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Subject: »[info]Dev Diary #82: Automatic release of NT-players from
About redesign of the game, I totally agree with Raul, the game looks completelly outdated, any new prospect/user who see the game could(and still can) see that. So the game really needs to have an entire different face and gladly it will, this change just started, let them finish.
About creating some rules to stop/reduce the wild trading, I'm with @Fernando Mattos, to limit the squad it's not good and neither would help stop wild trading at all, but I think that to limit the numbers of buying and selling during the season could works and would not affect (almost) no one. Come on, who the hell (except wild traders) needs to buy or sell 30 players in just one season?
About creating some rules to stop/reduce the wild trading, I'm with @Fernando Mattos, to limit the squad it's not good and neither would help stop wild trading at all, but I think that to limit the numbers of buying and selling during the season could works and would not affect (almost) no one. Come on, who the hell (except wild traders) needs to buy or sell 30 players in just one season?
+1
Limit transfers for every team per season maybe would be the solution.
For example, you can only buy 15 players per season or something like that, this force you to administrate better your team. If you limit buying you are limit selling.
Limit transfers for every team per season maybe would be the solution.
For example, you can only buy 15 players per season or something like that, this force you to administrate better your team. If you limit buying you are limit selling.
I like the 3d viewer but im back to 2d again like nice toy it was fun for few weeks :)
This person I complained about, who I very often see bidding players, has already 52! transfers so far this season. And it is only week 10 now.
I like the idea of restriction of number of trades per season, if the number is well thought.
I like the idea of restriction of number of trades per season, if the number is well thought.
this cannot be applied like this because anybody must be able to sell all his players when he wants..for example you may need to reboot your team..
the minimum stay in the team for each player (for example 4-8 weeks) has better meaning anyway which would be an alternative for what is called a transfer window
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the minimum stay in the team for each player (for example 4-8 weeks) has better meaning anyway which would be an alternative for what is called a transfer window
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Match engine is seperate part, you right - but its complex and time consuming, and its not a key barrier for recruiting new users. For sure it can be upgraded and someday we will work on it, but for now we simply cant devide our resources in half.
Training system for example is very close linked to new design. We dont have an interface for new training system - it requires different page to pick up players for training (10 slots), different place to set up training for all possitions - its completly new page to be made. So from our financial perspective we should prepare this page in our final design, to save costs and time. Otherwise we should develop „temporary interface” for training setup, and then rewrite it for new design once again.
So our logic is really simple - now we are preparing all tools we need for futher development:
1. Game back end code update - already done
2. Morning updates code update - already done
3. Flash replacement - done
4. New design frame (interface, navigation bars) - done
5. New design style (and overview page will be first page developed by that styles, its perfect to start, as its simply new element in the game and any potental bugs wont hurt anyone) - its our main priority now.
After completing all points above we will be able to further development without any additional costs, we will work with new code and new design, no matter what change we will be implementing : training system (quite complicated and complex) or any small improvements.
Training system for example is very close linked to new design. We dont have an interface for new training system - it requires different page to pick up players for training (10 slots), different place to set up training for all possitions - its completly new page to be made. So from our financial perspective we should prepare this page in our final design, to save costs and time. Otherwise we should develop „temporary interface” for training setup, and then rewrite it for new design once again.
So our logic is really simple - now we are preparing all tools we need for futher development:
1. Game back end code update - already done
2. Morning updates code update - already done
3. Flash replacement - done
4. New design frame (interface, navigation bars) - done
5. New design style (and overview page will be first page developed by that styles, its perfect to start, as its simply new element in the game and any potental bugs wont hurt anyone) - its our main priority now.
After completing all points above we will be able to further development without any additional costs, we will work with new code and new design, no matter what change we will be implementing : training system (quite complicated and complex) or any small improvements.
Maybe you misunderstood me,
I mean, you could only buy 15 players per season, but you could sell the quantity what you want. Nobody needs to buy +30 player per season to "reboot" a team.
8 week alternative has lot of disadventajes, if you buy a player and you realize that he has bad talent, or if this player low his form and has poor performance, the system basically would forcing you to keep a player that doesn't work in your team, would be unfair.
Even worst would be the transfer window alternative, if you have 2 o 3 injuries in a week (actually this is not rare to happen) out of transfer window, you can't buy to replace because the market is closed, with only 2 injuries you could practilly lose a entire season.
I mean, you could only buy 15 players per season, but you could sell the quantity what you want. Nobody needs to buy +30 player per season to "reboot" a team.
8 week alternative has lot of disadventajes, if you buy a player and you realize that he has bad talent, or if this player low his form and has poor performance, the system basically would forcing you to keep a player that doesn't work in your team, would be unfair.
Even worst would be the transfer window alternative, if you have 2 o 3 injuries in a week (actually this is not rare to happen) out of transfer window, you can't buy to replace because the market is closed, with only 2 injuries you could practilly lose a entire season.
We must think the other way around, I think.
The reason why People are trading is because it is the best and fastest way to go up with your team.
People of the New and younger generation want to have a fast game, so we need to have this kind of elements in the game to reach this New generation.
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The reason why People are trading is because it is the best and fastest way to go up with your team.
People of the New and younger generation want to have a fast game, so we need to have this kind of elements in the game to reach this New generation.
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I strongly disagree that the match engine is "not a key barrier for recruiting new users". Having a graphic match simulation is the key feature of Sokker compared to other manager games. Surely having games that are pleasant to watch is important. And let's face it, with the current engine the games look more like slapstick comedy than football. This is going to scare away new users. Really, even going back to the old engine would be a huge improvement for now and shouldn't be too much work.
On the other hand, I don't see why a new training system needs to be a priority. It's nice to have, but doesn't significantly improve the game either for new or old users. A more logical list of priorities would've been: First focus on things that truly make the game better, mostly the engine and a lot of smaller issues (for example a better tactics editor). Then you could've introduced a new design and worked on non-essential changes like new training or youth system.
On the other hand, I don't see why a new training system needs to be a priority. It's nice to have, but doesn't significantly improve the game either for new or old users. A more logical list of priorities would've been: First focus on things that truly make the game better, mostly the engine and a lot of smaller issues (for example a better tactics editor). Then you could've introduced a new design and worked on non-essential changes like new training or youth system.
We had this discussion several times i think :) we made interviews with lot of potential new players, we have data from the game when they leave their accounts - most of potential players leave game before even creating a team (it looks like a crap for new users, no motivation to complete registration), or they are leaving short after first login (even without waiting for first game) - for that group main problems are no guidelines what to do, poor interface, lack of events (one serious game per week).
So match engine will wait until we will make game more friendly for new users, extend necessary options (like complex training reports), implement two league games per week.
So match engine will wait until we will make game more friendly for new users, extend necessary options (like complex training reports), implement two league games per week.
ME can wait, but it has to be done. Also, new training should not be the the last on the list in the current plans, it has to come at least before the Pressroom stuff, if possible even sooner. New training system got people excited.
I had a lot of ideas for keeping users interested and to get them to stay, but we are not there yet.
I had a lot of ideas for keeping users interested and to get them to stay, but we are not there yet.
The first thing potential new users look at is the demo game, not the details of the training system. If they see a game with this engine they'll conclude that Sokker is a badly designed game and will stay away.
And yes, I agree that it's necessary to make the game more friendly for new users, but so far I don't see how you're doing that. How does a more complicated training system help with that? And the new design has the same menu structure as the old one, so it hardly makes anything easier for new users. There are still no guidelines for new users, or measures to make their teams more competitive (like a better starting team or better standard tactics). If your main objective is to get new users, those should've been the first steps.
But okay, I wish you good luck with your strategy. I just think it's more likely to drive away old users than get new ones, but I hope I'm wrong. I probably won't renew my Plus unless there are real improvements, fwiw.
And yes, I agree that it's necessary to make the game more friendly for new users, but so far I don't see how you're doing that. How does a more complicated training system help with that? And the new design has the same menu structure as the old one, so it hardly makes anything easier for new users. There are still no guidelines for new users, or measures to make their teams more competitive (like a better starting team or better standard tactics). If your main objective is to get new users, those should've been the first steps.
But okay, I wish you good luck with your strategy. I just think it's more likely to drive away old users than get new ones, but I hope I'm wrong. I probably won't renew my Plus unless there are real improvements, fwiw.
About notifications, please fix notifications, its so annoying, i log-in and a notification pop-up, thats ok, but i close it and move to other page and it pop-up again, and close it, and next page is there...again! I gotta close the same notificatiions like 3 times for good.
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well, i think we do, with right priorites. Just check last dev diaries.
For now, to help new users we:
1. introduced new navigation, based on left bar (much better than old default icons bar below page, for new users complety imposible to understand what they will find under any icon)
2. We are focusing our effort on new page - overview, that will be collecting all important data about our team and guide users to most important tasks
3. As main part of this new page we will introduce short reminders (presented in last dev diary) that will help to understand what new user need to do + link him to proper place.
4. We already started development of registrations automization.
Sure, its just a begining, in the future we will develop complex tutorial for new users, but its linked with my previous posts - first we need new design, to avoid double costs.
For now, to help new users we:
1. introduced new navigation, based on left bar (much better than old default icons bar below page, for new users complety imposible to understand what they will find under any icon)
2. We are focusing our effort on new page - overview, that will be collecting all important data about our team and guide users to most important tasks
3. As main part of this new page we will introduce short reminders (presented in last dev diary) that will help to understand what new user need to do + link him to proper place.
4. We already started development of registrations automization.
Sure, its just a begining, in the future we will develop complex tutorial for new users, but its linked with my previous posts - first we need new design, to avoid double costs.
finally added to our shortlist, hope we will fix it in few weeks max.
You're doing a great job, Raul!
@littlefish: You have to see the devs work as rebuilding a car!
You're complaining about the engine, but first they need to rebuild the frame in which the engine has to fit. Now, the engine is a poor 1.1 diesel. Not enough power and really bad for the environment (the power representing the ME and his flaws and the environment issue representing the fact dozens of people cannot watch 3D because of an older device)
So to place a much stronger 5.8 V12 hybrid engine, they need to adjust the frame, cause the original frame for the 1.1 diesel is way too small to make the stronger engine fit...
Then they need to adjust the wheels (training) to be able to widstand the amount of power the engine delivers.
And finally they need to adjust the interior (navigation and lay-out) because a design from 2006 isn't what people, who want to buy a NEW car, wants!
Ok, this is a metaphore, but it shows WHY they need to work with the priorities they do now...
@littlefish: You have to see the devs work as rebuilding a car!
You're complaining about the engine, but first they need to rebuild the frame in which the engine has to fit. Now, the engine is a poor 1.1 diesel. Not enough power and really bad for the environment (the power representing the ME and his flaws and the environment issue representing the fact dozens of people cannot watch 3D because of an older device)
So to place a much stronger 5.8 V12 hybrid engine, they need to adjust the frame, cause the original frame for the 1.1 diesel is way too small to make the stronger engine fit...
Then they need to adjust the wheels (training) to be able to widstand the amount of power the engine delivers.
And finally they need to adjust the interior (navigation and lay-out) because a design from 2006 isn't what people, who want to buy a NEW car, wants!
Ok, this is a metaphore, but it shows WHY they need to work with the priorities they do now...