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Subject: Fans expectations
Rating of the current season:
below expectations
Rating of the last season:
total failure
Level of satisfaction with recent matches:
100%
Level of satisfaction with fulfillment expectations:
6%
Mood:
34% - Your supporters are depressed
I know I play in 3th and it is below my team's true power.
However, I'm 2nd place now and my team will overcome the first team once I play against him.
I invested alot in my team the past few weeks, I won everything except 1 draw in the first week. I just beat the Belgian Champion from 3 seasons ago in the national cup and proceed to the 16th finals.
So while everything is going to the right side for weeks and my fans came back from 0% satisfaction to 34%, I still believe that the level of satisfaction with fulfillment expectations, which reflects this seasons expectations with the current results, is far from being correctly made when it's currently having only 6% satisfaction.
Imo, the team should always take cup expectations into account with each new season and the fulfillment should also be influenced, based on the team's results within the cup. I'm not saying I need more supporters or more money from supporters or sponsors, but the way it is shown within the game is just wrong Imo.
6 matches played within the league, won 5, drawn 1, still in the cup, won against a far better team and 6% satisfaction with fulfilment expectations. Devs, you can do better than this... make income from sups and sponsors less than it is now, for all I care, but please make the representation of the expectations more credible and logic within the game. This should at least be 50% at this point in my case. The 34% of their mood and the fact they are still feeling depressed, I can live with at this point, because I'm playing far below my standard, in 3th class. But I am playing for results, invested in my club and entertain my supporters week after week now...
(edited)
below expectations
Rating of the last season:
total failure
Level of satisfaction with recent matches:
100%
Level of satisfaction with fulfillment expectations:
6%
Mood:
34% - Your supporters are depressed
I know I play in 3th and it is below my team's true power.
However, I'm 2nd place now and my team will overcome the first team once I play against him.
I invested alot in my team the past few weeks, I won everything except 1 draw in the first week. I just beat the Belgian Champion from 3 seasons ago in the national cup and proceed to the 16th finals.
So while everything is going to the right side for weeks and my fans came back from 0% satisfaction to 34%, I still believe that the level of satisfaction with fulfillment expectations, which reflects this seasons expectations with the current results, is far from being correctly made when it's currently having only 6% satisfaction.
Imo, the team should always take cup expectations into account with each new season and the fulfillment should also be influenced, based on the team's results within the cup. I'm not saying I need more supporters or more money from supporters or sponsors, but the way it is shown within the game is just wrong Imo.
6 matches played within the league, won 5, drawn 1, still in the cup, won against a far better team and 6% satisfaction with fulfilment expectations. Devs, you can do better than this... make income from sups and sponsors less than it is now, for all I care, but please make the representation of the expectations more credible and logic within the game. This should at least be 50% at this point in my case. The 34% of their mood and the fact they are still feeling depressed, I can live with at this point, because I'm playing far below my standard, in 3th class. But I am playing for results, invested in my club and entertain my supporters week after week now...
(edited)
you are quite active in this community and should know how it is calculated.
So, I assume you know the answer and it was a rhetoric question, right?
So, I assume you know the answer and it was a rhetoric question, right?
Otherwise the GM tool pretty well shiws you that you are still strongly influenced by last years total failure.
It is nice, that you have drawn your conclusion and invested heavily, so you are stronger and that this will not happen again in this season. Though, your fans are still angry and believe this should have never happened.
It is a long term game, so also your negative your dicisions have a rather long term effect.
It is nice, that you have drawn your conclusion and invested heavily, so you are stronger and that this will not happen again in this season. Though, your fans are still angry and believe this should have never happened.
It is a long term game, so also your negative your dicisions have a rather long term effect.
Again, I'm not having problems with the outcome of my finances being pushed back becaue of my team relegating 2 times in a row.
I'm only looking for a way to adjust the formula so it is represented more balanced.
Sure, having less money is ok, but only drawing 1 game out of 10 consecutive competitive games should be represented better than 6% succes rate, don't you agree?
The formula behind it is good, but 6% is imo when you had 2 consecutive wins after relegating twice in a row. It's not really a big improvement, but at least it's an improvement, visually.
If they adjust the formula so you can visually see the % rise with getting results, but the rewards from it rising only after x %, no one would argue, because it is fair and balanced for everyone.
This way, you only invest in your team, getting results, but not improvements.
I get that this is a long term game, but still, make each improvement immersive and challenging, not...let's freeze each visual improvement for the entire season, regardless of the results.
I'm only looking for a way to adjust the formula so it is represented more balanced.
Sure, having less money is ok, but only drawing 1 game out of 10 consecutive competitive games should be represented better than 6% succes rate, don't you agree?
The formula behind it is good, but 6% is imo when you had 2 consecutive wins after relegating twice in a row. It's not really a big improvement, but at least it's an improvement, visually.
If they adjust the formula so you can visually see the % rise with getting results, but the rewards from it rising only after x %, no one would argue, because it is fair and balanced for everyone.
This way, you only invest in your team, getting results, but not improvements.
I get that this is a long term game, but still, make each improvement immersive and challenging, not...let's freeze each visual improvement for the entire season, regardless of the results.
Interesting question you have. Let me invite you to my view of the fan mood formula.
The hero: team RR.
Its season 72: RR successfully stay in first leaque.
Season 73: RR lost their fight in leaque 1 and go now back to leaque 2.
Season 74: RR will relegate again! Fans are furious.
What would happen in reality? If we say the fan club has a size of 2500 in season 72, in 73 there will be 2000 to 2200. And season 74? I think it decreases to 1000, very fast.
Sokker is more calm. Sokker "furious" means they leave slowly. Its not like the reality "furious". I think you lost since season 72 not more then 500 fans at all. The reality would have been much harder to your team.
I think this is the kind of balancing sokker does. Your fan club is your capital. You loose it slowly, you gain it slowly. None can loose all of it in a few seasons. And none can gain it extremely in a short time. So you can try crazy things, without loosing all. Well, I like this feature. :)
(edited)
The hero: team RR.
Its season 72: RR successfully stay in first leaque.
Season 73: RR lost their fight in leaque 1 and go now back to leaque 2.
Season 74: RR will relegate again! Fans are furious.
What would happen in reality? If we say the fan club has a size of 2500 in season 72, in 73 there will be 2000 to 2200. And season 74? I think it decreases to 1000, very fast.
Sokker is more calm. Sokker "furious" means they leave slowly. Its not like the reality "furious". I think you lost since season 72 not more then 500 fans at all. The reality would have been much harder to your team.
I think this is the kind of balancing sokker does. Your fan club is your capital. You loose it slowly, you gain it slowly. None can loose all of it in a few seasons. And none can gain it extremely in a short time. So you can try crazy things, without loosing all. Well, I like this feature. :)
(edited)
And again...I'm fine with that, but it is ''represented'' wrongly imo.
You speak about irl, but irl there's not a single club playing in 1st class with only 2500 base fans...
In my case, it went from 2480 to 2180, so it has diminished with 300 fans in 2 seasons. It's not really drastic indeed.
My only point is that this: ''Level of satisfaction with fulfillment expectations: is wrongly represented, that's all.
You speak about irl, but irl there's not a single club playing in 1st class with only 2500 base fans...
In my case, it went from 2480 to 2180, so it has diminished with 300 fans in 2 seasons. It's not really drastic indeed.
My only point is that this: ''Level of satisfaction with fulfillment expectations: is wrongly represented, that's all.
If I understand you right, your loss of 300 fans in two seasons, because of relegating 2 times in a row, is fair enough for you. I agree. When not the outcome is the problem, but just the "level of satisfaction", I misunderstood you first.
I'm in a nearly same situation like you and have 9% success rate. Last monday I lost 9 fans to a size of 2165. But 9% should mean a loss of 2-3 % each week. I'm glad its not. To compare to the real loss of fans (9) there should be a success rate of around 45-55%, I think. Imo this would be a realy complicated formula and expensive to implement. Finally this would just be a visualization gadget, a "nice to have thing". In my view it has less priority in comparison other things in planning. What do you think?
(edited)
I'm in a nearly same situation like you and have 9% success rate. Last monday I lost 9 fans to a size of 2165. But 9% should mean a loss of 2-3 % each week. I'm glad its not. To compare to the real loss of fans (9) there should be a success rate of around 45-55%, I think. Imo this would be a realy complicated formula and expensive to implement. Finally this would just be a visualization gadget, a "nice to have thing". In my view it has less priority in comparison other things in planning. What do you think?
(edited)
I reconsidered your point and got an idea to improve it. You will find it here:
Fans: Level of satisfaction with fulfillment expectations
Share your opinion, if you like :)
Fans: Level of satisfaction with fulfillment expectations
Share your opinion, if you like :)
I'm just loving that I am first in the top league and I am still losing supporters.
Less supporters means less fans to the game and less sponsorship, therefore financial losses and in the future a weaker team.
This may be ok if you are the strongest team in Sokker and have 100M euro in the bank account, but for a team who in the grand scheme of sokker, isn't that strong, but can't make the team stronger due to decreasing finances imposed by this 'update' just means there is no incentive to build a stronger team. There is actually incentive to field a weaker team so the weekly salaries are lowered, and to have weaker trainers because you don't want your players to be as strong in the future.
This is the complete opposite to why this update was implemented
Less supporters means less fans to the game and less sponsorship, therefore financial losses and in the future a weaker team.
This may be ok if you are the strongest team in Sokker and have 100M euro in the bank account, but for a team who in the grand scheme of sokker, isn't that strong, but can't make the team stronger due to decreasing finances imposed by this 'update' just means there is no incentive to build a stronger team. There is actually incentive to field a weaker team so the weekly salaries are lowered, and to have weaker trainers because you don't want your players to be as strong in the future.
This is the complete opposite to why this update was implemented
That has probably more to do with the fact that there are bots and relatively young (2020+) teams in your league, in both cases the fanclub will be either very low or low, which in turn is bad for you because your fanclub is dependant on others.
What is your current fanclub level?
What is your current fanclub level?
That is exactly the case.
Agbell should be way ahead but over time he has been slowly degraded by 'new' or 'younger' teams, which don't have the same supporters, as well as bots of even younger teams being promoted, taking supporters from him, dropping back to div II and losing those fans to the bots, only to bounce back up and take more.
It's such a floored system that regresses to the mean of a country rather than the mean of sokker.
This is from last season
Level of satisfaction with recent matches:100%
Level of satisfaction with fulfillment expectations:100%
Mood:100% - Your supporters are madly in love with their club
5 supporters left the supporters` club. 2025-06-02 05:31:18
100%, literally cant do any better
My max was 2702 a while back, currently 2657, which as you can see from the above post, even doing the maximum of what the game allows, I still lose supporters (I am the new agbell, except there's a few of us now losing regardless of results).
Agbell should be way ahead but over time he has been slowly degraded by 'new' or 'younger' teams, which don't have the same supporters, as well as bots of even younger teams being promoted, taking supporters from him, dropping back to div II and losing those fans to the bots, only to bounce back up and take more.
It's such a floored system that regresses to the mean of a country rather than the mean of sokker.
This is from last season
Level of satisfaction with recent matches:100%
Level of satisfaction with fulfillment expectations:100%
Mood:100% - Your supporters are madly in love with their club
5 supporters left the supporters` club. 2025-06-02 05:31:18
100%, literally cant do any better
My max was 2702 a while back, currently 2657, which as you can see from the above post, even doing the maximum of what the game allows, I still lose supporters (I am the new agbell, except there's a few of us now losing regardless of results).
It's not that I don't know why it is happening, it is that the system is floored as you are completely dependent on others joining and staying in the game for the speed at which you can grow.
It's something that has been brought up many times and repeatedly ignored by devs.
Many countries have died/almost dead because of it, something warned about a long time ago (this is on top of the natural death of users in the game from more exciting games and technology which is something the game can't compete with in general). I fear Australia would have been dead if I didn't come back when I did. Agbell mentioned he was on the cusp of leaving as there was zero competition, the other teams at the time who were doing well have left/were banned because they were actually polish users, and with me coming back, I got on the old Australia sokker chats and brought a bunch of the users back to the game.
But not every country in sokker has someone so committed to trying to grow their nation, or for the case of even smaller nations historically, don't have the intiial userbase to even bring people back.
It's something that has been brought up many times and repeatedly ignored by devs.
Many countries have died/almost dead because of it, something warned about a long time ago (this is on top of the natural death of users in the game from more exciting games and technology which is something the game can't compete with in general). I fear Australia would have been dead if I didn't come back when I did. Agbell mentioned he was on the cusp of leaving as there was zero competition, the other teams at the time who were doing well have left/were banned because they were actually polish users, and with me coming back, I got on the old Australia sokker chats and brought a bunch of the users back to the game.
But not every country in sokker has someone so committed to trying to grow their nation, or for the case of even smaller nations historically, don't have the intiial userbase to even bring people back.
To be honest 2600-2700 is not bad at all... I'm at 1700 and losing 10-20 every week;)
~3000 is MAX for Ekstraklasa, even when you are winning regularly and with the difference in levels I would say that 2600/2700 is actually still very high
I get that losing fanclub members while winning seems illogical, on other hand you can't devise the system without an elastic "roof"
~3000 is MAX for Ekstraklasa, even when you are winning regularly and with the difference in levels I would say that 2600/2700 is actually still very high
I get that losing fanclub members while winning seems illogical, on other hand you can't devise the system without an elastic "roof"
And still, 3000 as a max is just stupid. It should have no ceiling at all!
As long as you're winning, the number should at least not drop! The realistic change to bring in is to allow people to grow over time by getting results. I'm not saying you should get 10+ sups each week, but 1 should at least be acceptable.
As long as you're winning, the number should at least not drop! The realistic change to bring in is to allow people to grow over time by getting results. I'm not saying you should get 10+ sups each week, but 1 should at least be acceptable.
The ceiling is a result of fanclub of rivals / league so the fanclub itself has no ceiling.
4k, 5k etc. fanclubs would bring crazy ticket money. And unlimited fanclub increases would lead to inflation.
4k, 5k etc. fanclubs would bring crazy ticket money. And unlimited fanclub increases would lead to inflation.
That can be countered by increasing the drop for high fanclub teams and decreasing the rise for high fanclub teams.
So the lower your fanclub, the higher the rise of your fanbase should be, like it is now. AAnd vice versa with high fanclub teams. BUT
The difference lies in the prevention of drops whenever you are still fulfilling the expectations, regardless of the opponents! It's not your fault your opponents are bad. So your fanbase should not be suffering from it either!
If you lose, well, that's another matter, but if you're winning...no way you should be losing fans
So the lower your fanclub, the higher the rise of your fanbase should be, like it is now. AAnd vice versa with high fanclub teams. BUT
The difference lies in the prevention of drops whenever you are still fulfilling the expectations, regardless of the opponents! It's not your fault your opponents are bad. So your fanbase should not be suffering from it either!
If you lose, well, that's another matter, but if you're winning...no way you should be losing fans