The guys at Si have decided to keep another gameworld open for some major changes to the game to be tested.
There are four main changes to the gameplay and they are detailed as followed from Sega :-
Maximum Loan Wage Contribution
We have introduced a maximum loan wage contribution of 50%, so that the owning club always bears some of the financial burden of the players they own.
This discourages cases where managers might buy someone at reckless wages, loan them out for 7 days, and then sell them.
Daily Income
For teams on less than 100k wages, the range of possible daily income according to their reputation ranges from a minimum of whatever their wages are plus 10%, up to a maximum of 300k.
This compares with the normal range of a minimum of 100k up to a maximum of 300k. This is to ensure that teams who have low wages are still able to achieve good income if their reputation is good enough, but teams who have low wages and don't attempt to compete, or compete only at youth level, and thus have a low reputation, don't receive more income than is reasonable.
We have also fixed a bug in enhanced daily income system where a team on certain wages just below 100k could earn more than a team with wages above 100k, if they were on the same reputation.
Trialing Players
We have added a restriction preventing the trialing of a player who has an Acquisition Fee of 100k upwards.
Competition Prize Money
We have limited the maximum prize money that can be awarded to one club in a friendly competition to 50k (competitions up to 16 teams), 100k (competitions up to 32 teams), and 250k (competitions above 32 teams).
Ov Collyer the Si legend had the following to say on the subject of Daily Income
"Daily income is kind of an approximate representation of your club's sponsorship, merchandising, and (until stadiums are in-place) match day income.
A club built on players of a very low wage isn't very appealing, and so shouldn't generate so much of the above income - unless it still performs successfully despite being built on a shoestring. This change reflects this.
Importantly, this stops a situation where a team can sign players of a total of say, 20k in wages, and rake in an 80k a day profit, which isn't realistic, or good for the GW...i.e. why should a user be able to effectively do nothing apart from play the minimum number of matches to stay ranked, and make more per day than someone playing the game "properly."?
I know some people will say they are using the above loophole to go the "youth route" - my answer to them, is the money you make by going the youth route, as in real-life, should come from selling your youths in the future."
Ov then went on to explain the change in more detail :-
"If (wages + 10%) < 100k then income ranges from (wages+10%) up to 300k depending on reputation
If (wages + 10%) >= 100k, then income ranges from 100k to 300k depending on reputation.
So, if you had wages 20k, then your possible daily incomes would range from 22k minimum, up to 300k maximum, according to your reputation (so a rep of 1 * would bring in 22k, a rep of 5 * would bring in 300k)
If you had wages of 120k, then your possible daily incomes would range from 100k to 300k, according to your reputation (so a rep of 1 * would bring in 100k, a rep of 5 * would bring in 300k)"
We will keep you updated on the latest changes with posts from Martin Pearson who is going to be moderating in the revamped Haynes Gameworld.
Thursday, 6 November 2008
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