Gold Foil & Synergy Bonus has been added for fans, XP & rshares.
Synergy bonus will vary linearly with team synergy. Max synergy (100%) will have max (10%) bonus, while 40% synergy will have 4% bonus & zero synergy will have no bonus.
Team page now show rating, fans & tier team is playing in.
XP has been updated to be distributed to whole team including reserves.
Players active in field for full game will get 100% of Match XP.
Players active in field for half of game (subs) get 50% of match XP.
Players that didn;t paryicipate in game (subs & reserves) get 25% of match XP.
Coaches now have morale which updates based on game result (win, draw or lose).
Genepool Coach has been updated to preserve health by 30% (previously 50%) per action.
Stamina preserveance is still the same. Only health part has been updated.
Bug Fixes:
Fixed a bug with game end, where stats & rewards were not persisting.
Bug was fixed where fans & ratings could go negative.
Synergy display in game client has been rounded down to 1 decimal place.
Balancing Updates:
Stamina: The concept for stamina was previously that the athlete taking the action was the only to always lose stamina. The problem with this was that it led to athletes losing actions to be more likely to lose actions again in the future. The concept for stamina serves a better purpose as a balancing mechanism, where the athlete who succeeds the action, regardless of whether they were the one to initiate it, should be the one to lose stamina. This enables more strategic play, targeting certain opponent athletes intentionally to drain their stamina.
Morale: The concept for morale was previously that athletes gained and lost morale slowly over time, and that morale was persisted after the game based on the values the athletes finished the game with. Morale then trended back towards 50% over time. The purpose of this was to attempt to simulate "hot" and "cold" streaks. In practice, however, this led to many issues balancing the game. The new concept is that athletes gain and lose morale quickly, allowing a quick build up of morale by possessing the ball and taking consecutive successful actions, allowing a team to build up to a goal scoring opportunity, and providing an advantage on the counter press that quickly falls off if the opposing team can establish their own possession. And it's now persisted by increasing the previous value an athlete started the game with by 10%, still fulfilling the ability to establish a hot streak by allowing a team to start a game with an advantage, but balancing that advantage by the fact that it now falls off quickly if the opposing team can establish a possession.
Synergy: The concept for synergy has been and continues to be to award players for keeping team compositions consistent, to utilize their reserve slots, and to play the game often. But it was overpowered since synergy is constant throughout the game and there is no way for the opponent to counter it should they have less synergy. By decreasing the size of the effect of synergy and limiting synergy's effect to only passing success, players are still rewarded for building up synergy but it is not so overpowered that it cannot be countered.
Changes to shooting: Recently a change was introduced to shooting to decrease the effectiveness of a long shot by introducing a distance component to the block chance. The issues with this was that it used the same midpoint and k value for the logistic function that other components use, magnifying the effect of small differences in distance between shooter and blocker. Logistic function midpoint, k value, and the scale of the effect has been adjusted to more closely achieve the desired effect, decreasing the effectiveness of a long shot but in a more reasonable manner.
Overall impact of dynamic stats: Dynamic stats were being added to success chances. Previously, stamina and morale could add or subtract up to 25% to or from the success chance. This has been updated so that now dynamic stats scale the success chance. For instance, stamina and morale both scale the success chance by 10%. This reduces the outsized impact dynamic stats had, while still retaining their ability to provide a competitive edge. Stamina, in particular, seems less impactful now but will be required for activating skills, which will be part of the game soon.
Coach abilities (Super Fans, Trash Talk, Rally Cry, Boss Boost & Diamond Hands) have been updated slightly to adjust for these changes.
Comments
0 comments
Please sign in to leave a comment.