General Category > General Discussion(English Only)
GKO Updates and explanations on one place
Littmann:
25. APRIL 2011.
Gokickoff.com will change the match engine in the upcoming season
in order to make it look more realistic as well as to enhance your gaming experience.
Features that we will certainly have are as follows...
- Selecting free-kick taker.
- Selecting corner tacker.
- Changing plan and picking substitute players (in advance)
- Setting specific tactic for a player such as focusing on long shot, focusing on passing, etc.
Before that major changes, we have made some change to balance the game as follows...
1. Training system
We have added the "specific skill training" feature which allows you to focus on certain skills.
This type of training guarantee an increase in the selected skill but the outcome of this training will be only
75% of the outcome of normal training. However, if your training ground is at level 4 (Good) you won't have this penalty.
The same thing applies for fitness or speed training with fitness center of level 4 (Good).
The engine of the training system has changed as follows...
It is calculated from...
The progress rate of the player + (progress rate of the player x (The level of the training facility/6)) +
(progress rate of the player x (The skill of the coach/20))
- Players under the age of 18 have the following bonus
=> (50+ Working with Youngsters)%
e.g. If a coach with working with Youngster skill of 10 trains a player of age 16,
that player will get a bonus of 60%
- Players under the age of 22 have the following bonus
=> (20+ Working with Youngsters)%
- Players over the age of 27 have -50% training penalty.
- Attributes of a player over the age of 29 decline every day.
- At the end of each season, the progress rate of players over the age of 23 decline by 1
until the progress rate reaches 1.
- A player uses more skill points as the skill is closer to 20.
The rate of the development is also slower as the skill is closer to 20.
- When the 'current ability' of a player reaches his 'limited ability', training has no effect in improvement.
- Appearances in a match (play for more than 30 minutes) help him improve his skills.
The amount of improvement depends on his rating and his progress rate. The improvement from appearances in a match
is about the same as the improvement from training. It is advisable to put a player in the first-team frequently if you want to enhance his attributes quickly.
2. Scouting System
The scouting system has been improved. The margin of error has been reduced.
- We don't need to scout the players in your own team anymore since the result is always 100% correct.
- The margin for errors when you scout a player in another team greatly reduced.
The result is also displayed as a range of values. This range is smaller when your scout's level is higher.
- The energy uses to scout a player decreases as the level increases as follows...
Level 1 uses 50 energy
Level 2 uses 20 energye
Level 3 uses 15 energy
Level 4 uses 10 energy
Level 5 uses 5 energy
- The margin for errors when you scout estimate the maximum bid greatly reduce.
The energy uses to estimate the maximum bid decreases as the level increases as follows...
Level 1 uses 40 energy
Level 2 uses 20 energy
Level 3 uses 15 energy
Level 4 uses 10 energy
Level 5 uses 5 energy
3. Estimate value of a player does not depend on the suitable skills for him like the old estimated value engine.
It is now calculated mainly from the current ability which is displayed as the number of stars in the player report.
The interesting thing about current ability (CA) is that a player with higher CA might perform poorer than a player with lower CA.
This is because CA is calculated from the overall ability ignoring his position.
Therefore, it is advisable to focus on the necessary attributes of a player for his playing position rather than
the CA or the estimated value when you choose a player or buy a player.
Apart from CA; age, experience, and progress rate are also taken into account when the engine calculate the
estimated value of a player.
The player report displays 3 values.
- current ability (maximum 15 stars)
- limited ability (maximum 15 stars)
- progress rate (maximum 8 stars)
Please note that the ability and progress rate are estimated value which means that two players having the same number of stars in their current ability don't always have to have exactly the same current ability but they should be about the same.
Though CA can not clearly define how good a player is but it can be use together with the limited ability
in order to determine how much a player can develop further.
- 'Current ability' of a player can be more than his 'limited ability' since
appearances in matches could still help him improve his skills.
- There are 4 levels of "Adaptation to the team" as follows...
1. He has just started to adapt in the team.
2. He still need time to adapt to the team.
3. He has yet to fully adapt to his new surroundings.
4. He has fully adapted to the team.
"Adaptation to the team" of a player has influence on how he performs in competitions.
"Happiness " of a player has influence on how he performs in matches. (Will be effective in the next season)
4. We have balance the finance and facilities such as
-Maintenance costs of facilities decreases.
-The price to built facilities at level 4 or above decrease.
- Money from activities decrease.
- This changes is to make sure the new teams not to be unfavorable.
Weekly income of Hotel, Megastore, and bar depends on the level of the building and the club rating as follows.
level of Hotel , Megastore , Bar
level 1 => (5000-7000) +rating
level 2 => (8000-12000) +rating
level 3 => (15000-20000) +rating
level 4 => (25000-28000) +rating
level 5 => (35000-40000) +rating*1.5
level 6 => (50000-60000) +rating*2
5. Contract
Renewing the contract...
If the remaining contract of a player is greater than or equal to 3,
the new contract will be expensive.
You should renew the contract when the remaining contract is less than or equal to 2.
Gokickoff match engine V2.0 will be used in the next season. Here is a summary.
Changes in the tactic section...
1. You can select free-kick taker, corner taker, target man(FW), Mark opponent Target Man (DC),
and pk (in game).
**Target man in the tactic section refers to a player that your team will generally look to pass to.
***Mark opponent Target Man refers to a defender who mark the opponent target man.
** You don't need to to set a target man if you have several forwarders who have good heading ability
because the defender can't mark them all the time.
2. You can set advance player instructions specify what a player should do when he has the ball.
- Longshot => Rarely, According to the team's tactic, or Often.
- Run with ball - is to dribble past defenders => Rarely, Sometimes, or Often.
- Tactic in the penalty area => Normal, Take the shot, Pass the ball (unless he is 1-1 with the keeper)
3. We will remove Corners, Free Kicks and Throw Ins instruction.
4. We will add long shot instruction for the team => Rarely, Sometimes, or Often.
5. we will add a new feature in tactics screen called "Match of the Season" (or simply MotS).
MotS" are matches which managers get their squads extremely motivated and ready.
When use this option, all players become highly concentrated on the game.
They put all their efforts toward victory and glory.
** You can select only 2 Mots in a season.
6. You can change your tactic during match. However, you have to set the conditions and instructions in advance
Examples of conditions are goal difference, time, etc.
...
There will be much changes in the match engine.
We have added a new attribute call "env" which controls every players' performance in a match. (maximum is 100%)
A player will not perform exactly 100% as his attributes shown in his player's profile.
There are factors affecting his performance as follows...
1. Experience - The higher experience, the better chance he plays well regularly.
2. Morale
3. Proficiency of him in the chosen playing position.
4. Condition - Won't have penalty if his condition is over 92%.
5. Adaptation to the team.
You can't just evaluate a player's ability by the number of stars in the scout report
since it is calculated from the overall ability ignoring his playing position.
The system evaluates the net ability of a player in his playing position and multiply by env.
** From now on, when we talk about the ability of a player we refer to this ability.
Factors affecting ball possession...
1. Team formation affects ball possession - Attacking formations tend to let your team have more ball possession than defensive formations.
Midfielder is the position that affect ball possession the most. However, having too many midfielders isn't a good idea.
2. Ability of all players except the goalkeeper.
3. Advantage of home game (only for league competitions)
4. Team tactics that have influence on ball possession.
4.1 Strategy - Has great impact on ball possession. Attacking strategy increases the team chance of
creating an opportunity to attack. While on the other hand, defensive strategy decreases this opportunity on both sides.
4.2 Defensive Line - Push up defensive line increases the opportunity of building an attack from the back, whereas
deep defensive line decreases this opportunity.
4.3 Creative Freedom - Increases your ball possessions if your team has creative midfielders.
4.4 Tackling - Hard tackling increases your ball possession. (Not much though)
4.5 Marking - Using the right strategy increases your chances of winning possession of the ball.
System evaluates the difference between the average value of both teams. (The more, the better)
zone
Team Use AVG (mc mr ml dmc dmr dml dl dr dc)
Acceleration Positioning Tacking
opponent Team AVG (mc mr ml amc amr aml fc fr fl)
Acceleration Off the ball passing
man marking
Team Use AVG (mc mr ml dmc dmr dml dl dr dc)
(Strength+balance)/2 Marking Decisions
opponent Team AVG (mc mr ml amc amr aml fc fr fl)
(Strength+balance)/2 Technique Dribbling
4.6 Closing Down
Press More
Team Use AVG (amr,aml,amc,mc mr ml dmc dmr dml dl dr)
(Pace+Acceleration)/2 , Stamina , Tackling
opponent Team AVG (mc mr ml amc amr aml fc fr fl)
(Pace+Acceleration)/2 , Agility , Technique
Stand-off More
Team Use AVG (amr,aml,amc,mc mr ml dmc dmr dml dl dr)
(Strength+balance)/2 , Marking , Positioning
opponent Team AVG (mc mr ml amc amr aml fc fr fl)
(Strength+balance)/2 , Off the ball, Passing
4.7 Roaming
More Roaming
Team Use AVG ( mc mr ml amc amr aml fc fr fl)
(Pace+Acceleration)/2 Stamina Teamwork Off the ball
opponent Team AVG ( mc mr ml dmc dmr dml dl dr dc)
(Pace+Acceleration)/2 Marking Teamwork Positioning
Stick to position
Team Use AVG ( mc mr ml amc amr aml fc fr fl)
(Strength+balance)/2 creativity Technique Passing
opponent Team AVG ( mc mr ml dmc dmr dml dl dr dc)
(Strength+balance)/2 Decisions Tackling Marking
4.8 High influential captain have a positive effect on your team.
...
Next topic is about opportunities to score.
Please note that we mention only the key attributes affecting the creation of opportunity to score.
There are, however, other factors that have positive effect on these opportunities.
Also keep in mind that not all factors are equally weighted for they depend on the actions.
Surroundings have effect on player's action as well. Excellent attackers may have
a hard time scoring against a packed in defense. Whereas in contrast, weak attackers
may pass through the defense easily if he is outnumbered by the defenders.
pass ball on floor
Player Action : Creativity
Off the ball
Passing
Technique
Teamwork
Opponent Player: Decisions
Positioning
Tackling
Marking
pass high ball
Player Action : Creativity
Off the ball
Crossing
Technique
Teamwork
Opponent Player: Decisions
Positioning
Tackling
Marking
Drill Cross (By line)
Player Action :Acceleration
Pace
Agility
Dribbling
Technique
Off the ball
Crossing
Passing
Strength
Balance
Opponent Player:Positioning
Marking
Acceleration
Pace
Agility
Strength
Balance
Tackling
Decisions
Float Cross (By line)
Player Action :Acceleration
Pace
Agility
Dribbling
Technique
Off the ball
Crossing
Strength
Balance
Opponent Player:Positioning
Marking
Acceleration
Pace
Agility
Strength
Balance
Tackling
Decisions
Dribbling
Player Action : Dribbling
Technique
Agility
Acceleration
Pace
Strength
Balance
Opponent Player:Decisions
Marking
Acceleration
Tackling
Strength
Balance
Finding an opportunity to score (with the ball)
Player Action : Off the ball
Dribbling
Acceleration
Pace
Agility
Strength
Balance
Technique
Opponent Player:Positioning
Marking
Strength
Balance
Tackling
Decisions
Challenging the defenders for a heading
Player Action : Jumping
Heading
Off the ball
Strength
Balance
Technique
Opponent Player:Jumping
Marking
Strength
Balance
Heading
Positioning
Beating the defenders for the ball from a drill cross.
Player Action : Off the ball
Acceleration
Pace
Agility
Strength
Balance
Technique
Opponent Player:Marking
Positioning
Tackling
Strength
Balance
Acceleration
Shot (Score or not)
Finishing and the result of finding an opportunity to score.
Long Shot
Long shots and the result of finding an opportunity to score.
Heading on goal
Heading Technique the result of finding an opportunity to score.
GK : Handling
Reflex
Positioning
Jumping
Decisions
One on ones
Rushing out
Aerial ability
One on One Shot
Player (Att) : Finishing
Off the ball
Dribbling
Technique
GK (Att) : One on ones
Positioning
Reflex
Handling
Offside
Player (Att) : Off the ball
Acceleration
Pace
AVG (DF) (Att) : Positioning
Acceleration
Decisions
Teamwork
Corner : Setpiece
Crossing
Freekick:Setpiece
Finishing
Long shots
Penalty:Setpiece
Finishing
Technique
Counter Attack (Short)
Player who launch a counter attack -> passing , creativity
First Attacker -> passing,off the ball , acceleration, pace
Second Attacker -> passing,off the ball , acceleration, pace
Defenders -> positioning,tacking,marking,acceleration,pace
Counter Attack (Long)
Player who launch a counter attack -> crossing,creativity
Payer who run for the ball -> off the ball , acceleration , pace
Defenders -> positioning,tacking,marking,acceleration,pace
Standing philosophy make you team squads play as plan. Whereas in contrast, dynamic philosophy
allows your team to play better or worse depending on your luck (Randomly).
- Use standing philosophy if you are sure that your team is better than your opponent.
- Use dynamic philosophy if you certain that you will have a hard time defeating your opponent.
Dynamic philosophy, at least, let you test your luck.
**** Stadium quality has positive effects for home games (League competitions only). The higher, the better.
Littmann:
Changes in Transfer System Updated 23/11/2012
Same as -> http://forum.gokickoff.com/index.php?topic=6293.0
But for ...
1. A player will remain in the transfer market for 3 days. Team that offer the highest wage for the player, in the mean time, place the bid not less than 40% of the highest bid will get the player. (2 offers : wage + bid)
Change to
1. A player will remain in the transfer market for 3 days. Team that offer the highest wage for the player, in the mean time, place the bid not less than X % of the highest bid will get the player. (2 offers : wage + bid)
Where x is a random number for each player.
Littmann:
Training System Update 5. July 2011.Training bonus from competitions increases...
-League,WCL => 8 times the number of progress rate star. (old 5)
-Cup => 6 times the number of progress rate star. (old 3)
-Friendly match => 4 times the number of progress rate star. (old 2)
-Nation team => 10 times the number of progress rate star. (old 6)
-Nation u21 team => 8 times the number of progress rate star. (old 4)
In the case 'Current Ability' < 'Limited Ability'
.....................................................................
For daily training,
When the 'current ability' of a player reaches his 'limited ability' or current ability >= 7,
training has no effect in improvement. Only Appearances in matches help him improve his skills.
.....................................................................
This change allows a player to improve faster if you put him in competitions since he will
get almost twice as much training bonus as he used to get.
For a player that has current ability >= 7, you should not drop him in competitions
if you want him to improve.
.....................................................................
Example,
Player A => CA 7 LA 8 PR 4
Player B => CA 7 LA 6 PR 4
Bonus from league
Player A => Bonus = 0.32 (for skill < 15, non-specific training)
Player b => Bonus not more than 0.03 because CA >= LA
Littmann:
19. June 2011. UPDATE
--- Quote from: admin on June 19, 2011, 06:53:14 AM ---Welcome to Gokickoff season 3. In this season, players will experience major changes. Gamers will enjoy a more realistic match experience. Visit Gokickoff version 2.0 now at www.gokickoff.com .
List of major changes�
1. New features for tactics section such as changing your strategy during a match, setting advance player instructions, selecting free-kick taker, selecting target man.
2. Match engine version 2 is more realistic than the previous version. In this version, tactics play a more important role. Details can be found in this link -> http://forum.gokickoff.com/index.php?topic=1006.0
3. We introduce the �World club champions� cup� which is a football tournament held annually between the best clubs from all over the world of Gokickoff. Details can be found in the game manual.
4. We introduce the �National team� and the �International competitions�. A national football manager is elected by the gamers in Gokickoff.com. (Only countries with active players may have national football managers.) The goal of him is to win the world cup.
5. Rules for penalty cards change. Accumulation of yellow cards and red cards is only for official competitions (excludes friendlies). The accumulation of 5 yellow cards results in disqualification of the offending player for a match (official match not including friendlies).
6. We cancelled certain club activities and added some specific activities for a player.
7. Skill increment from daily training and training bonus from matches is now shown on the training report. 8 youth players in the youth squads are selected randomly to earn training bonus from each match.
8. Match statistic page has been improved showing more information as well as informing you the effectiveness of your strategy.
9. Match preview is available for top league competitions of every country.
10. We introduce a new mini-game. In this game you guess the result of the matches from the top divisions in your country. Each week there will be 8 matches that you have to guess the result (win, loose, or draw). You receive 1 credit if 4-5 matches out of 8 matches that you make the guess are correct. You receive 2 credits if 6-7 matches out of 8 matches that you take the guess are correct. You receive 5 credits if every match that you guess is correct.
11. Other gamers may now see more information of players in another team in the player profile page - condition, status, experience, and moral.
12. You can now promote up to 7 youth players per season. (Last season you can promote only 5 youth players)
13. You need to have set your tactics at least 2 hours before the match.
14. In some countries we have changed the time for kicking off a match.
15. We have added new filters to the transfer market page � experience, rough limited ability.
16. Condition decreases not the same for different types of competition. Condition a player decreases only a small amount if he plays for only a few minutes.
-League: Condition decreases 10 per match.
-Cup: Condition decreases 8 per match.
-Friendly Match: Condition decreases 8 per match.
-WCL: Condition decreases 4 per match.
-Nation Match: Condition decreases 2 per match.
We do hope you enjoy our new version of Gokickoff.
--- End quote ---
Littmann:
Training progress rate (PR) will be changed in season 6
PR of a player starts to decrease when his age increases from 21 to 22
And the PR of a player decreases as follows...
8-->4
7-->4
6-->3
5-->3
4-->2
3-->2
2-->1
1-->1
The reason for this is to force users to send youth players with good progress rate and limited ability to play more often.
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