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Mr Football beta test

Started by ben1994, April 30, 2011, 12:37:08 AM

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m0nty

If you keep losing every week playing your worst 22, it probably means your players haven't got enough skills in the right areas, thus you're losing to sides that are better specialised. That's why you shouldn't be playing your worst 22 every week. That's the game, people.

PowerBug

Quote from: TKYC on January 17, 2012, 11:19:05 PM
Remain convinced there is something dodgy with the fan allocation.
Just played a season against all +250 fan delta teams, and picked up 100-300 fans per game. Played against a weaker team (-1000 fan delta) and lost 3000+ in one match.
Thats the season wasted from a fan perspective, plus the utter despair of a 2win/20loss season and percentage of under 30%... Belted every week with $12mil (ish) on the park!

Big question now is am I playing this correctly?
So that fan thingo actually means something?? I thought it was just there for looks.

Tobyj82

#482
I still can't get past the finals. If I click on "select your team and play your final". It tells me I've already played and won. But no way to progress...

Boomz

The 2nd draft seems pointless...

Hawka

Quote from: Boomz on January 18, 2012, 01:16:53 AM
The 2nd draft seems pointless...
i agree i just delist the player i get as soon as i can

SydneyRox

Quote from: hawka26 on January 18, 2012, 01:28:49 AM
Quote from: Boomz on January 18, 2012, 01:16:53 AM
The 2nd draft seems pointless...
i agree i just delist the player i get as soon as i can
Agreed. Players are just too weak, and most miss out on the reserves potential points after two or three seasons

SydneyRox

Going into season 11, and starting to cut some player that have been with me from the start........  :'( :'(
Is there a hall of fame?? :)

Tobyj82

I am really struggling to understand how the fan system works, for example start to approach 30K fans for the first time, then with the last 2-3 round manage to lose 8K of fans...


m0nty

Quote from: Boomz on January 18, 2012, 01:16:53 AM
The 2nd draft seems pointless...

Yes, I will be tweaking that.

olirulz111

Some of the player skills don't seem to have an effect on any of the stats like Lace out, Vision and Shepherd. Whats are these skills meant to upgrade? Also When will we be able to upgrade skills like tag and pressure so we can put genuine taggers in our teams?

m0nty

Lace Out and Vision are skills that modify rolls down the line. A player with Vision +1 who wins a ruck tap or a kicking contest adds +1 to the bonus for the next event for his team mate.

Shepherd, well I haven't done much with it at this stage. I have grand plans for it eventually, but I may end up dropping it for the initial release.

Boomz

#491
Same thing happening as yesterday :-\ Can't get past the prelim...

Ziplock

what boomz, you started sucking? :P

carrben12

I'm sure some of this has been said before, but I don't have the fortitude to plow through 33 pages of posts so I apologise if I double up.  Also, as this list goes on it gets more and more scope-creepy, and I imagine you've had many of these ideas yourself but not had time to implement them:

Firstly, this is great.  I can't recall how hooked I was when I discovered the footy fanatic game 6 years ago, but I'm pretty sure this beta beats that.

The 2nd draft is useless.  My only use for that guy is to put him as my unused emgy to bring down my team value, then delist the guy at the end of the year to make room for the next schlepper I'm forced to pick up.

I think training up players' skills should only occur between seasons, though if you introduce a ticket system which limits how many matches you can play I suppose training could be a nice thing to play with while your team is waiting.

It is hard to get a feel for the real challenges that selection will pose when I have to play my worst 22 all the time to not lose my fan base.  I understand that won't be in an issue in the real game, but it is hard to test out what I think would be the most enjoyable part of the game.

I've played around with the recruiting coach, and it seems fairly underpowered.  The best draftee appeared in a season when I took max penalty on that role.  I'm guessing you haven't fat-fingered a negative sign, in which case the incremental benefit seems too small.

I don't like having full clarity on draftee stats.  I think showing a range for each skill rather than the exact attributes would be more exciting and realistic.  recruiting coach could give more visibility into the right value of player traits.

I love the text description flow of the game.  There are obviously a few glitches there, but overall it paints a great picture.  If it would be very helpful I can keep track of weird jumps in the narrative and post them here.  I have an image in my head of my team's first victory over the Ranga beards as if I were at the game.  It was a miserable wet day, and the Musk oxen came back from two goals down kicking into the wind in the final qtr to snatch victory by a point.

It may be that I tend to draft too many players with -2 technique and not fix it til much later, but I've had seasons with about 20% accuracy that seems quite unrealistic.  Game after game of 2.12, 3.11, 2.16 etc.  Has anyone else noticed that?

My team seems unrealistically healthy.  I chose Launceston as my home for that reason, but I've never been missing more than 4 players.  I can't remember the last time the Dees ever had such a short injury list.  I guess LTIs are coming?  Perhaps there should also be training injuries, and you can spend money on another coaching role to reduce those.

Sometimes if I sub a player into my team, other positions shift around unexpectedly.  Why is that?

I think the old-age penalties should be more unpredictable.  Some players should age more gracefully than others. Possibly related to number of game played?

Anyway, thanks again m0nty and I look forward to seeing this game develop.


Tobyj82

#494
Nice post Carrben12. Agree with a lot of your points there.

In talking about the accuracy of your team, this was my last scoreline: "Final score: Richmond Redbeards 6.11.47 vs Moreton Bay Bugs 0.17.17 (Richmond Redbeards by 30)". I have some pretty good goal kickers. So this does seem to be a bit on the unrealistic side.

In regards to trying to keep your fanbase up. If I play my best 22, I have only 7 teams to play, of which 4 are computer generated teams. I'm sure this will change as more people play the game and work their way up. The problem with this is that I can only play 4 teams of +0 fan delta, the rest being negative. With the best 22 I can't even get within a bulls roar of the Jackdaws, Royals, and Cougars. Example:

Final score: Carringbush Jackdaws 41.24.270 vs Moreton Bay Bugs 1.2.8 (Carringbush Jackdaws by 262).

Even playing my worst 22, there are no teams with a postive fan delta. There are teams on the list with only a few seasons under their belt with large fan bases 45K+. So a little unsure of how this works.

Hoping all these comments don't come across too negative, as I am hooked on the game. So I do like a like about it.