Press conference

Game's news: ​Match engine update
-- 84 S 59 d.
Detailed information about updates in the new Match engine, currently used in National league's matches
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+12
Great news! I hope to see that engine with its pros in the WL soon :) -- 84 S 59 d.
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+3
You want teams of 12 players and you say that it is not a reason for money, that today most of them have teams of 7/9 just because they feel like it? Is it a joke? It is not knowing reality and also not wanting to accept that they are wrong, because they do not care what the community says. And this happens since they have put in advance renewals of unpayable contracts, so that the players go out to the market as you told me, and they achieved it by doing so that in many cases you have to let them go because you cannot keep them. And I repeat, it gives the feeling that they do not care what they are told -- 84 S 59 d.
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+10
If you dont change and a lot the lower salary, Will be impossible to assemble a 12 team roster, at any level -- 84 S 59 d.
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+3
If you want us to use more players just make two way contracts. So youth team players could play in both youth team and main team at the same time with no extra charges. -- 84 S 59 d.
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+5
Idea of having 12-14 player roster isn't to have all of the same strength players and say "I can't afford them". It's about having 4-5 strong guys, 4-5 guys decent/bench and rest just strong enough to play low-minutes.

Everyone forgets that majority of basketball teams have 1-2 star level players, few strong starting 5 caliber players and rest are decent enough role players or youngsters to fill rest of the roster.
And here, we want to have 12 star level players and complain how we cannot pay them salary...
-- 84 S 59 d.
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+15
@ mancuso what bout not complaining but seeing it as a challange. The situation is the same for everybody. So I dont see anything unfair. Just an issue you need to adjust to.
I appreciate it.
-- 84 S 59 d.
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+5
If you want to induce teams to have no less than 10 players on the roster (as in reality), I will adapt.
Allowing the teams to field also the players of the jouth in the first team (at the reduced cost you have in the youth teams) only facilitates the rich teams, while the others would have no advantages. Just leave the two separate.

I expect the new game engine to be used also for wl matches only when it is properly tested.
Do you want realism? So when a team is left with only 5 elements on the pitch, I expect their performance to drop (and not remain unchanged). Or when for problems of fouls the role of C is filled by a PG I expect this to play badly.
Ultimately, if you want realism in the number of the roster, there must also be realism in the dynamics of the game.
-- 84 S 59 d.
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+5
In some point you are right most of the rich players could have 12 players 8-9 good as now and 3 from youth almost ready to play...but...if they give them only 5-8 min they won't improve that much in the ptatice and will be not as good players compairing with that how much they will inprove if they are loaned. Mean while not so rich clubs realy can't aford them. Beacuse rich ones buyes more then they need and keep them in the youth team. For example they have 6players that could easy fit in Wl 3 but can loan only 3 rest three will stay in youth team for a long time because of better practice andd and join the team only in age 29 or in this time tey are trading to wl 2 or 3 clubs. But if they could join wl 2-3 clubs earlier so the prices in the marked would go down and it would be easier to fill team wit 12 player and for wl 4-5. It would help if culbs for starters could loan at least 2 not 1 player. But in general idea is great because in real life clubs with 7 players can even practicenormal so the tactical and inprooving skills should go down to ... -- 84 S 59 d.
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+1
La idea de 12-14 jugadores es buena, la del minutaje es buena.... El problema es que no se corresponde con la realidad del juego. Cuesta mantener 9 jugadores como para mantener 12..... Adaptarse??
Lo del minutaje podría igualarse el entrenamiento del motor viejo al motor nuevo, es decir, que 30 minutos en el motor viejo tenga el mismo impacto en el entrenamiento con el motor nuevo.... A partir de ahí, igual se puede ver sentido al cambio.
Porque yo de momento no lo veo, entiendo la idea pero no se corresponde la idea con la realidad económica actual del juego.
Igual deberían de volver al sistema anterior de renovaciones y salarios, seguramente así sería más fácil adaptarse al nuevo motor.
-- 84 S 59 d.
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+1
We can adjust minutes, so player doesnt get tired, but then the saddest would be to lose training points for young players, should we then adjust the training system that payer realizes potential even if he plays lets say 12-15 min -- 84 S 59 d.
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+13
One point about potentials changes in tactical system.
The system you describes seems great but would become very difficult to analyse for the opponents.
This may impact the way we prepare tactics for the games. As the opponents tactic may become unpredictable we will build ours only on our strength, not on opponent weakness anymore. So that we don't have to change tactics every day. This could be simplest and easier but this could also make the game less interesting.

I like the idea that tiredness could be calculted over series of games. But what about confidence? A team on a great serie of victories could have a positive advantage over his opponent? Or wining a great match away?
But a too high confidence level could have negative impact.
-- 84 S 59 d.
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+1
Kas padetu padidint grakeliu skaiciu? Jei vel grazintu du pasiskolinimus. Uz 12-15k gali pasiimt du gero lygio zaidejus, kai atitinkantys lygi zaidejai kainuoja nuo 20k. Taip pat norint sutalpint 12-14 zaideju duokit progu uzsidirbt pinigu, be tankinimo. O siaip visai idomiai atrodo atnaujinimai. Dar galetu turet itaka kiek laiko grakeliai kartu jog kelt susizaidima, tarpusavio supratima, jog komandos su ilgalaike strategija turetu pranasuma pries tokias organizacijas kurios atleidineja grakelius ir tankina ir per apribotus is naujo renka sudeti. -- 84 S 59 d.
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+6
Pats zinai kokia yra nuomone apie 2 skolintus, juk jau buvo prasyta taip padaryt. O uzsidirbt, tai dar karta paminesiu, kad galetu but galimybe parduot zaideja ir taip komandos galetu papildyt savo biudzeta -- 84 S 59 d.
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+2
Houdini, in addition to being a squaler, making fun of us and talking to us with pride, I am going to give you a practical example of what a normal team is with only one star player, my team: Cañete 21.7 k, Nieto 20.4, Correa 21.2, Guerra 24.6, Peralta (star player) 39.3, Montes 17.9; Merino, 16.02 and Pacheco 23.04. Tell me now where do you see a huge salary, and I must say that I was lucky in the renovations even with the players in the market because they asked me for the minimum salary. Even so, Cañete will receive 23.9, Merino 20.4. Last Correa from 16 to 21, Grandson from 11k to 20, tell me with your superior intelligence, if the sponsors of WL 2 are from 160 to 164 and do not increase, how do you do to maintain the squad -- 84 S 59 d.
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+1
mancuso, why do you need to maintain the squad? If you cannot maintain it, other teams cannot as well. Then everyone simply sign cheaper players. Profit.
Just to make sure you don't have a big contract beyond season 87.
-- 84 S 59 d.
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+6
Aš irgi iž 12 žaidėjù komandoje. Tikrai, einu pro bažnyčià, negaliu meluot. Bet už 100-120 tūkst. susirinkt tiek žaidėjù-Mišeika neįmanoma. Galima, aišku - jaunimà pasiėmus. Bandžiau, BBT. Žinot kà? Ne- tai neįmanoma. Aišku, jei tikslas ilgalaikis, gal 331 sez ir bus taip, kad 3 wl gales žaist žaidejai su 777 atletika ir 5 patirtim… Bet nesupraskit manęs klaidingai - aš ne tas kuris skundžiasi, aš visada Už naujoves (net už žolės legalizavimà LT), tai buoširdžiai sakau “taip” idėjai ir ačiū už iniciatyvà, bandyt kažkà keist. -- 84 S 59 d.
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+0
Vietoj “Mišeikos” turėjo būt “misija” :) -- 84 S 59 d.
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"If teams need more players to achieve better results - teams will use more players even with the current budgets - just players' prices and average team RT will become lower" or you would be able to buy game money for real money and win this game in easy way (and expensive way) :) -- 84 S 59 d.
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+6
To use more players i would even put in game tiredness, which fluctuates during game - like if player plays 10 min with no rest, then start making mistakes, defend bad, but if they sit in the bench, then after 5 min lets say its ok -- 84 S 59 d.
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+1
if a goal is for the story to represent the tactics of each team, the engine offset should be removed. furthermore, it is unrealistic and goes against many changes that they make in order to achieve realism. The most important thing: one problem I noticed this season (playing with 2 motors) is that you had to pay a lot of attention to the intensity of the training. It does not affect me too much, only 2 or 3 days I had problems. There are people from different parts of the world and with different schedules who cannot enter to watch the game between the end of the game and the training session, or who simply prefer not to enter every day. Their players are being ruined and several of them are going to abandon the game, negatively impacting other players (and more significantly in the case of countries with few users). Another suggestion is that the rt of the bots could be increased so that in countries with few users they do not train so badly and the national league prizes are not so bad. the last. If we go from an average of 8 players to an average of 12 players, it would be good to increase the annual extensions from 3 to 4. Greetings! -- 84 S 59 d.
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+2
Fanling, you are in WL5, where you still do not notice the problem of salaries and also just by connecting you have enough to move up. But I propose something to you, train 7/8 players from your youth, upload them to the principal, and tell me in about 10 seasons how many remain in your team and how many you let go because you could not pay their salaries -- 84 S 59 d.
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+5
Still nothing in how this affect youth training , and nothing on changing minimum salary or/and skills/performance/health factor reducing the market price. I’m always up for changes , but I don’t see this ME implementation without touching these two . -- 84 S 60 d.
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+4
The main problem i see with the new engine, is that depending on your opponents' settings it seems there is no way to avoid players getting too tired ( even playing them small minutes / avoiding tight/double defenses, offensive rebounds, etc ). I.e. many tactical settings are no longer useful because of tiredness - and game becomes to try to get the other team tired before the other team gets you tired. Tactical richness is heavily destroyed - and if there is only one way of playing the game can become monotonous and boring.
Ones of the biggest successes or the game so far - was the fact that each offensive setting has an optimal defense and a weak defense - and vice versa. This makes game more interesting as , It enables you to win games against stronger teams if you manage to nail the right setting - and vice versa - you need to be careful against weaker teams - not to play always t'he same way.
While i think it is fine to increase tiredness & try to get teams bigger - i think the way players get tired still needs to be balanced to enable morè variety of tactics.
- i think it is fine to increase the tiredness ( and how players underperform when they are heavily tired) - when they play 30+ minutes
- if they play normal time ca 15-20 minutes you should be able to have morè control on the tiredness ( they are getting too tired at this point - even with minimum settings)
- you could even think in make tiredness also dependent on players skills ( e.g. Athletic skills help to get less tired) -or add a new skill e.g. stamina -so that you can have a way to better control tiredness - become a training chioce as well.
These are some ideas - but in all - hope you find the way to balance to makes sure game doesnt lose the tactical depth.
-- 84 S 60 d.
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+6
Nofixations, I totally agree with you.
It could be dangerous if players akways get tired except with a very smooth tactic.
-- 84 S 60 d.
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+0
Game help says if player is taller he have more toughness if skill is the same, but why 16 year old and 30 year having 12 speed means they run the same? I think this need to be addressed too, all top players rely on old players because there's no balance already. I remember fifa world cup when russia had very young team and beat a lot of teams just because they run faster and did not get tired as fast as others. -- 84 S 60 d.
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+1
I play with 7 players and I lose 10-20k a week, for me it’s impossible to hire more players. -- 84 S 60 d.
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+0
To hire more players it is sufficient not to re-sign a player at 18k and hire 2 of 7k each.
It loses itself in quality, but there are no other ways
-- 84 S 60 d.
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+2
Movida I´m not sure until which division you can ascend using that method, however, if I know a very effective method, buy credits with real money, and with these credits buy game money every season, this is a more effective method to promote to WL1 . -- 84 S 60 d.
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+3
Of course, but expanding the roster to 12 elements will have your problem in many (including myself).
That the best way to go up is to buy credits has long been known.
I take note of the change and try to be ready ...
-- 84 S 60 d.
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+1
Everyone asking for a salary raise in their respective job because of basketpulse changes!!! XD -- 84 S 60 d.
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+10
What about Defense IQ? Now it is worthless skill. -- 84 S 60 d.
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+1
Is it? -- 84 S 60 d.
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+0
If you play in wl5 you can't tell a difference on DIQ ;) -- 84 S 60 d.
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Oh my God I've trained diq to all my players!! What should I do now??? Now I understand the reason why I am not in WL2 yet... XD -- 84 S 61 d.
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+2
The % of three pointer with new engine, against man to man defence its way too High, in this way nobody Will use It anymore -- 84 S 62 d.
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+0
* the possibility of using only 5 players the whole season and we needed to change that *
You can regulate it by Rules of the game, as in most real leagues.
-- 85 S 3 d.
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Now players never foul out -- 85 S 15 d.
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Too much fouls, is this normal to get 8 foul trough 5minutes only??? Intensivity is too high.. -- 85 S 15 d.
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Matches same players played 4qtr -- 85 S 15 d.
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Also 6 players have 4 fouls and none of them foul out: Matches -- 85 S 15 d.
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Updated: Version: 2022-01-12-01

Updates:
- Teams can substitute players only when the attack time is stopped (“dead ball” situation). Sometimes these periods are quite long and due to this reason players spend more time on the court than supposed to.
From this version substitution will work also before the free throws. So in case a second free throw is missed, players will be substituted before that.
In addition to that we created a new random event - cleaning the floor. With time we hope to create more different events, that stops the time and gives teams an opportunity to substitute players.

Balancing:
- A bit increased chances to go for a fast-break attack.
- Players who are in foul trouble use less defensive pressure to avoid fouling out. In many matches we see a lot of players with 4 fouls but almost none with 5 fouls. We reduced this effect for players. So from now players (without an important role) have higher chances to foul out.
- In some matches there was a situation where the team committed zero fouls (passive offense/loose defense). That is not OK as loose defense does not mean that players do not defend at all. From this version even players with loose defense will be able to pick fouls while defending, just a lower amount compared to other defenses.
- Reduced homecourt influence (special atmosphere in home arena related events does not change, however we completely removed non-visible home arena effect on players performance).
-- 85 S 24 d.
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+9
Matches
Best players could only enter at 0:05 seconds left :)
4Q 0:07 KSK Deflection - due to better player's skills: B. Dinçöz
4Q 0:05 KSK Player let the ball out of bounds: B. Dinçöz
4Q 0:05 KSK logotipas Substitution out: U. Karaman ( SG)
4Q 0:05 KSK logotipas Substitution out: B. Dinçöz ( SF)
4Q 0:05 KSK logotipas Best players are substituted in: Ç. Şahan ( SG)
4Q 0:05 KSK logotipas Best players are substituted in: L. Jurpalis ( SF)
4Q 0:05 Genc Missed 3PT shot: Y. Belaçmaz ( Bad situation)
Players skills' ratio: -4; Shot quality ratio: -1 Defender: P. Pupienis
4Q 0:04 Genc Offensive rebound: V. Konderauskas (Nearest opponent: K. Çiğ)
4Q 0:02 Genc Not risky pass: V. Konderauskas ( → Y. Belaçmaz)
4Q 0:02 Genc Blocked shot from close range: Y. Belaçmaz ( Average situation)
Players skills' ratio: -4; Shot quality ratio: -2 Defender: P. Pupienis
4Q 0:02 KSK Block: P. Pupienis
4Q 0:00 KSK End of the period
-- 85 S 31 d.
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+0
šios dienos varžybos Matches varžovu centras po penktos prazangos bus priverstas kovoti atsargiau ....K1 02:46 MachPražanga kovojant dėl kamuolio. Ateityje žaidėjas bus priverstas kovoti atsargiau: Ф. Кукушкин (5 pr.)... taip pat labai keista kai zaidėjai su mid 10 prameta tiek baudų... -- 85 S 40 d.
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