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Messages - Brian Clough

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1276
Suggestions/Bugs / Re: [Suggestion] Increasing returns from souvenir booth
« on: September 03, 2011, 12:30:32 AM »
 
The reason why larger booth yields less because developers try to make this game active and addictive for user.

There has to be incentive for players to be active so they made smaller booth to yield more.

You can look at online games, even a game on facebook. They all have this pattern of return on energy spent.

Okay, so I get the rationale, but I also think there might be a better way to make the game active and addictive.  For instance, I think the whole sponsorship process could be revamped to do just that. Instead of the automatic sponsorship money we get (related solely to the club rating). It would be pretty exciting if, instead, each club had several key sponsorship categories (sportswear, beer, betting, radio, shirt (logo), and stadium (name), each of which would be filled by imaginary companies. Each week, teams would receive a number of sponsorship offers that may, or may not, improve their overall sponsor revenue. Each would also come with a limited time to accept, between a few hours or a few days depending on its value, or they disappear (or get offered to another club). Even the match ball earns sponsorship money for each home game. Other sponsors might pay cash for each goal scored, or more depending on the number of consecutive wins. Each ascending level would see offers of greater magnitude as well as new types of sponsors, such as sportswear at level B and stadium name at the top level. Either way, users would have to check in as often as possible if they want (additional) sponsor revenue. The potential amount of action here is through the roof!

Another idea would be to sell advertising space. This is a great idea that could even replace (or compliment) the souvenir booth routine. For 20 energy and 1 hr you could "sell small programme advert space" and get the smallest (but most efficient) amount of revenue. Or, you could "sell large programme advert space"  for 40 energy + 2 hrs and get the middle amount. Finally you could "sell advertising board space" on a pitchside ad board for 80 energy + 3 hrs, and get the highest (but least efficient) amount of G. Again, the amounts of G could easily and realistically related with team global ranking.  Better yet, both of these could be upgradeable, which would raise the amount of G from each option. For instance, the matchday programme could be a 1-page non-glossy, 2 page glossy, 8 page glossy cover, 16 page glossy cover w/glossy insert, or 24 page all glossy (from low to high). Likewise, the advert board could range from a plain wall where ads are hung to a high-tech digital display with graphics, etc.. Each upgrade could raise both the number of adverts that can be sold (per match) as well as the revenue earned from each sale.

Going off the deep end, there's also the possibility that teams could purchase (and possibly upgrade) a team website (within gokickoff). Then users could spend all the time in the world creating their websites, making player spotlights, etc, etc. Prizes could be awarded to best club website, as voted by managers in one's league. Talk about active and addictive!!! :-*

1277
Suggestions/Bugs / Re: [Suggestion] Increasing returns from souvenir booth
« on: September 01, 2011, 10:53:10 PM »
It's simple. You award because of logging. I think this is related to future commercial in this game. More viewers more cash.

I don't understand..."logging" is something that is done in a forest. Do you mean "logging in"?  Is this an attempt to reward active players? That makes even less sense. Does it matter if I log in twice a day or 12 times? I think that anyone logging in at least once per day is a pretty active user.  Logins don't mean anything either. I got so sick of having to log back in that I got the great firefox add-on called "TAB MIX PLUS" that lets you automatically reload a page at whatever interval you want. Keep one reloading, and you're logged in until you disable the auto-reload.

By "Future commercial in this game", are you saying that it has something to do with plans to make money with commercials cluttering up the screen? Even if true, I don't see what relevance it has to my club activities.  The way I see it, the more (money, time, or energy) you invest in something, the more you should get back per unit invested. Not the other way around.



1278
Suggestions/Bugs / [Suggestion] Souvenir booth and sponsorship improvements
« on: September 01, 2011, 05:48:10 PM »
As it stands, we get decreasing returns from increasing sizes of souvenir booth, and this should change.
For me, it shakes down like this:
A small both earns 38.2 G/energy unit (764 G/20 energy)
A medium booth earns 33.45 G/energy unit (1,338 G/40 energy)
A large booth earns 29.875 G/energy unit (2,309 G/80 energy)

This makes no sense. In economics, increasing returns to scale is a widely-accepted principle. The bigger the firm, the more money it makes per unit of time. I think it should work in the opposite way, for example:
A small booth should earn 29.876 G/energy unit (~598 G)
A medium booth should earn 33.45 G/energy unit (1,338 G)
A large booth should earn 38.2 G/energy unit (3,056 G)

At the very least, this should be a linear relationship (between revenue and energy), where each size earns the same G per unit of energy spent, but I like increasing returns better.

1279
Suggestions/Bugs / Re: [Suggestion] substitutions for red cards
« on: September 01, 2011, 02:44:38 AM »
Unfortunately there are a lot of possibilities here, which translates as a lot of input boxes (the red carded player position, the score, possibly the time, and the position to sub in), which surely translates to a lot of programming (work). You'd need alternatives for each position and each side, which gets pretty complicated. Here's the simplest way I can think of it could work.

At the very least, there should be options to sub out an attacking player for a defensive one (assuming at least one transfer remains) after (or once) a red card is given to a defensive player when any of the following occur:
-Goal difference (GD) drops by 2 (from when red card was given). e.g. you're winning 3-0, a red card is given, and the opposition scores 2 unanswered goals
-GD is zero (game is tied)
-GD is negative (opposition is winning)
-a second red card is given (unlikely but possible)...maybe this should be automatic for everyone.

Managers could simply select any or all of these options, and the most appropriate player (position proficiency and value x % condition) would automatically be subbed in, and the weakest central? attacking player (lowest [value x % condition] FC or AMC if you're playing with 2) would come off.

There should also be a special case for when you have a player that is proficient as both an attacking and defending player. Then you could opt to simply shift the player from the attacking position to the defending one when any of the above cases happen, rather than wasting a sub. Oops, now I making it even more complex. Better quit while I'm ahead. ;)

1280
Suggestions/Bugs / Re: Condition
« on: August 31, 2011, 10:47:51 PM »
I don't think this is a bug; as far as I know, subbing out a player at around 60' is only going to save you 1% or maybe 2% condition loss compared with playing the whole game. So if this player was the lowest at the start of the match (by 2% or more) then he'll probably still be the lowest at the end, even if you subbed him out. You do know that you can increase the condition of a player by 2% for 80 energy, using the activity tab on the player page, right?
 :)

1281
Suggestions/Bugs / [Suggestion] substitutions for red cards
« on: August 31, 2011, 04:13:19 AM »
Someone on the opposing team got red carded tonight, a DC when they were already losing, and no substitution was made. This got me thinking. Now I am not planning on getting one anytime soon, but if one of my players got a red card under these circumstances, I think I'd want to make a substitution.  Now I don't have any good ideas on this one, but there should be a way to take out a FC and put in a DC if your DC gets red carded and you're not winning by at least 2 goals. The same would probably go for any position except FC, IMHO, though you might want to change tactics if you're focusing passing up the wings and your winger gets ejected.

1282
Suggestions/Bugs / Re: Youth Team Friendly Match make it possible
« on: August 31, 2011, 03:58:59 AM »
I think this is an important idea BUT if it were to happen, players should receive half as much experience points as if they had played in a regular friendly. In other words, it should take about 2 youth matches to provide the equivalent experience of one regular friendly.

1283
Very VERY good suggestions, mate! Here's my comments on your ideas

1.Might we solve this problem by getting rid of automatic "sponsorshipping" all together and replace it with "sponsor offers" that randomly arrive (such as in private mail, or as a small notice) but which must be acted upon in a short time-frame (a few days). If not acted upon, then it gets offered to another team at random, and so on until someone takes it. Then active managers can push the button and accept the sponsorship. Better yet, make each sponsorship temporary (1-3 seasons, nonrenewable) and just cap the amount available for the whole league, relative to the avg rating of all clubs (outliers excluded). This way, users who are most active will inevitably accumulate the most sponsorships, though infrequent users will probably be able to grab a few, too.

2. IF we're going to add teams to a league mid-season, they should receive the average rank points for the league, so as not to have this kind of effect. It would be great to then have these young clubs' ratings react more sensitively than established clubs, at least for a few seasons.

3. Totally agree, so long as the recovery rates are affected by player determination too

4. Agree 100% Maybe even go from 3 or 4 at very bad quality to 7 max. This game doesn't need more worthless players than are already being cranked out.

5. Team bus, what a cool idea! 2 or 3 levels for sure, but couldn't we then upgrade to a team airplane  (1 or 2 levels), too?

6. The only one I'm on the fence about. I do know that I think that revenue from the bar, hotel, and megastore should NOT be the same at each level irregardless of other factors, particularly the total number of attendees, which would be increased by playing friendlies, cup matches, and the WCL. Maybe we should use the existing amounts as baseline figures that would be modified by these factors. The current figures could be for a team that plays 1 league match per week plus one or two cup games in an unmodified stadium. If your total attendance was 3 times that (e.g. top level team with stadium twice as big with 1.5 times as many games [2 x 1.5 = 3]), then you'd earn 3 times the baseline amount. Just a thought.

Thanks for your great ideas!

1284
Good point! I didn't think of that. :-[

1285
Suggestions/Bugs / Re: Youth Team Friendly Match make it possible
« on: August 30, 2011, 04:38:42 PM »
Yeah, I don't understand what difference there is. If you want to play your youth players, can't you just play them in regular friendlies? If you have so many players that you could afford to play two friendlies in a week and not risk any of your starting 11, then maybe you have too many players. That would require at least 33 players, all uninjured, and more like 40+ if you want to keep some extra players in reserve. I wonder how many clubs could actually do that. I know I couldn't and I have 32 players, which seems a bit higher than the average.

1286
Well it would be pretty stupid for anyone to accept such a ridiculously low offer. I think below min bid offers would have to be much more reasonable than 1 or 2 G if you want them to be considered. And all one has to do to erase all the below min bid offers is to make the min bid. More than anything, it would be useful for gauging how much money other users are willing to pay. If I make an offer on another team's player, I won't know how many (if any) other offers have been made, or any idea as to what these offers might be. It would also be great if you found a player you really want whose min bid is slightly more than your budget allows. This happened to me recently; a player I really wanted was posted for 150,000 G (min) and I had around 130,000 G. The player ultimately received no bids and hasn't been put back on the transfer list. I just wonder if they would have taken my 130000 G or not. I'm SURE they wouldn't have taken 1 or 2 G for him (if such an offer was accepted, it would almost surely be a cheater at work). If you're worried about it, a floor could be set for such offers, such as 25% of the player's estimated value or 50% of the minimum bid that was set (or the lower of the two). That way you don't have to even look at ridiculous offers like those you suggest.

For example, say you put a player (est. value of 220000 G) on the transfer list for 200,000 G and no one makes that bid for whatever reason. You could look at below min bid offers and maybe you'd see that at best, a few managers are willing to pay 100,000 - 125,000 G. If 125000 G is good enough (cause you need the dough ASAP), then you could accept the best offer. If not, you could simply put them back on the transfer list, but you would have a much better idea as to what kind of minimum bid would get a response. If you were serious about getting rid of them, you wouldn't have to keep putting them back on the list time after time, trying to guess the price level where a bid or two might actually get made.

1287
It would be nice to have the option to make "offers" (rather than true bids) below the listed minimum low bid for players with 0 bids. These below-minimum bid "offers" would not be known to others, and would only be available to the team once the player has failed to receive any bids in the allotted time. Then the team with the player would get a notification (Club News) that, while the player did not receive any bids, some offers were made, which the user could look at and accept or so nothing (and decline) within a 24 hour period. Of course, if a bid is made after "offers" are made, they simply disappear.

If I needed some quick dough and I had a player on the list for 150000 G and no one bid on him but someone offered 130000, I might just go for it. Even if not, it would be nice to see what people are willing to pay if it is much less than what I want.

Look, I know that this would probably take a lot of time and work to make happen, but it might be something for Gokickoff V3.0

1288
Suggestions/Bugs / Re: [Suggestion] Homegrown player rule
« on: August 28, 2011, 04:29:54 PM »
I though I was suggesting something potentially useful. Also, I'm not posting every day; just when new ideas come to mind (closer to once a week). I thought that this is what the thread was for...suggestions. The title isn't "good suggestions", after all. Also, it's pretty clear that I'm not the only one with this sentiment. Maybe my apparent lack of understanding of what it takes to climb out of the lower divisions has more to do with my league; there seems to be SO many inactive users in the USA that I'd guess that anyone actually using the game, paying attention to other teams and playing against their weaknesses would make their way to the top division in no more than 4 or 5 seasons!

Please understand that I am not suggesting limiting the number of players you can transfer. Making a quick glance at your team, with a minimum 1/3 homegrown players required, you could get rid of at least 7 of your Argentine players (more if any of your Thai players transferred from other Argentine teams OR if you moved some of your Argentine youth players to the regular squad.

I like some of your suggestions, but I didn't notice the threads where they're discussed. Please don't think I'm discounting your ideas; I just hadn't seen them!

1289
Maybe we could solve two issues at once. What if there were a 5%-10% "tax" on purchasing foreign players? Then we could raise the 75% of transfer fee slightly while encouraging player trading WITHIN ONE'S LEAGUE. Thus, BOTH domestic players (spawned in your nation) AND players transferring from another team in your country's leagues would not receive this tax.

This is realistic because there are usually extensive costs associated with acquiring work permits and other legal issues when bringing in foreign players in the real world. There already seems to be some consternation on the fraction teams get when players are transferred out, and the fact that this amount effectively disappears into nothing bothers me, too. (See the "75% Transfer Fee" thread in the General Comments category). By charging clubs with this fee for bringing in foreign players, we could simultaneously provide an incentive to seek out homegrown players while offsetting an increase in the overall rate of the transfer fee that teams get for outgoing players slightly, say 5% when its within the league and/or 5% when it's a domestic player.

I don't know how hard it would be to implement, but it would be a good first step.




What do we want? Change!
When do we want it? In due course!

1290
Off-topic / Re: Your Favorite Actor.
« on: August 28, 2011, 05:24:58 AM »
EDWARD NORTON

Fight Club* was his greatest, but he was also great in:

American History X*
Rounders*
The 25th Hour*
The Italian Job
Down In the Valley*
The Illusionist
The Incredible Hulk
Leaves of Grass*
The Bourne Legacy**

* Rated R; not for the kids!
** not yet released, but sure to be great!

1291
Suggestions/Bugs / Re: [suggestion] league leaderboard
« on: August 27, 2011, 02:20:14 PM »
Thanks buddy; I had missed that tab. :) It looks like goals only; assists and saves/clean sheets would be nice too.


Also, does anyone know if winning a league or cup golden boot has any effect on either the player (value, salary, etc.) or club (world ranking)?

1292
I was looking around and I couldn't find a table that listed my league's top goalscorers (players, not teams). Then I got to thinking that the same kind of info would be helpful for assists and either clean sheets or saves for GKs. It would be sweet to have something like that eventually. Maybe winning a leage or cup golden boot could have some effect, such as boosting team ranking or player value.

What do we want? Change!
When do we want it? In due course!

1293
Off-topic / Re: English Premier League
« on: August 24, 2011, 06:38:15 AM »
A prediction:
Top 4:
1. Manchester
2. Manchester
3. Chelsea (they could do better if they sacrifice Torres to all the Cup matches)
4. Liverpool
5. Arsenal or Spurs....this will be interesting!

Bottom 3:
Wigan
Blackburn
QPR

Edit: Considerations after late summer transfers

1294
Suggestions/Bugs / Re: [Suggestion] Forward wings
« on: August 24, 2011, 12:10:43 AM »
 Thanks for the info :)

1295
Suggestions/Bugs / [Suggestions] New info screens
« on: August 23, 2011, 03:18:22 AM »
A couple of info screens that I think would be helpful:

1) Coach Stats screen (tab in the "training" page?): It would be nice to view coach stats on a single page, like players, rather than pictures. This would be particularly good if we could institute an improved coach purchasing system, that could have its on screen.

2) Transfer List screen (tab in the "players" page?): A screen that just lists players you have placed on the transfer list, and includes the minimum set bid and current high bid, if applicable. It would also be nice to have information on the number of times the player has been (unsuccessfully) placed on the transfer list, and the minimum bid set on at least the last failed placement, whether in a new info screen or not.

1296
Okay, I just think there should be a minimum # of home-grown players each team must maintain. Otherwise it defeats any purpose of players having nationalities at all. Yes, maybe this issue isn't very important right now or even next season, but I believe that it should be considered in more long-term planning if we don't want to drop player nationalities all together. I think 8 players is reasonable; anyone could field a starting 11 without a single one being included. With 6 academy player promotions available per season, one really only would need to keep TWO homegrown players in their squad on a more permanent basis, if they were promoting all of them each season. That's really what we want to encourage, right?

On a side note, in the transfer market, this would provide a more practical purpose of the "Club Base (Country)" input box, which seems minimal at best right now, though cheaters might find it useful ;D. Instead, this search term would have legitimate value for clubs needing home-grown players.

And don't get me wrong; any country where a bunch of kids living in a floating fishing village without land build a floating football pitch so they can play is sure to be on the rise in the world of "the beautiful game".   ;)

1297
I like the idea, too.

On a minor tangent, does anyone know if multiple assists are possible in GoKickoff? By "multiple asssist", I mean a goal that is credited as an assist for more than one player. This happens pretty regularly, thought not that often, in the real world.

1298
I often forget how young Gokickoff is. To reiterate, I don't want to see teams prevented from having many foreign players, just to maintain a minimum number of domestic players, to ensure markets for domestic players remain strong. While Inter had a lot of foreign players, some of them would be considered "homegrown" under the rule I suggested. Diego Milito, for instance, had been playing in Italy for 5+ seasons when he came to Inter. Like in the real world, this won't be addressed until some team, with few, if any, homegrown players, threatens to win its league. Then the other teams will protest with a vengeance. I just hope that it doesn't come too soon!

1299
Here's something easy and straightforward:  While all player stats begin to drop at age 30, GK stats should not start dropping for 3-5 extra years. Unlike other positions, 40 YO GKs are not unheard of, even at the top levels.

1300
Suggestions/Bugs / Re: Youth League Suggestion
« on: August 16, 2011, 03:28:51 AM »
Also, if your youth team is large enough to play a match, is it even possible - as it currently stands - to arrange a youth friendly match? If so, can someone please tell me how? Maybe this is all we need; a way to arrange friendly matches among youth squads.

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