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09-16-2016
#1
Pro

Originally Posted by
Al Svanberg
-snip-
Thank you so much for this post!
It shows how much thought you put in to it's creation, believe me - Read through the whole thing hehe. 
Naturally I will be showing this to the developers but I would like to leave a comment on each point you make.
I truly agree with the fact that Top Eleven is a game rich in it's underlying complexity but at the same time controlling each aspect of the game is streamlined and straight forward. You have a lot of things to keep in mind but you are not hampered by the mechanics or the ways in which you have to execute you decisions as a manager of your Club.
It is a very appealing side of the game. One that trapped me years ago in to playing it haha.
I would like to particularly touch up on some of your suggestions:
1. Club administration/organizational/financial functions
-New Ground menu building - As I understand it, it's basically going to have the function of a marketing department for your club, right? Promoting the team so you attract more fans, who will come watch more of your home games which will buy more merchandise from the Utilities building. With an added benefit of some sort for the Sponsorship contracts, maybe?
-Youth Academy - So before the youth players popup in your Squad, you propose that instead, we can actually have a roster of kids (or just the two that eventually will join up the team), that we can choose certain direction for their training so that when they grow 18, they will come to the team with specific Stats/Roles/Abilities right from the get-go.
2. The transfer market and scouting
-Basically you propose that the Scouts who seek talent for the club become an actual feature in the game that you can actually improve upon. What players you find in the transfers (or maybe only in the Scout tab) will depend on how good the actual Scout is.
3. Making game play more transparent and analytic-able
Would I be correct if reiterate on what you wrote here and say that, the game basically feels like it doesn't provide the player with enough proper and DIRECT feedback about his/her decisions? Not always but, at least from my POV there are certain times that you are left with some questions. Which obviously sends some players in to a blame-frenzy.
I would definitely agree that, in all games, there are many types of players but mostly they fall in to two categories when it comes to how informed the player feels - One side wan't to play the math game and have everything upfront and min-max their results while the other type understands the existence of RNG and certain amounts of unpredictability and actually enjoy it - it brings "mystery" in the game as you put it. 
So - Make the game more transparent when providing the player with specific data and numbers. Make that which the numbers represent completely understandable for the player so the player can use the data from the game in order to make better decisions and choices.
4. Minor improvements
-As a whole, introduce more rewards that players can obtain simply by playing. Be it achievements or even by winning the Competitions, as well as the League's Top Player rank-list.
-In general maybe we should make the whole "training your players" thing more understandable for newcomers. Ye doing the math you can get how the percentages are calculated and how much 1 point of quality requires and what not but this isn't always readily-obvious.
-And bring something among the lines of how skill points could be distributed manually in the old version of Top 11.
In general your motivation for all of these suggestions is to expand on the game but retain it's relative simplicity. And also stream-line some aspects and make them more out-in-the-open.
If I misunderstood any of these, do correct me Al.
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