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Subject: Vote to save our junior schools : a letter to the Devs.
You're wasting time
They already presented their new idea for youth school
It's not a good or helpful idea but they will do it, as always
The main change is that people will spend more money on youth school without actual big benefits
They already presented their new idea for youth school
It's not a good or helpful idea but they will do it, as always
The main change is that people will spend more money on youth school without actual big benefits
We do not waste time, we can express our dissatisfaction, although that is enough for the moment.
Here is their plan. It's not something that will realistically improve the YS experience, but it will take away lots of money.
Although honestly I don't think I'd pay for any of the 'upgrades', don't see the point - except for the one that is required to... use unearthly coaches. Maybe the one that gives you higher number of youths, but most of them are useless anyway, depends on how much money that would cost.
So yeah, the main improvement is that now you will have to pay if you want to use your coaches hahaha
Terrible, terrible concept
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Dev. Diary 23: Club Facilities – Youth’s Academy
This week we have an announcement of a more comprehensive change - we want to expand the management of the junior team and introduce youth facilities in Sokker - infrastructures that can be expanded, and give various additional bonuses to our academies with higher levels. Still, it is "this for that" - larger facilities and an expanded football academy will raise the cost of maintaining the youth school.
We anticipate 4 different facilities that can be expanded as part of youth facilities:
Scouting department - responsible for the weekly number of juniors recruited, and can also unlock the option of acquiring foreign juniors. With higher levels, we will have a chance to have more juniors joining the academy in a given week (this will not affect the level of junior skills), but at the cost of increasing the price of maintaining one spot in the academy.
Levels are as follows:
1. Basic Scouting Network - Weekly Junior Growth 1-5
2. Local Scouting Network - Weekly Junior Growth 1-6
3. Regional Scouting Network - Weekly Junior Growth 2-6
4. The National Scouting Network - Weekly Youth Growth 3-6
5. International Scouting Network - Chance of Getting a Foreigner - 5%
Campus - determines the maximum number of juniors that we can have in our academy. Also, larger facilities increase the cost of maintaining a junior. The levels will be defined as follows:
1. Maximum number of juniors - 15
2. Maximum number of juniors - 20
3. Maximum number of juniors - 25
4. Maximum number of juniors - 30
5. Maximum number of juniors – 35
Analytics - allows you to effectively measure the progress of juniors and assess their level. This parameter will allow you to decide how carefully you want to track the progress of your juniors, where the basic level corresponds to the current rating system. The next levels will allow us to get closer to the previous system (the oldest users probably remember) which measured the progress of juniors with full accuracy. Of course, every next levels will increase the cost of maintaining a junior:
1. Basic level of junior evaluation
2. More effective measuring +1 jumps
3. More effective measuring +1 jumps
4. Suggested position for new juniors
5. Accurately measuring pops
Training facilities - depending on its level, we can employ a better training staff. Here, higher levels of facilities do not affect the maintenance of junior slots - greater cost will be incurred by employing a better coach. The expansion will allow us to hire a specialist with the maximum level - but it will of course be possible to use a weaker specialist or not have a coach:
1. Maximum Coach’s Level - incredible
2. Maximum Coach’s Level - brilliant
3. Maximum Coach’s Level - magical
4. Maximum Coach’s Level - unearthly
5. Maximum Coach’s Level - divine
Yes, trained eye of the users must have noticed the mention of divine trainers - this level of skill in trainers will also be introduced.
In addition to affecting the cost of maintaining one spot in the academy, the facilities will also require a one-time fee for their expansion. The fees will increase significantly with successive levels - on the one hand, to enable running of the academies even among beginners (the basic infrastructure will be within reach practically from the beginning of the game), on the other hand, the most advanced levels will come with a significant cost. We do not provide exact amounts due to the fact that it will need to be adjusted during tests.
(edited)
(edited)
Although honestly I don't think I'd pay for any of the 'upgrades', don't see the point - except for the one that is required to... use unearthly coaches. Maybe the one that gives you higher number of youths, but most of them are useless anyway, depends on how much money that would cost.
So yeah, the main improvement is that now you will have to pay if you want to use your coaches hahaha
Terrible, terrible concept
-----------------------------------------------------
Dev. Diary 23: Club Facilities – Youth’s Academy
This week we have an announcement of a more comprehensive change - we want to expand the management of the junior team and introduce youth facilities in Sokker - infrastructures that can be expanded, and give various additional bonuses to our academies with higher levels. Still, it is "this for that" - larger facilities and an expanded football academy will raise the cost of maintaining the youth school.
We anticipate 4 different facilities that can be expanded as part of youth facilities:
Scouting department - responsible for the weekly number of juniors recruited, and can also unlock the option of acquiring foreign juniors. With higher levels, we will have a chance to have more juniors joining the academy in a given week (this will not affect the level of junior skills), but at the cost of increasing the price of maintaining one spot in the academy.
Levels are as follows:
1. Basic Scouting Network - Weekly Junior Growth 1-5
2. Local Scouting Network - Weekly Junior Growth 1-6
3. Regional Scouting Network - Weekly Junior Growth 2-6
4. The National Scouting Network - Weekly Youth Growth 3-6
5. International Scouting Network - Chance of Getting a Foreigner - 5%
Campus - determines the maximum number of juniors that we can have in our academy. Also, larger facilities increase the cost of maintaining a junior. The levels will be defined as follows:
1. Maximum number of juniors - 15
2. Maximum number of juniors - 20
3. Maximum number of juniors - 25
4. Maximum number of juniors - 30
5. Maximum number of juniors – 35
Analytics - allows you to effectively measure the progress of juniors and assess their level. This parameter will allow you to decide how carefully you want to track the progress of your juniors, where the basic level corresponds to the current rating system. The next levels will allow us to get closer to the previous system (the oldest users probably remember) which measured the progress of juniors with full accuracy. Of course, every next levels will increase the cost of maintaining a junior:
1. Basic level of junior evaluation
2. More effective measuring +1 jumps
3. More effective measuring +1 jumps
4. Suggested position for new juniors
5. Accurately measuring pops
Training facilities - depending on its level, we can employ a better training staff. Here, higher levels of facilities do not affect the maintenance of junior slots - greater cost will be incurred by employing a better coach. The expansion will allow us to hire a specialist with the maximum level - but it will of course be possible to use a weaker specialist or not have a coach:
1. Maximum Coach’s Level - incredible
2. Maximum Coach’s Level - brilliant
3. Maximum Coach’s Level - magical
4. Maximum Coach’s Level - unearthly
5. Maximum Coach’s Level - divine
Yes, trained eye of the users must have noticed the mention of divine trainers - this level of skill in trainers will also be introduced.
In addition to affecting the cost of maintaining one spot in the academy, the facilities will also require a one-time fee for their expansion. The fees will increase significantly with successive levels - on the one hand, to enable running of the academies even among beginners (the basic infrastructure will be within reach practically from the beginning of the game), on the other hand, the most advanced levels will come with a significant cost. We do not provide exact amounts due to the fact that it will need to be adjusted during tests.
(edited)
(edited)
kryminator to
juytt
3) Define a minimum of 50% new juniors according to the allocated places (and not from 0 to 6 for 6 available slots).
isn't it 1 to 6?
isn't it 1 to 6?
im sure devs dont listen to us. They never listen to users.
+-1 less youngsters -> less players -> faster server shutdown
1) Set a much higher general minimum starting level! (currently tragic (0)
It is only worth considering if minimum starting level would be different for 16, 17 and 18yo junior and also different in season parts.
16 yo - minimum level: 3+x
17 yo - minimum level: 6+x
18 yo - minimum level: 9+x
where "x" is week of the season [0-12] divided by 4 and rounded down, what gives:
- weak 0, 1, 2, 3: x = 0
- weak 4, 5, 6, 7: x = 1
- weak 8, 9, 10, 11: x = 2
- weak 12: x = 3
2) Set the maximum starting age to 17 (not 18).
Making changes like in point 1, point 2 doesnt need to be implemented. It would be more intresting with 16-18 age range.
3) Define a minimum of 50% new juniors according to the allocated places (and not from 0 to 6 for 6 available slots).
Like Mikoos said - having to big chances of getting new juniors, makes it too easy to "clear" school each week waiting for only best 16yo juniors.
My opinion is also, that would be better if number of new juniors would be determined by number of juniors we already have:
Formula: (30 - juniors_in_school)/3 - 1 rounded down +/-1 junior
That makes chance of getting 8-10 new juniors in first week when you have 0 juniors in school
When you already have, lets say 11 juniors, you still have chance to get 4-6 new juniors next week
With 16 juniors in school chance is 2-4 new juniors next week
With 20 juniors - 1-3 new juniors next week
And so on, according to formula, having 30 juniors makes chances of getting 0 new juniors, logical.
4) DELETE LIMITATION (0-6) of empty slots at all
This is so stupid right now. Just make it to have 30 slots in school and that all. Pay only for used slots. Paying attention on economical aspect, change wage of slot from 1k € to 1,2€.
(edited)
It is only worth considering if minimum starting level would be different for 16, 17 and 18yo junior and also different in season parts.
16 yo - minimum level: 3+x
17 yo - minimum level: 6+x
18 yo - minimum level: 9+x
where "x" is week of the season [0-12] divided by 4 and rounded down, what gives:
- weak 0, 1, 2, 3: x = 0
- weak 4, 5, 6, 7: x = 1
- weak 8, 9, 10, 11: x = 2
- weak 12: x = 3
2) Set the maximum starting age to 17 (not 18).
Making changes like in point 1, point 2 doesnt need to be implemented. It would be more intresting with 16-18 age range.
3) Define a minimum of 50% new juniors according to the allocated places (and not from 0 to 6 for 6 available slots).
Like Mikoos said - having to big chances of getting new juniors, makes it too easy to "clear" school each week waiting for only best 16yo juniors.
My opinion is also, that would be better if number of new juniors would be determined by number of juniors we already have:
Formula: (30 - juniors_in_school)/3 - 1 rounded down +/-1 junior
That makes chance of getting 8-10 new juniors in first week when you have 0 juniors in school
When you already have, lets say 11 juniors, you still have chance to get 4-6 new juniors next week
With 16 juniors in school chance is 2-4 new juniors next week
With 20 juniors - 1-3 new juniors next week
And so on, according to formula, having 30 juniors makes chances of getting 0 new juniors, logical.
4) DELETE LIMITATION (0-6) of empty slots at all
This is so stupid right now. Just make it to have 30 slots in school and that all. Pay only for used slots. Paying attention on economical aspect, change wage of slot from 1k € to 1,2€.
(edited)