View Poll Results: As a manager , are you agree with the points mentioned in the Manifesto?

Voters
45. You may not vote on this poll
  • Yes, I agree.

    45 100.00%
  • No, I disagree.

    0 0%
  • Blank Vote.

    0 0%
Page 2 of 6 FirstFirst 1234 ... LastLast
Results 11 to 20 of 57
Like Tree41Likes

Thread: Community Manifesto - Top Eleven 2024

  1. #11
    Apprentice
    Join Date
    Jan 2023
    Posts
    164
    In addition to the inequality of the teams, which also appears in the associations in recent months, something that bothers me is those tactical schemes that are almost impossible to defeat, that explore some bug in the game.

    I think this manifesto is a great idea and I hope it has a huge buy-in to force them to at least improve the gameplay a little bit for those who sustain the game. Because even those who don't make in-game purchases are making the game profitable for them by watching videos.

    They made no improvements in training and tactics, player development and other fundamental aspects of the game. The sponsors are the same since I played this game! And stop wanting to stick useless pitch patterns into events, NO ONE CARES ABOUT THIS CRAP.
    MARCO CAIA likes this.

  2. #12
    Apprentice
    Join Date
    Aug 2020
    Location
    USA
    Posts
    217
    -yea-

  3. #13
    Addicted po_zdrach's Avatar
    Join Date
    Feb 2013
    Posts
    587
    I really really doubt it.
    Quote Originally Posted by a.gavrilin View Post
    Great idea guys, let's hope they will listen

  4. #14
    Rookie
    Join Date
    Jul 2022
    Posts
    55
    Quote Originally Posted by khris View Post
    We open the voting thread for the communities that signed the manifest and the rest of them as well for the Top Eleven managers.

    Please read the first page to know whats about, as we vote for basically 2 main demands, and feel free to share your feedback as individual manager, as community administrator so to provide a more extensive feedback with comments from your managers and a own feedback as administrator, and too if you are a content creator you can of course bring your viewpoint so to share your thoughts.

    The document may be edited in order to fix different parts of the text and extend the feedback, too to add more group signatures pending to confirm.


    Attachment 140644

    Attachment 140645

    Attachment 140646

    Attachment 140647

    Attachment 140648

    Attachment 140649



    TEXT TO TRANSLATE IT EASY


    COMMUNITY MANIFEST – TOP ELEVEN 2024

    INTRODUCTION -

    This is a declaration agreed between the Administrators of different Top Eleven Communities and signed by them.

    After seeing that in the different communities that we manage, there is a general perception regarding the deterioration of the gameplay in Top Eleven,which is shared widely by the different community administrations and the own players we represent, we have decided to call the community to support by voting, a manifesto in favor of a substantial improvement of the game in different aspects and areas that affect the playability/gameplay, calibration of quality margins, pairings in the different competitions and a etc.

    So we VOTE to ask for a change in the development map route to lay aside the visual improvements and those that bring more P2W options to have a game more in line with what the managers are asking for.

    IN SHORT – WHAT ARE YOU VOTING BY VOTING -YEA-
    .Basically by voting in favour of this manifest, you are expressing that you would like to see a developement focussed on fixing the existing issues that affect on pairings, the disparity between Pay to Win options implemented during the last year and Free to Play options, and a developement to improve the tactical aspects that affect the live animations when we mnage a match.
    Too,
    .You are expressing that you would like to see an improvement in the way Top Eleven communities are represented and integrated into the game.

    IF you are a Top Eleven Manager, we ask for your vote.

    The intention of this poll too, is to measure the power of convocation of the active community with the aim of providing a generalized feedback, from a single channel, so thats why every community attached to this manifest will call its managers to vote.

    If, we decided to do the following step, its because we really believe that a company like Nordeus has the capaciy, not only to correct/fix properly old errors, but also to develop a game more in the line with what many managers and a large part of our community is asking for.

    We have seen a lot of frustration in the different communities and some actions like different kinds of boycott propositions have been recurring themes in different chats and groups, but thats not the way.
    Here we can be present, vote a basic manifest that have just few basic demands (still we developed it a bit more to flag the different issues that have been reported in the gorups, posible solutions etc) and you all can share a reply in the thread letting us know your own viewpoint.

    Please we ask you all to follow the courtesy rules as this is intended to be something constructive where to gather all feedback at once.

    By voting NO/NAI or basically against the manifest you declare that you are agree with the current game state and developing route map, but please don't vote in favour or against just because you are not agree with one of the points that will be mentioned below, as it just flags a issue mentioned by different administrations and it have different viewpoints and ways to be calibrated/resolved/fixed.

    DECLARATION – SOME FEEDBACK GATHERED AND IDEAS TO CONSIDER

    We the Administrators and our communities, providing their feedback when sharing moments of play, share certain points of view that we agree on.

    . First of all we think that there is a imbalance in the game parameters, which affect the competitive experience, the own perception of the game and its fair play and kind of logic that always should prevail.

    -This imbalance many times exists because the different features and ways to prepare a team for each kind of game mode, interfering between them.
    We can comment here too -as its been reported lately - how some managers can prepare the team by using offers or features like Draw Frenzy from the very beginning of the season and others just from the 3rd season week.
    Thats a example of a gap.

    . The % in players has been highly increased in a short period of time, and by far out of the visual limits we have since the V.1 and that are set to 9 stars.

    Technically, the skills have a cap when these reach 340% but all of sudden Nordeus has launched offers that break the known limits, without any adaptation under the original skill limitations or parameters.
    It would have sense to allow us to spend more time building a team and spending more resources per player, but it would need something like each star to be considered as a 40% instead of a 20%,
    otherwise we have a bunch of teams that surpass the visual limitations and are simply stuck there, in a collapsed quality % for a long time that force others to do the same huge effort, or with the opponents in league just giving up many times at this point so they avoid competing because of this.

    Here we could mention the creation of white skills that eliminated the 50% ¿? of the attributes of some players when same time these affect the AvQ... so, the point is, by keeping the parameters, capping skills to 340... but eliminating the 50% of attributes... + adding a excessive amount of resources, this helped to create a situation where teams can be excessively simplified, because of the simulation process, so thats why some teams lead the FA Top with 1% Gks.

    Because these exploits just rig the scores when some players overcome certain distances of quality, instead of creating a close and controlled AvQ distance that makes all team players important, providing competed games.
    So thats the point, competed matches where we learn how to read a match scenario, with its weather conditionants, variations on players behaviour that we need to read, or, we have just a bunch of fixed scores/aka Win by Margin.
    Its a complex point but worth to mention because it has a easy way to be improved if you understand that this should be the target, read the scenario that the game poses to you, and resolve it. Thats what a manager do.


    -Competition pairings, need a update so to provide fair draws. We ask for a solution on that matter as it is a headache for many managers.

    We had a change on the pairing system recently, but, we can now realize that it is better a known pairing system, instead of a hidden one, so allowing managers to control a bit the pairings, to do not create the frustration created by the random pairings we had lately, but same time it needs to be proportional, so we suggest a comeback to a similar V.1 pairing style, where every 20%+ was meant +1 opponent level.
    This can be calibrated a bit more adding a 'success' factor, so a team winning a CL, would meet +1 level teams next season counting from the main AvQ. (so, a 80%-99% AvQ team, would meet the 100%-119% AvQ cut group) As this is a reachable distance.


    . The Pay to Win vs the Free to Play as a options to compete are so unbalanced.

    We can see a offers disparity between providers, some countries where by purchasing 20 euros in tokens allow managers to fill the accounts with 50.000Tokens so at certain point accounts are flooded of Tokens without any kind of sense.

    . Draw Frenzy is another kind of casino style feature that doesn't help to create a fair atmosphere in what should be a football simulation game in a more strict sense, so many of us expect a developement in the line that allow us to play with our friends as in the old times, in the same league/cup, in a competed tournament, in equal conditions or at least tactically understandable, and with a non consuming time game mode that affect all features across the game, as it was before.

    If you know that each Level win reduce the AvQ a 20% we can not pretend to allow the creation of 700% teams without knowing that these will be stuck for seasons in a oversized quality.

    . There is yet a lack of quality control in terms of competitiveness and fair play, since features interfere with each other, so we can see managers building teams specifically for Fas/FCs that spend dozens of Tokens, do Upselling by using Negotiations, or use multiple accounts to benefit a single one, and this has a impact in the main competitions. (Mentioned point, developed here)

    . The Top Servers and the old managers we have there, need a solution so to don't be stuck eternally.

    . Strategically the game turned so poor, and has no realism, because there is no real punishment when using certain moves to take profit by manipulating the Team Average Quality by using Negative % players.
    Here many of us request an action to tackle the % manipulation, so deactivating defence bonuses if a 1*-3* is used in a live match and retiring the player at the end of the season if, this has not a % of AvQ as minium requeriment.

    .All this, the use of Negative %, the permissiveness when a 200%+ player is created, in a game that basically its a simplistic code simulating attacking actions, has turned so crazy and imperceptible, and has twisted the beatability margin % -aka distance where we know that a win is practically ensured-, that should be intuitive, so eliminating the feeling of playing strategically realistic and competitive matches.

    The impact of negative %s and basically the impact on the AvQ margin can be tackled not only capping the upper quality, too it would be realistic if a 1% player has only 1 season contract somehow.
    This would prevent tactical simplifications in formations by using what is a current exploit (used by upsellers too), as we are experiencig now with all those managers using a 3-1-5-1 formation with 1% defense.

    .As administrators we have to say that the different Pay to Win features are affecting our tournaments, since some benefits are active absolutely in all competitions, and some managers can have a huge amount of On Fire players permanently, Mourinho support always active, or a fast developement on players so it may be hard to keep a competitive tournament with the disparity of active benefits that some teams can have.

    .We had a visual improvement regarding weather and night that we can't use in a customized way when we play friendlies, it can be awesome to select a night match, with specific weather when we play a friendly, and if the match conditionants can be neutral and, the Live Game can be accessible for the friends who stream the community tournaments on their channels, it would be a plus.

    .We have to say that it would be awesome to manage/administrate cups and different tournaments from the own app, so develope the friendlies system for a wide purpose, like administrate a quick cup to be played in the same day, would be cool for many of us and would help to unite the different groups of players and friends that are playing together.
    By making the game easygoning and accessible we all win.

    .We feel that many of the current features are developed too much in a Nordeus way, too that some game glitches that affect old features, aren't fixed after so many time, and the perception is that the game isn't fully polite -not only tactically, in terms of gameplay, here we can add the Forfeited 3-0 that still counting as draw in the history, the Goat Achievement and the achievememnts in general have a short life cycle... Retired Players at 36 that announce a contract extension to play with us with 37 years but they just leave... Myanmar Flag requested since 2015 when they had a community...- like these we can name different details that need to be more polite/fixed.

    .Has been mentioned too that would be welcome to update the game according to real life, so eliminating the away goal rule, and thinking that next season the Champions League format will change may be a must do.
    Too the Conferance League has been created so why not bring it in Top Eleven.

    .Servers could improve competitivity if we can have a screen showing the server stats -and server number please too-, so to know what teams have more league won, Cls and some records available would convert the experience in a target to beat these teams.

    .We need friends to be allowed to join our server accepting a gift when they create the account as it was before.

    .Streamability and live matches accessibility
    We have loads of managers that for so long tried to record matches and create interesting content, but the game turns it an imposible mission, because daily games are so limited, and its so hard to access a Friendly set by a friend... if you want to create content related to a football simulator and you want to manage a own friendly tournament, you need it to be accessible and fluid, so to set competitions in a easy way by using the app, and being allowed to join the affected/involved matches.
    This need a huge improvement if we want to have some content creators sharing Top Eleven content and this includes too a improvement in the rewarding system by using codes or special promos.
    The current content creators are excessively limited, not conted in the development map route to improve their experience, or just ignored fully.

    Here we enter to the second part of this manifest, -
    that affect directly the utility of the communities, that are basically spaces created by managers to learn, have fun, and basically compete together playing Top Eleven and it doesn't matter where they are from, we have players communities from practically all nations.

    Spaces, some of them that existed for almost 10 years, built with the personal time and knowledge of the original managers of this game, that should be recognized in game somehow.

    Since many years ago, different communities tried to apply so to be more visible and take a step as a community.

    Actually and during the last year, many spaces just become inactive and there has been a drop in activity in the groups, due to the development of the game itself, which complicates the gameplay, but also in those groups that run tournaments, due to the complication due to the disparity in quality in the participants and the difficulty of organizing tournaments with a single and fair criterion. We must also mention those managers who try to create content, organizing activities and promoting the game, but due to the technical difficulties of accessibility and lack of support it is difficult for them.

    We know that we have no Official items as before, so, here many groups are wondering, after many years trying to apply as Club Supporter, why we have no advances on that matter.
    Advances in a integration of the communities inside the game, so to create rivalries, and maybe time to time, represent our community in a event.
    So here some points to consider and suggestions gathered:

    .Monthly items, could be designed to have a meaning for us as managers, now they just look like the monthly new Zara's collection of summer, void of meaning and just to full fill our consumist instinct, so it would be cool if designers reach time to time a community and its administrators, to build a item.

    .Allow some group to give a special/rare item or reward when a manager win its tournament.
    Maybe we could even have tournaments between communities and I'm sure that administrators will be glad to help on this matter if Nordeus admins reach them.

    .Improve the sponsored competitions on groups (by using a reedem code system maybe¿? Has been mentioned for streamers too/content creators that invest time) and highlight these competitions in official sources, that would be welcome.
    A improvement in the sponsoring system to reward some group tournament winners time to time would help and compensate the effort that many managers put when they administrate activities.

    .Clubs Supporters could have the Shields available to compete on Fas. Thats a long time demand.
    We could even have a event with community shields replicas and special related items to purchase... instead of a 15th real Madrid emblem replica...

    .Ask for participation to translate official Forum guides, its a plus so to cover more languages in what should be the main source to consult any information regarding Top Eleven.
    The forum needs more attention, acivities and planning so I guess this point can be discussed in the upcoming weeks more accurately.

    But of course we need to connect spaces and have trustworthy known sources where to have official informations in different aspects, too to help community group admins to help managers to report any issue, or to know some Terms of Service rules that are frequently broken -sellers, VPN users, shared accounts etc-, improve the coontact with Video Providers (Tapjoy etc) to claim rewards and of course we need to promote the Courtesy Rules across the different groups.
    .
    Exists the perception of a huge distance between the own game developers, and its player base, the community. This follows the -too much in a Nordeus way- point, since there aren't so many opportunities to join beta tests, to too highligh in the community in a visible way as a manager, to see a community demand that affects the gameplay fixed properly, or in-game when we play, creating something even more special so to make a Club success to be perceptible by all, so to feel the success instead of just the sensation that one more season has finished.


    In this aspect the closeness between Nordeus and the Communities and too the imagination to create activities developing the game to favour these aspects are the key.

    We believe that many issues can be fixed if Nordeus reach the old managers who played for so long the game and that are aware of the different glitches, exploits, ways in that managers develop teams by using posible tricks and we believe that some decisions can be taken after listening an even discuccing posible solutions.

    Many of us are willing to give a bit of our touch to make people feel special and real successful winners!

    Signed,
    THE TOP ELEVEN COMMUNITY
    Great initiative! A completely valid manifesto, considering the real theme of the game, 'team management.' I hope that the administrators, programmers, and others involved pay attention to this. Personally, I've given up on the game, and I don't believe they care about the opinions of users who are in the minority and pay attention to the details. They should continue to add events and mini-games and maintain unlimited attribute acquisition because it makes 'pay to win' unlimited, keeping TE's revenues high.

    I used to dream about an E-Sports management game in Top Eleven with confederations, but over the years, that possibility has faded. Today, we see this lack of control and attention from the administrators, making it seem neglected. They invested in gambling games and used a smokescreen with 3D, making it clear that it doesn't matter how your teams are; if you have characters with 200% in specific areas, you'll have good performance.

    Those who cheat go unpunished; the game does nothing to intervene or take measures to stop cheating. It seems irrelevant, and they don't value the competition for the confederation rankings. I've quit, and many others who played for the confederation rankings will stop too because the trend is worsening, and Top Eleven is becoming increasingly 'pay to win' and expensive.
    vinim and MARCO CAIA like this.

  5. #15
    Dreamer
    Join Date
    Dec 2013
    Posts
    494
    I think we can use wages to limit the %of the skill.

    For example:
    At my team, everyone from 1 star to 9 stars with the same wages of $ 54.
    How if the base wages counted as %of the skill?
    So, 1% skill = $0.045.
    I use the 80%-99% quality for the base/standart of the wages.

    And if a skill is 200%-299%, the wages got multiply by 2
    If a skill is 300%-399%, the wages got multiply by 4
    If a skill is 400%-499%, the wages got multiply by 8
    And so on...

    So the total wages for a player could be:
    $54 + ($54×2) + ($54×4) + ($54×8) = $810

    So, every players have different wages, depends on %of the skill
    This will limit the high %of skill, except if the manager buy a lot of cash
    Last edited by Pangihutan Manik; 09-25-2023 at 05:32 PM.
    khris and vinim like this.

  6. #16
    Dreamer
    Join Date
    Oct 2022
    Posts
    458
    Quote Originally Posted by vinim View Post
    In addition to the inequality of the teams, which also appears in the associations in recent months, something that bothers me is those tactical schemes that are almost impossible to defeat, that explore some bug in the game.

    I think this manifesto is a great idea and I hope it has a huge buy-in to force them to at least improve the gameplay a little bit for those who sustain the game. Because even those who don't make in-game purchases are making the game profitable for them by watching videos.

    They made no improvements in training and tactics, player development and other fundamental aspects of the game. The sponsors are the same since I played this game! And stop wanting to stick useless pitch patterns into events, NO ONE CARES ABOUT THIS CRAP.
    AGREE 100% in addition, what's the story with the prices in this game? I find them ridiculously priced. They need to stop this also. They offer players and expect us to pay in excess of 500 tokens. for a player. Let's do the math, if a player in scouting costs at its max which is 116%, 89 tokens how does a player at 140% cost 728 tokens?The difference is 24 %. so for 24% we have to pay 612 tokens difference? They either are insane or just greedy and unfair. The player therefore would have a cost of
    $ 72,80 because 1031 tokens cost $ 100. That is ten cents per token, therefore the player at 728 tokens costs that much, If and when you break it down this way this game is INSANE! You can't earn, at least in the US 728 free tokens per year, it's a stretch. This is crazy! The games they sponsor in the various free token category are all cheap and crappy and half the time they don't even pay you, so you play and play, and then when you reach the level you get no tokens, then you have to go through support which depending on the carrier, for example, Fyber sucks, Tap Joy is a little better and the others are abysmal. Even after you contact support with all the required evidence you reach the game level you have to wait even weeks in order to get paid the tokens and half the time you just get no more answers and never get the tokens, If and when you try to go through Top Eleven support to resolve the issue you yet have to waste so much more time and effort the whole experience becomes a nightmare. Who the heck has time for all this? You need to play the game as full-time job in order to get passed all this. People have to waste this inordinate amount of time over a game better find a life to live.
    Last edited by MARCO CAIA; 09-25-2023 at 06:26 PM.
    vinim likes this.

  7. #17
    Spanish Forum Moderator khris's Avatar
    Join Date
    Jun 2013
    Posts
    16,358
    Quote Originally Posted by Pangihutan Manik View Post
    I think we can use wages to limit the %of the skill.

    For example:
    At my team, everyone from 1 star to 9 stars with the same wages of $ 54.
    How if the base wages counted as %of the skill?
    So, 1% skill = $0.045.
    I use the 80%-99% quality for the base/standart of the wages.

    And if a skill is 200%-299%, the wages got multiply by 2
    If a skill is 300%-399%, the wages got multiply by 4
    If a skill is 400%-499%, the wages got multiply by 8
    And so on...

    So the total wages for a player could be:
    $54 + ($54×2) + ($54×4) + ($54×8) = $810

    So, every players have different wages, depends on %of the skill
    This will limit the high %of skill, except if the manager buy a lot of cash
    Thats a good point, the game could perfectly set limits so to control certain distances.

    Thats in the line of what I defended by my side when I was writing about lowering training levels and stadium levels if a team does not perform at certain level, a self calibration would really help a lot and a wider progressive wage could too create a lot of realism.

  8. #18
    Apprentice
    Join Date
    Jan 2023
    Posts
    164
    Quote Originally Posted by Pangihutan Manik View Post
    I think we can use wages to limit the %of the skill.

    For example:
    At my team, everyone from 1 star to 9 stars with the same wages of $ 54.
    How if the base wages counted as %of the skill?
    So, 1% skill = $0.045.
    I use the 80%-99% quality for the base/standart of the wages.

    And if a skill is 200%-299%, the wages got multiply by 2
    If a skill is 300%-399%, the wages got multiply by 4
    If a skill is 400%-499%, the wages got multiply by 8
    And so on...

    So the total wages for a player could be:
    $54 + ($54×2) + ($54×4) + ($54×8) = $810

    So, every players have different wages, depends on %of the skill
    This will limit the high %of skill, except if the manager buy a lot of cash
    This would even make the money useful in the game. Money that, today, is useless. I have 19 billion and I can't do anything with that money. I wish I could use it to buy boosters, tokens, train players by hiring trainers (something that could be created in the game as well), I don't know.
    khris likes this.

  9. #19
    Dreamer
    Join Date
    Oct 2022
    Posts
    458
    Quote Originally Posted by vinim View Post
    this would even make the money useful in the game. Money that, today, is useless. I have 19 billion and i can't do anything with that money. I wish i could use it to buy boosters, tokens, train players by hiring trainers (something that could be created in the game as well), i don't know.
    absolutely correct

  10. #20

Page 2 of 6 FirstFirst 1234 ... LastLast