero (entrenan usando goalkeeping)?
Se manejan con una tabla completamente diferente, sus valores y saltos son mucho mas rápidos y demarcados:


Como pueden observar, cualquier atributo de arquero a partir de 10 es carísimo a pesar de que puede entrenar a una velocidad normal hasta 13, ése es el principal motivo por el cual los arqueros con CA>LA son tan comunes, suben a velocidades normales, o mas o menos normales atributos que normalmente son muy caros!

Finalmente, los atributos mentales (agresividad, determinación e influencia).... cuánto cuesta cada atributo? La respuesta es CERO, ese es el motivo por el que:

* No existe entrenamiento específico de agresividad, determinación e influencia.
* Es relativamente común que dejes a un jugador entrenando mental y su resultado de entrenamiento de un atributo que nada tiene que ver con atributos mentales.

El desarrollador del juego inventó esas "penalidades" para que, una vez que se descubran estas cosas, el juego no esté plagado de jugadores con 20 en todos los atributos mentales, aún así seguramente ya se han visto varios en el mercado dando vueltas, ahora sabes como es que se lograron esos niveles sin "quemar" todo el potencial del jugador  :)

Finalmente hay un par de cosas que quiero aclarar:

+ Ante todo, tal y como las tablas arriba expuestas lo explican, el valor máximo de un atributo no es 20, sino 20.99. El juego está programado para redondear hacia abajo a la hora de mostrar el valor de un atributo, poniendo como límite el 20, pero eso no significa que apenas un atributo llegue a 20, el mismo no pueda subir un poco mas.
+ Por otra parte, recuerden que el nivel de LA que ven de un jugador es mostrado en un valor redondeado, puede pasar que 2 jugadores digan ser LA9 y en realidad uno es LA9.1 (dejará de entrenar prácticamente apenas se haga CA9) y otro puede ser LA9.9 (dejará de entrenar casi al filo de hacerse CA10), los usuarios premium tienen alguna pista sobre el valor decimal de los jugadores con mas LA cuando ven las estadísticas del juego, ya que el juego ordena por LA, teniendo en cuenta los valores decimales, por lo que un LA9 que esté bien cerca de los LA10 muy probablemente sea casi LA10.

Por lo que les sugeriría que usen esta información para planificar como llevar su jugador hasta su nivel de LA en valor entero, en la mayoría de los casos les va a alcanzar para lograr sus objetivos y luego les quedará "alguito" de bonus para subir, pero eso sin ser premium no es muy fácil de predecir. En todo caso, si tienen un jugador con un LA alto, jodan a un usuario premium para que les diga mas o menos donde está ubicado ese jugador dentro del ranking de su país, con esa info van a estar mas cerca de conocer los límites de sus jugadores.

Alguna duda? Como dije antes, no le voy a decir a cada uno como tiene que entrenar a sus jugadores de acuerdo a su posicion, pero cualquier duda referente a lo explicado arriba la responderé sin problema, con esta info se pueden hacer jugadores mas completos o hacerlos tocar techo de manera mas rápida, de acuerdo a la estrategia de entrenamiento que elijan, no voy a responder mensajes privados referentes a este hilo, la duda de uno puede ser duda de otro o ayudarlo a entender mejor como son las cosas, si yo pongo esta información a disposición de todos los usuarios de habla hispana (se muy bien que no beneficiará solo a los argentinos) creo que lo menos que podemos hacer es ayudarnos entre todos a hacer nuestras ligas mas competitivas, sino los asiáticos nos van a terminad de pasar por arriba  :P

2
Suggestions/Bugs / No UNH players
« on: April 27, 2014, 02:47:48 PM »
New season, same old problems: i have many players that should be UNH right now (1 year contract remaining), i want to place some players in loan list, their contracts are longer than 2 seasons left, so i can't offer a new contract to them, please, set UNH status as soon as possible.

I am trying to use a feature that i previously paid for, and i know that if i send a player outside and nobody will fix an UNH player after a loan deal closed, this is not serious....

3
Dear admin, first of all, i would like to say that despite my first experiences with this engine (when it was clearly bugged) at first sight i like the new engine, even if it drops managerial level down (people won't need to understand much about tactics to get results) it provides many posibilities to lower teams and also gives a necesary value to the MR/MC/ML players, that was something needed in previous engine, so i would say that the change will be welcome when we get used to it. However league matches starts in 24 hours and there's still no official info about the new engine, so please, if you won't release proper docs before league start, could you please give us some answers?

Premium users are gathering some info based on the tools you provide us, we are trying to share our discoveries with others, but that shouldn't be our job,  if your staff is so busy that can't write a few lines in forum explaining how things works, at least reply some questions we have, because there are many things uncertain, even for premium users, so please, at least give us some answers:

1 - First of all, team tactics are not calculated using average positions anymore, the system is now based on cumulative numbers, am i right?

2 - How much does each position affect team tactics? Premium users made some calculations, and we believe things are like this, more or less:


Based on some calculations, we believe that areas highlighted in green provides 100%, those yellow provides 80% and red zones gives 50% to the total team tactic, are those calculations right?

3 - If those calculations are right? Is the AMR/AMC/AML waekened on purpose? I mean, the DMR/DMC/DML line is its opposite but used in defensive duties, as you can see they are fully involved in both "U" closing down tactics, but the "AM" line is partially involved in the "O"s. If that balanced has been created on purpose, why does the FR/FL have full UPM/USM strenght? That literally kills the AMR/AML positions (all AMR/AML players would play better as FR/FL, despite that is not their "original" position), and makes AMCs one of the most useless positions in the game.

4 - Have you done some other rebalance in the engine? Some matches seems to prove that MR/MC/ML performs A LOT better now, they have even higher scoring rates than strikers sometimes, is that only our intuition or something actually changed? What about the "AM" line? They are not performing as well as before...

5 - What can you tell us about teamwork? You announced that teamwork would have an effect in team tactics (around 10%-15% as far as i remember), but people haven't noticed much, i have the feeling that those players with TW lower than 10 dropped their tactical abilities a little bit, and those with TW higher than 10 increased them a little bit. i am not absolutely sure about it because players morale were reset so we can't do a direct comparison, so could you please clarify it?

6 - Does team tactics affect our tactical rates? I mean, if i play a more offensive formation do i get some bonus in OZM/OMM levels (losing UZM/UMM rates), does defensive line affect tactical performances? What about player stances (Blue/Yellow/Red)? Do they make some difference?

7 - What about tacking? Does it have the same bonus/penalties than before? If things are exactly the same, could you consider reducing long injury rates? I understand that selling token to heal players is an income source for the GKO staff, but collecting credits from mini game will be far harder from now on. So please, if you have some intention to keep things balanced between users, consider that request, it's very important for smaller teams (who can't afford physio improvements) and teams playing against teams that spends lots of money buying ball posession through token (playing hard tackling 24/7), please do not damage the playing experience to others!

4
Suggestions/Bugs / [BUG?] Error in team reports?
« on: December 22, 2013, 10:37:18 PM »
I have the feeling that some calculation is missing in current team reports (for premium users: http://www.gokickoff.com/prem_team_ana.php):

Based on last season's announcement:

Every positions apart from goalkeeper will affect every tactics.
Each position, of course, has different weight factors contributing to each tactics.

Okay, seems reasonable and i am okay with that change, but we never had a clear explanation about how each position contribute to team tactics, based on what we can see in our premium reports:

In team marking:

DR, DC, DL, DMR, DMC and DML affect marking greatly
MR, MC and ML have a high influence in team marking
AMR, AMC, AML, FR, FC and FL have a low influence on team marking

Is it right? How much is each position's weight?

Okay, it seems reasonable so far and i would like to have some clarification, now... And most important: is there an average level used to calculate each marking level?
I ask this because i previous engine version, people were used to get high tactical levels avoiding to place players in specific positions (the MR, MC and ML positions always tended to drop team tactics), this new change seems like a great solution to increase MR, MC and ML value in market. But right now, when premium users want to see their team's tacical levels, they can see only a big sum! The more players you place behind, the higher your marking tactic will be, even placing an FC as DC, that is ridiculous! I am getting tactical levels higher than 500 just placing people behind, and opponent reports are still showing values around 0-100, this can't be right!

So dear admin, could you please fix the premium tool if it is broken and also clarify to all the GKO users, how importan is each position in team tactics? Thanks in advance...  :(

5
Suggestions/Bugs / [Sug] Reduce random outcome in Tactical training
« on: August 27, 2013, 03:42:37 PM »
As we all know, when we set a general training they mostly gives a training/match bonus related with that skill (for instance, if you set "Attacking" your player will surely increase Passing, Crossing, Creativity or Off the Ball), when we set Mental or Tactical training, the outcome is mostly random, specially in Tactical training.

I do understand that Mental training can't be trained in specific and somehow, mental skills are those who makes each player different eachother, but tactical training gives a very low teamwork/decisions improvent, it mostly focuses in physical/technical skills.

I was okay with it until recent announcements, as we all know, starting next season teamwork will have a direct effect in our teams's tactics, and many people will surely try to improve their teamwork levels, to make them fit to the new engine, with players still in development things are fine, because we can set them specific training without any problem (if our training facilities are Good or higher, the player will improve teamwork without a penalty) But what about fully developed players? Now we have 2 options:

* Set specific training and improve at a very slow rate (0,02 as maximum)
* Set general training, cross fingers and wait to receive a tactical skill as match bonus

I think that all users would apreciate if they could do a little to adapt their players to the new engine, setting Tactical training and improving teamwork or decisions. The improvement won't be that much (1 point or 2 at most) but i think that's a lot better than improving 0,02 each match or not improving a mental skill each match. Is it possible to do that?

6
Argentina / [IMPORTANTE] Error en el manual del juego
« on: August 23, 2013, 10:24:39 AM »
Gente, la fórmula de la marca hombre a hombre estaba mal desde el principio, ésta es la correcta:

  * La efectividad de tu defensa con marca personal se calcula en base al promedio de atributos de tus MC, MR, ML, DMC, DMR, DML, DC, DR y DL:
            (Fuerza+Equilibrio)/2+Marca+(Salto+Remate de cabeza)/2
        * Las chances de que tu rival supere tu defensa con marca personal dependen de un promedio de atributos de sus MC, MR, ML AMC, AMR, AML, FC, FR y FL:
            (Fuerza+Equilibrio)/2+Técnica+(Salto+Remate de cabeza)/2

Ya mismo actualizo el manual que está a disposición normalmente  :(

7
Cambios en el motor de juego, temporada 9:

A partir de esta temporada, los jugadores que cumplan con funciones de FR o FL participarán de la presión del equipo, anteriormente, la linea "F" no estaba involucrada en tareas ofensivas. De esta manera, sólo los DC y los FC no harán tareas de presión, los demás jugadores presionarán, absolutamente todos.

Cambios previstos para la temporada 10:

Sacando el arquero de la consideración, absolutamente todos los jugadores tendrán alguna influencia en el sistema táctico de los equipos.
Cada posición tendrá diferente peso en la táctica colectiva.
El atributo "Trabajo en equipo" tendrá un efecto en absolutamente TODAS las tácticas, su efecto será alrededor del 10% a 15%.

8
General Discussion(English Only) / Game Glitch for extra money
« on: July 07, 2013, 03:01:42 PM »
but in the manual i think there is written that you will begin the game again. as if the 1st team is deleted.

and another question when the prize money are given of the leage and the cup, exactly at the end of the season orat the begining of the ne w season 3 weeks later

There's a game glitch that allows a team to spend some money twice. To be clear: you don't double your money, you can have 2M and spend 4M, you finances will be in -2 and you will have to recover that money you previously spent.
I know a team that used that glitch and his finances were -6M late last season. It has been a whole season after that, his finances are still debt and he is still there, playing. He is close to lift that debt, but my point is that i don't know a single manager that lost a team because debt finances. At least for now, nothing happens.

About prizes, you will receive them next season, as soon as it starts.

9
We have been discussing so many things about competition fairness recently, but this topic never were discussed in our forum, so i would like to give my opinion and it would be great to read other user's opinion as well.

I have seen many users playing hard tackling always, their reasons are a lot:

* I don't want to give advantage
* I want to get the maximum possible from my players
* Just because
* It's not a big deal

I am nobody to judge the way they play, every user is free to play as they wants! But if we do a deep analysis about how the game works....

At this pace, i honestly am not even sure if playing easy tackling both sides is injury safe (injuries increased greatly since season 7) but in long term i think they are giving an unfair advantage to token users. The reason? Simple: playing hard tackling increases both sides's chances to receive injuries, but there's not a real penalty for that behavior. The main reason is because a player must receive 2 yellow cards to be sent off, what would happen if a violent player can be sent off after 10 minutes, without a previous warning, as it happens in real life?

With current enviroment token users rarely receive a real punsinhment to play a rough game, they have a bigger chance to lose a player because an injury than a player receiving a red card  and they would be playing with 11 players anyway, (unless they would use their 3 substitutions previously), the unfair thing is that injured players can be healed through token, so their chances to win a long competition are far bigger than a non-token user.

In other words, you can buy ball possesion in a match and damage a rival team, just paying!

I want to be clear, i understand that each user is free to play as they want, if somebody wants to use hard tackling every single match, he is free to do it! But once you start to pay to heal your players through token, you are getting an (unfair) advantage, that's what i think.... what do you guys think about it?

10
I am watching how the loan market goes and i am watching there are many high CA players with low salary or one season left in loan market, considering that there's no answer from admin about this issue i would think twice before getting one of those players in loan, because the risk they become UNH in short term is really high, to avoid, that try to offer a new contract or wait a few days to see players showing UNH status.

If admin didn't fix this issue (it seems he didn't) those low wage contract players will be unhappy soon, their real performance will drop drastically and it will be really hard for them to play, be careful!!!!

11
CAMBIOS ANUNCIADOS Y CONFIRMADOS

1 - Se crea un nuevo sistema de "escuelas" para juveniles. (Youth Camp)

- Se podrán construir hasta 3 escuelas en cualquier país (excepto el propio), la construcción de los mismos es gratuita pero construír un campamento implica agregar un gasto de mantenimiento mínimo de 5.000G.

- Los jueves a las 06:00:00 (horario del servidor), cada club invierte el dinero que haya configurado en las escuelas que ha establecido.

- En caso de que no tengas suficiente dinero para hacer la inversión configurada, sólo se invertirá 5.000G en esa escuela.

-  Los montos invertidos se acumulan durante las últimas 2 temporadas. Por ejemplo:

Primera temporada se invierten 50.000 G -> Inversión acumulada de 50.000 G
Segunda temporada se invierten 100.000 G -> Inversión acumulada de 150.000 G
Tercera temporada se invierten 200.000 G -> Inversión acumulada de 300.000 G
Cuarta temporada se invierten 100.000 G -> Inversión acumulada de 300.000 G

- En cada país, cada escuela será rankeada de acuerdo a la inversión acumulada total de sus integrantes.

- La habilidad de los juveniles para las escuelas que se generan en ese país dependerán de ese ranking.

- Entre la fecha 9 de liga y la 15, se jugarán torneos juveniles en los cuales se buscarán talentos, cada club podrá contratar un juvenil que será enviado directamente a su equipo juvenil (NO A LA ACADEMIA).

- Un evento igual se hará entre la fecha 25 y la 30, para poder contratar otro juvenil más.

- En otras palabras, cada escuela podrá generarnos 2 juveniles mas por temporada.

- Los juveniles elegirán a qué club desean unirse en base al ranking que tenga ese club, de acuerdo a lo que haya invertido, es decir que el equipo que lidere el ranking de un país será el con mas chances de obtener el juvenil mas talentoso

2 - El mercado de transferencias cambiará. Habrá que pagar un "impuesto" para ofertar. El impuesto se calculará de acuerdo a la diferencia entre el sueldo ofrecido con el sueldo requerido por el jugador, multiplicado por 50. Por ejemplo:

Monto de transferencia: 1.000.000G
Sueldo requerido: 5.000G
Sueldo ofrecido: 7.500G
El impuesto será de 125.000G, es decir (7.500-5.000)x50

Si ganases la subasta con esta oferta, la compra te costará 1.125.000G y pagarás semanalmente 7.500G de sueldo.
La única forma de no pagar el impuesto de transferencia sería ofreciendo el sueldo mínimo requerido.

3 - Se incrementará el monto que se recibe al vender un jugador que es promovido de la academia propia al 75% del valor de venta.

4 - Se incrementará el bono extra que se da al club vendedor, cuando el jugador fué promovido de la academia, pasará del 5% al 10%. Es decir que podremos obtener hasta el 90% del monto total de una venta.

5 - La velocidad en la que se incrementa el porcentaje que recibimos de una venta será mal alta. Hasta aquí, se usaba un modelo "lineal" de incremento (un 1% cada 10 días), ahora se utilizará un modelo "curvo", todavía no se sabe a que ritmo incrementará la ganancia, de esta manera podremos obtener porcentajes mas razonables en tiempos mas cortos.

12
Dear admin:

Many users (premium and non-premium) demands a simple answer from you, we still don't know if something is going to change, we still don't know if the game will keep rolling or if it will be closed but we are certain that once the U21 World Cup ended, there's nothing for us to do, the NT distraction is over, now we have only 2 matches (at most, if we are premium users) and we must be doing club activities, to reduce our "weekly prone to debt finances".

It would be easy for me or any premium user to post the typical "i am losing time here, i want you to compensate the time that i can not enjoy my premium account at its full" but i don't think that this move would help to improve my current situation as user and supporter, i want to be enjoying the game as much as possible, not keeping myself posting complains that i don't know if you will ever read.
Sadly, the forum seems completly ignored, we are tired to see the forum filled with spamming bots, moderators are doing a great job, but if you can't be connected to ban those bots, give them the power to do that, you are keeping us in a very frustrating situation, and honestly i don't think it's fair.

So please, provide us some feedback, give us a minimum clue about what's coming next, if the dev team is working on something and you're trying to have it done for season 8, please let us know! At least we would be waiting for something, let us think that this long (and silent) wait is worth!

Also, if possible, let us play more friendly matches until season 8 start, the game suffered some critic changes last season and our wage budgets increased a lot, i am not losing money each week, but i need to do around 30 3 hour activities each week to compensate my expenses, our expenditures increases and our income resources didn't. Not to menction that, as i said before, the game is not enjoyable without matches, if you want us to be waiting, at least let us have a pleasant waiting, i don't think that it might be difficult to you and i think that people would really apreciate that.

That's all i have to say, and i believe all of us think the same mostly, thanks in advance   :)

13
1. Se introducirá un "Impuesto a la transferencia", el mismo será un monto que se deberá pagar para que una transferencia se lleve a cabo.
El monto del impuesto será del sueldo ofrecido multiplicado por 30. Con este sistema se reducirá el problema de los sueldos irreales ofrecidos.

Por ejemplo: Ofreces un monto de transferencia de 500.000G y un sueldo de 10.000G => El impuesto a pagar será de 300.000G (10.000x30).

2. Se incrementará el monto de transferencia recibido al vender un jugador promovido de la academia (Con el sistema actual se recibe un 35%).

3. Se incrementará el bono que se obtiene al vender un jugador surgido de la academia propio, anteriormente se obtenía un 5% extra, ahora será de un 10%. Por lo tanto se podrá obtener hasta el 90% del monto total de transferencia.

4. El porcentaje de dinero que se obtiene al vender un jugador incrementará mas rápido que el sistema actual. En el sistema actual el progreso del porcentaje era lineal, el modelo ahora será curvo (es decir, a medida que más tiempo pase el jugador en tu club, el porcentaje irá creciendo mas rápido, antes se ganaba de manera fija un 1% cada 10 días).
Con este cambio se podrá vender jugadores mas rápido. (Este cambio será para todos los jugadores)

14
Ask Admin / About Offside Trap and Long shots
« on: December 14, 2012, 03:39:00 AM »
Admin, could you give us some clues to avoid offside trap?
I have been working on basic (speed, acceleration, off the ball), specially in AM/F line, but i don't find a method to avod defenders to fall into it.

I tried to set them deep, didn't work.
I tried to set them defensive, didn't work.

Now, what options do i have if i don't want defenders to be involved in offensive duties?

In the other hand, i have seen teams using many defensive combinations and offside trap seems efficient most of times, i haven't notice a difference on its effectiveness, no matter defensive line's position.
Correct me if im wrong, but offside trap should be more effective when defensive line is forward or normal, and shouldn't be that useful when defensive line is deep or very deep, however the efectiveness seems the same. Am i wrong? Are there some options to increase/decrease offside trap effectivenes?

The other thing i want to ask you is about long shots:
Game manual say many things about how to block a normal shot, a pass or a long pass, however it doesn't say absolutely nothing about blocking a long shot. All of us knows that long shots are sometimes blocked, but we don't know wich skills are involved.... could you tell us some info about it?

Thanks in advance  :)

15
Ask Admin / Upcoming changes?
« on: November 21, 2012, 02:57:35 AM »
Admin, can you provide us some data about upcoming changes? Anything would help us:

Are you planing to rebalance something? People would be happy if they know in advice if:

* The dev team is going to rebalance promoted youth player's quality.
* Incomes are going to change? Recent events proved that wages inflaction came to stay.
* Is there some plan to change the amount of money received in every player we sell (specially when we talk about recently promoted youth)
* Are you planning some changes in GKO Game Engine?
* Is the dev team develoing any feature suggested by users? If so, could you tell us what things are they?

Any clue about the game's future would be welcome for every GKO user, playing a managing game is about think and do plans most of times, having some ideas about what comes next might help us to feel more comfortable in the game, thanks in advice, i hope you can provide us some answers   :)

16
Ask Admin / 8 weeks to know a youth player?!?!?!?!?!
« on: November 18, 2012, 07:54:58 AM »
Admin, i promoted a few youth player today, but honestly.... a player report takes 8 weeks?!?!?!?! Have you considered how much time is it? It is almost half a season!!!!!

I know you want to people keep buying token, but seriusly, re consider that point.....

17
Ask Admin / Some questions about many things
« on: November 14, 2012, 03:43:46 PM »
Okay, first questions round  :P

Admin, there are many things i'd like to ask you, but these are the first things that comes to my mind, i'm sure that many GKO users would find your answer quite useful.

1 - Next season comes with the new academy system, but there are many things we don't know about them could you please provide us the following info?

a) We certainly know that we won't be able to choose our youth player's nationality, and we also know that the only way to have youth players from a specific country will be placing youth camps, now..... does that mean that our academies will promote players from random nationality? Or will they be local, and if we want a foreign nationality, we will need to create youth camps there?
b) We know that we will have 8 youth players from the very beginning, and we can increase that number using token or G, but no matter how many extra youth we get, we will be able to promote only 7. Now.... is there a limit in extra youth to get?
c) Will youth players improve while they are in the academy? Will we be able to control their improvement?
d) We know that youth players will remin in academy until they become 18 years old, when a player reach that age, he will be promoted automatically. Will that happen even if we already used our full quota?

2 - Will you finally increase incomes from hotel/megastore/bar? When will it be? Next season maybe?

3 - You were asked once about player's experience, i remember that you said that "it was too hard to explain". I understand that, but could you give us some tips to improve our players's experience faster? What is better for them? Full matches or less minutes in more matches? Does it improve faster in NT matches than club matches?

4 - Can you tell us something about this new server? I assume that it's faster than the older, am i right? Do you have plans for the old server? Beta-testing purposes maybe?

I hope you can provide us some answers, thanks in advice  :)

18
|Nombre|
|Posición||Edad|
|Hab. Act./Hab. Lím./TDP|
|Exp||Valor Est.|
Phonphan Sawika (1698172) *Recomendado
DR
22
5/5/2
4
454.999 G
Click aquí para ofertar
Francisco La Paglia (5798392)
DC
18
4/4/2 (todavía mejora)
1
333.333 G
Click aquí para ofertar
Aurelio Balboni (5051559) *Gran Proyecto
FC
18
3/5/4
1
273.000 G
Click aquí para ofertar

Pronto voy a poner más jugadores interesantes a la venta (todos ellos tendrán una HL mínima de 5 y una TDP mínima de 3), si te interesa preguntar por algún jugador en particular, siéntete libre de contactarme  :)

19
|Nombre|
|Posición||Edad|
|Hab. Act./Hab. Lím./TDP|
|Exp||Valor Est.|
Phonphan Sawika (1698172) *Recomendado
DR
22
5/5/2
4
454.999 G
Click aquí para ofertar
Francisco La Paglia (5798392)
DC
18
4/4/2 (todavía mejora)
1
333.333 G
Click aquí para ofertar
Aurelio Balboni (5051559) *Gran Proyecto
FC
18
3/5/4
1
273.000 G
Click aquí para ofertar

Pronto voy a poner más jugadores interesantes a la venta (todos ellos tendrán una HL mínima de 5 y una TDP mínima de 3), si te interesa preguntar por algún jugador en particular, siéntete libre de contactarme  :)

20
|Nombre|
|Posición||Edad|
|Hab. Act./Hab. Lím./TDP|
|Exp||Valor Est.|
Phonphan Sawika (1698172) *Recomendado
DR
22
5/5/2
4
454.999 G
Click aquí para ofertar
Francisco La Paglia (5798392)
DC
18
4/4/2 (todavía mejora)
1
333.333 G
Click aquí para ofertar
Aurelio Balboni (5051559) *Gran Proyecto
FC
18
3/5/4
1
273.000 G
Click aquí para ofertar

Pronto voy a poner más jugadores interesantes a la venta (todos ellos tendrán una HL mínima de 5 y una TDP mínima de 3), si te interesa preguntar por algún jugador en particular, siéntete libre de contactarme  :)

21
|Nombre|
|Posición||Edad|
|Hab. Act./Hab. Lím./TDP|
|Exp||Valor Est.|
Phonphan Sawika (1698172) *Recomendado
DR
22
5/5/2
4
454.999 G
Click aquí para ofertar
Francisco La Paglia (5798392)
DC
18
4/4/2 (todavía mejora)
1
333.333 G
Click aquí para ofertar
Aurelio Balboni (5051559) *Gran Proyecto
FC
18
3/5/4
1
273.000 G
Click aquí para ofertar

Pronto voy a poner más jugadores interesantes a la venta (todos ellos tendrán una HL mínima de 5 y una TDP mínima de 3), si te interesa preguntar por algún jugador en particular, siéntete libre de contactarme  :)

22
|Nombre|
|Posición||Edad|
|Hab. Act./Hab. Lím./TDP|
|Exp|
|Valor Est|
|Disponibilidad|
Phonphan Sawika (1698172)
DR
22
5/5/2
4
454.999 G
VENDIDO
Francisco La Paglia (5798392)
DC
18
4/4/2 (mejorando)
1
333.333 G
Click para ofertar
Aurelio Balboni (5051559)
FC
18
3/5/4
1
273.000 G
VENDIDO
Jaime Bustos (5644762)
DC
16
3/5/3
1
233.333 G
Nicolás Vrankovic (5644728)
DMC
17
3/5/4
1
216.999 G
VENDIDO
Ambrosio Alfaro (5517711)
AMC
19
3/6/3
1
260.000 G
VENDIDO

Si tienes alguna duda, siéntete libre de contactarme  :)

23
Name
PositionAge
CA/LA/PR
ExpEst. Value
Phonphan Sawika (1698172) *Recommended
DR
22
5/5/2
4
454.999 G
Click to offer
Francisco La Paglia (5798392)
DC
18
4/4/2 (still improving)
1
333.333 G
Click to offer
Aurelio Balboni (5051559) *Great Project
FC
18
3/5/4
1
273.000 G
Click to offer

Other promising youth will be placed for sale soon (All of them will be LA5 PR3 Minimum), if you have a question, feel free to contact me  :)

24
Transfer Market / Interesting players for sale - All of them at Est. Value
« on: September 01, 2012, 11:48:16 AM »
Name
PositionAge
CA/LA/PR
ExpEst. Value
Phonphan Sawika (1698172)
DR
22
5/5/2
4
454.999 G
SOLD
Francisco La Paglia (5798392)
DC
18
4/4/2 (still improving)
1
333.333 G
Click to offer
Aurelio Balboni (5051559)
FC
18
3/5/4
1
273.000 G
SOLD
Jaime Bustos (5644762)
DC
16
3/5/3
1
233.333 G
Click to offer
Nicolás Vrankovic (5644728)
DMC
17
3/5/4
1
216.999 G
Click to offer
Ambrosio Alfaro (5517711)
AMC
19
3/6/3
1
260.000 G
Click to offer

If you have a question, feel free to contact me  :)

25
Name
PositionAge
CA/LA/PR
ExpEst. Value
Phonphan Sawika (1698172) *Recommended
DR
22
5/5/2
4
454.999 G
Click to offer
Francisco La Paglia (5798392)
DC
18
4/4/2 (still improving)
1
333.333 G
Click to offer
Aurelio Balboni (5051559) *Great Project
FC
18
3/5/4
1
273.000 G
Click to offer

Other promising youth will be placed for sale soon (All of them will be LA5 PR3 Minimum), if you have a question, feel free to contact me  :)

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