Conferenze stampa

Notizie del gioco: Do game engine changes work?
-- 89 Stag. 51 g.
Analysis in News: do game engine changes really work?
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Match engine has been updated: https://www.basketpulse.com/en/Pagalba-sarasas.htm#hlpanc_632c567404b00
Please, pay attention to the attack time after rebounds. Especially, in the last seconds of the quarter or of the attack time (in matches of the national league)
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*4. Use the old engine from previous seasons -- 89 Stag. 51 g.
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K5 00:39 MiraAtliktas nerizikingas perdavimas: M. Viñas (→ G. Šidlauskas )K5 00:38 MiraNepataikytas tritaškis: G. Šidlauskas (Vidutinė situacija; 1/10 Trit.)
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:37 MiraNepataikytas tritaškis: G. Šidlauskas (Vidutinė situacija; 1/11 Trit.)
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:36 MiraPramestas tritaškis - nelietė lanko: G. Šidlauskas (Vidutinė situacija; 1/12 Trit.)
Žaidėjų įgūdžių santykis: -5; Metimo kokybė: 2; Gynėjas: B. ChangchatK5 00:36 MiraBaigėsi atakos laikasK5 00:25 MiraSpaudimas pasiteisino - perimtas kamuolysK5 00:25 G-ViPrarastas kamuolys: R. Karūnas (5 kl.)K5 00:20 MiraŽaidėjas tempia laiką ir neskuba atakuoti: M. ViñasK5 00:02 MiraAtliktas blogas perdavimas: M. Viñas (→ L. Stere )K5 00:02 G-ViDėl besiginančio žaidėjo nuovargio atsirado gera situacija atakuoti: Z. KruopisK5 00:02 MiraNetaiklus metimas iš tritaškio. Kamuolys išsisuko iš lanko.: L. Stere (Gera situacija; 6/18 Trit.)
Žaidėjų įgūdžių santykis: 2; Metimo kokybė: 3; Gynėjas: Z. KruopisK5 00:0179 : 77MiraPataikytas tritaškis: L. Stere (Gera situacija; 23 tašk., 7/19 Trit.)
Žaidėjų įgūdžių santykis: 2; Metimo kokybė: 3; Gynėjas: Z. KruopisK5 00:00 G-ViKėlinio pabaiga
-- 89 Stag. 51 g.
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Ar taip normalu? -- 89 Stag. 51 g.
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per 3 sekundes po 3 tritaškius meta -- 89 Stag. 51 g.
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Ir chronologijoje daug kartu taip. Net dėl tokio bajerio pralošiau varžybas -- 89 Stag. 51 g.
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Definitelly bugged now. Messages in the same or next seconds. Shoots stats are calculated, rebonds in between are not :D

Q2 06:08 LWZ:Unlucky 3PT shot: M. Ponitka (Very bad situation; 1/4 3PT)
Players skills' ratio: 4; Shot quality ratio: -1; Defender: R. Meidus
Q2 06:07 26 : 30 LWZ:3PT shot: M. Ponitka (Very bad situation; 7 pts., 2/5 3PT)
Players skills' ratio: 4; Shot quality ratio: -1; Defender: R. Meidus

Q1 04:35 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/1 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe
Q1 04:34 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/2 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe
Q1 04:33 SzemMissed mid-range shot: N. Mwau (Bad situation; 0/3 2PT)
Players skills' ratio: 0; Shot quality ratio: -2; Defender: A. Lubbe

And my favorite - shot with teleport behind 3 point lane without rebound ;)
Q1 02:14 LWZ:Free throw missed: M. Kaczmarek (0/1 FT)
Q1 02:13 11 : 20 LWZ:3PT shot: M. Kaczmarek (Excellent situation; 8 pts., 2/2 3PT)
Players skills' ratio: 1; Shot quality ratio: 3; Defender: R. Meidus

And many more here - Partite
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what do you mean the influence of chance reaches the peak at every fourth lucky three-point (miss) hit. -- 89 Stag. 51 g.
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does it means when the 4th luck event happen, the next shot will not have luck event? -- 89 Stag. 51 g.
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and does the chance of luck events gradually increase from the 1st to the 4th events? -- 89 Stag. 51 g.
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Same for me. Opponent shooting 2-3 ina row without rebound -- 89 Stag. 51 g.
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Would you please explain this part:
The greater the shot distance, the greater the influence of chance, which reaches its peak at every fourth lucky three-point (miss) hit.
-- 89 Stag. 51 g.
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Thank you for feedback.
The match engine has been updated with hotfix. Version: 1.2.0-b.8-rc2
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In this game referee got probably a new house, or a car....
Partite
Ps. There's an obvious bug in those 3p, T2M / Free Throw shoots , that are repeated magically 2-3 times in a row -without offensive rebound.
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both teams did not change tactics but result is very different - so randomness factor is + - 19 points? + home advantage factor
Partite
Partite
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I would suggest to stop changing the Game Engine during the finals.
At least for the medal games (1st and 3rd place, and relegation)
My team, as 10th in league, will play in a single game for staying in the league/relegation/promotion with the 2nd place of the lower league. If you keep changing engine every game, i have no idea how my team will play. Which tactics to use - totally random
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I feel like there's heavy bias towards unlucky shots. In my last 4 games there have been a total of 2 lucky or miracle shots across ALL teams, not just my own. But every game there are between 12 and 16 total unlucky shots across both teams. I know the feature exists to keep teams from hypothetically going 200 - 0 but if one team is so much better than the other, they should probably not be matched together at all. In my opinion, unlucky is not the only random variable, there should also be lucky. I am new though, so if I'm misunderstanding something, can someone please explain it to me? -- 89 Stag. 51 g.
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i dont understand the question, you ask "how you want that randomness factor would work in a game" - from my previous post it is obvious how i feel about such big randomness. But the answer choices are hide randomness in chronology and i dont understand what is meant "change randomness by increasing safety factors" -- 89 Stag. 51 g.
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Gudrioji Lape The way I understood "increasing the influence of safeguards" is that the chance to miss increases with every consecutive made shot (I think from 3, mostly?). So the more shots are successful in a row, the higher the chances to miss will be on the next shot. I personally don't like this option because it feels too set in stone. At least randomness is.. well.. random. -- 89 Stag. 51 g.
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elprof yra tas kenya ports authority kur užbanintas dėl multi team :D -- 89 Stag. 51 g.
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vpn nusipirkęs velniauja -- 89 Stag. 51 g.
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nofixations
Partite

anybody noticed there are almost no rebounds?
only 10 per team
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Zalgiriukas nofixations Psubrat jurgensons Frankebasta, the bug regarding the rebound has been fixed, thank you for sharing.
smart0eddie ak904 it is referred to a number of lucky shots - 1 in 4 of three pointers are luck determined, while ±1 in 8 of close-range shots are. The way it currectly works, every single shot has the same chance of luck, i.e. every single three-pointer will have 1 in 4 chance of being decided by luck and currently the safeguards effect is little. Sport science says it should be that way, as most players do not get a hot hand, it's just getting lucky to score above average and then in going back to the mean with cold streaks ( https://www.pitt.edu/pittwire/features-articles/hot-hand-phenomenon-basketball-real#:~:text=In%20our%20recent%20study%2C%20we,following%20two%20shots%20made%20consecutively.).
Gudrioji Lape there are a lot of factors that have an influence on the game outcome, two games will never be the same just the way it is in real life. I remember last year there's been games in NKL playoffs where there would be 40 points difference between two games separated by two or three days.
Frankebasta we will make less changes now, we want to see how the updates work and we will make slight adjustments if necessary and we will inform the community.
elprof positive luck factor is smaller compared to negative factor, i.e. missing shots. The positive influence could be made bigger, however, that would make the skills of the players less important.
Gudrioji Lape I will send the translated part of the explanation what the safeguards are: Atsitiktinumo įtaką galėtume sumažinti įvesdami saugiklius žaidime - jei žaidėjas pataikė 5/5 tritaškių, tikimybė pramesti šeštą būtų labai didelė. So, for example, if a player hits a lot of threes in the first half, at the end of the game he will be more likely to miss those shots purely based on the fact that has made a lot of shots in the beginning of the game. We believe it does not make sense and sport science does not support this idea, as described in the reply to smart0eddie.
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Thank you for answering, previous principle preferred by Darius was not to have too big random factor. It cannot be in the simulation tha randomness can cause 20 points difference - this means its much bigger impact compared to tactics or maybe even player skills -- 89 Stag. 52 g.
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I like recent changes. I would even increased a bit more amount of blocks.
According randomness factor I like:
1. Do not change anything and leave as it is.
-- 89 Stag. 52 g.
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one more thing , it is great that now during the games we see the number of engine version ( 1.1.3) but it would be great if we could see it before the game. Before it starts , in case if be miss that something was updated we will se that game will run on 1.1.4 so we will know that we have to change something -- 89 Stag. 52 g.
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I had several games when my best shooter missed 7-9 unlucky 3pts so thats way higher than 1/4. Maybe add some random, than if player already missed 5, he would make another 5? Anyway, I would prefer just hide these luck events, because it makes me mad while watching the game -- 89 Stag. 52 g.
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2. Hide luck events in the game chronology. -- 89 Stag. 52 g.
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Definitely hide. The amount of unlucky events that are currently shown, makes me think basketball is gambling, not skill. -- 89 Stag. 52 g.
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I am very confused why would anyone want the GM to hide the information? Hiding luck events is just fooling yourself and doesn't change anything. No matter how the GM ultimately decides to change the randomization mechanism, I would like to see the information displayed in the game chronology without hiding, so that when we miss a shot , we clearly know what the cause it is, whether it's lucky, skills, tactics, or something else. -- 89 Stag. 52 g.
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update - the 3rd game - again the away team won! Maybe there is a bug of some kind of reverse home court advantage??? Partite -- 89 Stag. 52 g.
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3. Change the randomness by increasing the effect of safeguards. -- 89 Stag. 52 g.
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dwyane3 Thank you for answering! I understand that making luck a bigger factor would make skills have a lesser impact, but isn't the same true for unlucky shots? My last friendly game there were 12 total, 10 of which were from my team. That's a minimum of 20 points and we lost by 9. I guess I'm requesting a second opinion on whether unlucky shots are influencing the game too much. It might even be worth exploring lowering the unlucky/lucky influence in higher leagues but not in lower leagues, due to general lower skill level. This is just my personal opinion though and of course I will accept whatever is settled on, I'm just offering my perspective. :) Thank you for being so interactive and listening to all of us. -- 89 Stag. 52 g.
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Rurutis I'm not quite sure what you're talking about. Sounds like you're confusing me with someone else. Try not to make random allegations please, I would very much like my experience with this game to not be affected by something completely unrelated. -- 89 Stag. 52 g.
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I believe 3pt shot skill should influence 2pt shot some if it doesn't already. Otherwise Dwayne has been doing a fantastic job! Releasing the information we need on how the game works helps lot. Thanks! -- 89 Stag. 52 g.
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4. Randomness factor to be linked to players shape & game tiredness & relaxation factor & atmosphere- the more tiredness, relaxation, worse shape - the more unlucky events, the more atmosphere more lucky events.... -- 89 Stag. 52 g.
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I have other proposal. Didn't know where to put it, so I write it here. Consuming time. For me it is most annoying part of the game. For some reason usually time is consumed by SG, who in most cases has lower ball handling skill than PG. So the ball often is stolen. And result is opposite than intended. My proposals are: 1. consuming time should be done mostly by PG, alternativelly best ball handler should be chosen. 2. Put consuming time in the tactics option. When you like to use it in the game, you just toggle it on and perhaps choose points difference, when it should be applied. -- 89 Stag. 53 g.
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My 1st game with the latest update. 1st quarter just ended and there were 18 deflections. I repeat - 18 in just 1st quarter.
Partite
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In the end, there were 37 deflections in this match. -- 89 Stag. 53 g.
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Partite
10 unlucky 3point miss out of 42 shot vs 3 unlucky 3point miss out of 27 shot
It seems the random is penalizing teams with higher skill and better tactics
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Why players whom i put to play 0 minutes (in case of foul trouble) already comes in 1st quarter and plays 4 minutes? You're forcing me to put them DNP or ruin my rotation -- 89 Stag. 53 g.
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With recent changes in match engine of national league, there was a bug that shot clock was not reset after a missed shot. This is why in the recent few days there were many expired shot clock violations and less rebounds than usual. It should be fixed from version: 1.2.0-b.9
Match engine updated: https://www.basketpulse.com/en/Pagalba-sarasas.htm#hlpanc_632c567404b00
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Bring back zone defenses!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The old match settings were much better for structuring defense. The new game settings kill the opportunities for game changing defenders. -- 89 Stag. 53 g.
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There is zone defence in game... -- 89 Stag. 53 g.
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There is NOT zone defenses any longer -- 89 Stag. 54 g.
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Taller is too advantageous against shorter. Many current NBA teams go small ball. Yet, this game is still decided by tall centres and tall shooters, which is outdated like the 90s, and makes the game a bit boring.
This forces us to give up better but shorter players, and only to choose the tallest centers and shooters.
I suggest increasing the advantages of shorter players, who can help balance the game.
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for that matter, BasketPulse is based on player's "positions".
Totally unrealistic in today's NBA. Even the All-Star Game and First Team NBA selections are now position-less.
You only need to watch NBA highlights to see that LeBron is playing PG, and Kevin Durant can do that too on occasion. They would be a PF and a C in this game.
On the other hand, Doncic and Harden are playing PF on defense.
It's a different game....
-- 89 Stag. 56 g.
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Gudrioji Lape randomness has an impact on the game events but saying that it can cause 20 points per game is a strong statement. If that was the case we would have much stronger teams losing to weaker teams constantly.
In the examples given, the teams are similar level, the atmosphere in the match is low and the home advantage has minimal influence. It is normal that when the teams are of a similar level, the winner might be different each time.
Jardabudy glad to hear that!
@Šabas it's a nice to have feature, not a priority right now. We comment in the press conferences on the small changes and write a separate post for the bigger updates. You may want to check information on this page on the game day, just in case: https://www.basketpulse.com/lt/Pagalba-sarasas.htm#hlpanc_632c567404b00
Aurimas this is unfortunate indeed, we will probably add a safety guard that no more than 30% of each player's shots can be determined by randomness per game to avoid situations like that.
elprof yes, that's quite a big number of random effect, as mentioned above we are planning to control that by putting a 30% cap on the random-caused misses.
TheWizardKs thanks! Do you have 3pt skill influence on 2pt accuracy? I think that we've had this idea discussed with the community a number of times. Shooting from different ranges is a different skill and if excellent performance is expected, then the skill must be trained to a certain level. We have merged free-throw and mid-range skills in the past and we are not planning on making further adjustments.
nofixations All these factors already have an influence on the game events, you may see atmosphere and tiredness effects in the chronology of the game. Even if we took all random shots away there would still be randomness left in almost every single element of the game. It's not going to happen that a great shooter will make 100% of his 3 pointers attempted.
Psubrat time is usually consumed by PG, especially when the player has offensive setting set at playmaking. Could you share an example when SG was consuming time?
Thank you for the suggestion, not a priority right now, we will consider it in the future.
Liverduk this is a normal number. It is not going to happen every game though, the average in the game is around 14.
smart0eddie that's what random is, sometimes you get a 3pt shooting streak, sometimes you don't. In the long run it always goes back to the mean average accuracy.
Kisuke are there enough players to fill in the set minutes for all positions? What happens if you put DNP?
Slixzy16 bananajohn TheWizardKs there is no zone defense in the game anymore as such. It is very rare that team would play zone for the whole game in reality. We will look in to ways to include zone defense in the game with the upcoming match engine updates.
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fungtys I believe we have too many tall players in the game and we have actually recently lowered the chance of the player to be a 7-footer. We have to many tall players in the game and that causes the tall players to have similar skills to the short players making short players less useful. We have tested short SG/SF players in the new engine and they were performing much better than in the previous version. As soon as more users try using them more often, especially in the higher leagues, we will see if further adjustments are necessary.
Frankebasta if the player is coached as a PG and he was a LJB height, he could play PG in the game as well. I have 2.02cm PG that is making 5ast per game, last season 7.3 ast per game in WL2. He might not be the best example but it shows that you may train the players to play certain way if you want.
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dwyane3: "if the player is coached as a PG and he was a LJB height, he could play PG"

are you saying that we don't have the penalty for playing a player 2 position away from his own?
From game manual:
"Positions
In the position setup you can assign each player three positions that he can play in. According to these assigned positions the player substitutions take place during the match. However you have to remember that all the players cannot play in all the positions."
and later on:
"This primary position is displayed in player‘s page, trades’ page and elsewhere. But this does not mean that he can not play in other positions. Players can play same well in their primary positions and in adjacent positions. For example, SG position player can play same well in PG or SF positions."

are you saying that this rule does not apply anymore?
Because in BasketPulse, a 208cm like LeBron is automatically given the position of PF, or maybe SF.
He cannot play PG by the above mentioned rule.
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dwyane3: "time is usually consumed by PG, especially when the player has offensive setting set at playmaking. Could you share an example when SG was consuming time?"

it doesn't happen "always", but very often. Look here, game2 of WL4.3 Finals:
Partite
4Q 0:21 Muli Player consumes time and holds attack: R. Paguinto
He's playing as SG:
4Q 4:20 Muli Best players are substituted in: R. Paguinto ( SG)
it's irrelevant that this player is also a back up PG, it would happen the same with any one else playing SG. Actually I'm using him at SG just because of this bug.


In game1, the same happened to my opponent (with "funny" results):
Partite
4Q 0:22 BRO Player rushes to organize an attack: S. Pereira
4Q 0:03 BRO Due to good preparation of defending team's coaches attack wasn't finished with shot: S. Pereira
4Q 0:03 BROShot clock expired: S. Pereira
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Thank you dwyane3. 220cm centres can overpower 210cm centres with higher RT, both rebounding and scoring inside. Please help list any specific aspects that shorter centres, such as Ben Wallace , Draymond Green, Bam Adebayo can help us win games, over the taller centres.

Lilkewise, please help list the specific aspects that shorter shooters are more useful? Such as speed boosting for 3pt chances and 3pt accuracy.

If the help manual is updated, when you have time, it would be very useful for new players understanding the game engine. Thank you.
-- 89 Stag. 58 g.
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good morning, when will you be able to calculate that the new game engine will be finished? -- 89 Stag. 58 g.
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Frankebasta 1. Paguinto is set as leader in the tactics, therefore he got the ball in the last posession. Likewise with Pereira.
2. Yes, if the player is playing two positions away then he will play worse than a player who plays his position. On the other hand, if the taller player plays out of primary position and has better skills than other player with lesser skills, the taller player might perform better.
fungtys smaller centers are faster but not as strong. Playing 1on1 on the low post might be hard to be successful unless the skills are much better. On the other hand short center may be advantageous if he's guarded on a 3pt line and drives towards the basket, especially with better skills in athletics. Likewise for the 3pt accuracy - the same skills work for the shorter players' accuracy as for the tall one, in order for the short player to succeed his skills that determine 3pt accuracy must be better than the taller player's.
joancrumor we do not have a date set in stone. Darius is working full-time on coding the match engine right now, as soon as we feel that the ME is well-balanced we will shift our focus elsewhere.
-- 89 Stag. 58 g.
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So why did we do a beta of 3 seasons? If then we are like this with a bigger problem, I'm very sorry but I don't understand anything of what is currently happening in the game and I don't know what the idea of the future of all this is, forgive me ignorance but I still think it is a psychological experimental test -- 89 Stag. 58 g.
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Couldn't you switch back to former engine while new one is still not mature enough to be playable / enjoyable? -- 89 Stag. 59 g.
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joancrumor we have received much more feedback than previously, therefore we are able to tackle the challenging parts of the ME faster now. I understand this is not optimal and we have moved forward significantly this year with the ME and it is live in the NL already.
nofixations we want to finish the current engine update as soon as possible and I hope it is more enjoyable to the majority of the users as soon as possible.
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dwyane3 how tiredness working in this ME? -- 89 Stag. 60 g.
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john1, tiredness is just a number. When player reach 100% he just cant get more tired. -- 89 Stag. 60 g.
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a-ramune dwyane3 how about 1st league in National League incomes? Now is better stay in 2nd división un top half than out of playoffs in 1st. Nobody want to go to 1st for that reason. Maybe you should improve attendance because is a nosense right now -- 89 Stag. 60 g.
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how will the tiredness and player's status work in the next season? -- 89 Stag. 63 g.
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john1 smart0eddie we will share how the new tiredness and shape work together tomorrow in the news.
ulipulido thank you for the suggestion, we will think how to make it better.
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why are all the players out of shape yet again? -- 90 Stag. 1 g.
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OT: how Is It possibile that I gained 3 popularity positions (from 10 to 7) in my league and my sponsor offers are still lower than the past season?? -- 90 Stag. 6 g.
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Example that fatigue is useless, because I make a squad of 10 players if others with 7 and with fatigue easily win games
Partite
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Partite M. Faizulla was set (as always) to play 17 minutes (foreign players limit in a match was not exceeded, he is not the last foreign player in tactics) and played 0 minutes -- 90 Stag. 8 g.
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