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)
zoneTeam 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 markingTeam 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 MoreTeam 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 MoreTeam 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 RoamingTeam 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 positionTeam 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 floorPlayer Action : Creativity
Off the ball
Passing
Technique
Teamwork
Opponent Player: Decisions
Positioning
Tackling
Marking
pass high ballPlayer 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
DribblingPlayer 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 headingPlayer 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 ShotLong shots and the result of finding an opportunity to score.
Heading on goalHeading 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 ShotPlayer (Att) : Finishing
Off the ball
Dribbling
Technique
GK (Att) : One on ones
Positioning
Reflex
Handling
OffsidePlayer (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 philosophyallows 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.