[b said:
Quote[/b] (Matt the Shrimp @ June 14 2004,11:51)]Hmm - anyone noticed that we've got all these new Hattrick gizmos now, including "Total Skill Index" as a system for rating value, rather than assessed value in £; we've also got a system whereby we can compare transfers of players similar to ours, and also search by region, rather than country!
Matt
Indeed and its all to do with the new releases 6.6
I can see it being a great help as the assessed values meant jack sh*t. This way you will be paying for the player based on skill and i beleive after skimming the release notes that its to stop Day Trading and newbies getting stung.
Couple of other new features as well.
Hattrick 6.6 Release Notes
It is time for a new version of Hattrick, version 6.6. The new version has a focus on:
Important changes to the transfer market
A whole bunch of relatively small changes in the match engine
A completely new formula for calculating player salaries
A few other minor changes
The documentation on these changes can seem rather overwhelming, so we've created a separate simplified summary at HT 6.6 at a glance.
If you find the text below hard to follow you can use the "At a glance" guide and perhaps digest the details later. However, we strongly recommend that you read the full descriptions on this page.
Transfer changes
An important part of the HT 6.6 changes relate to the transfer market.
The purpose of the Hattrick transfer market is to allow teams to sell players they no longer want to have and to buy new players to improve their team. Like in the real world, an important part of your job as club manager is to find "good bargains" and to get the most out of players that you sell. When the transfer market fulfills that purpose, it also provides great fun to the game experience.Like in the real world, an ambitious club manager spends a lot of time searching and waiting for the perfect reinforcement for his squad.
As we all know, much of the transfers today take place as part of short- or ultra-short term "trading". While this has a place too, it does not make sense (not realistically, and not for providing an interesting challenge and excitement to the "normal" HT manager) that so much of the transfers takes place as "Day Trading".
The changes to the transfer market that we're now releasing are targeted towards bringing the transfer market back to the club managers who want to sell and buy players for their squad.
Buying and selling players solely for "trading purposes" is still permitted and should still exist in the marginal, but it should not be allowed to become the main route towards success in the game, and it should not be the main purpose of the transfer market. Since Day Trading is solely done for monetary profit, we have concentrated on monetary measures when trying to changte the pattern.
Now, Day Trading does fill one important role: To help the market work properly: It has prevented new users from losing players at unreasonably low prices, for instance. Day Trading has been a kind of oil in the machinery of the transfer market. So, if we reduce the amount of Day Trading, we will have to take other actions to make the market work better to compensate for this. Therefore we have added two measures that does this: Regional Transfer Lists and Transfer Compare (and also the renaming of "Assessed value" to TSI, see separate chapter, will work towards this end).
Agent fee
Previously, an "agent fee" of 5% have been paid by the seller on all transfers. We are now replacing this flat fee with a new fee that heavily depends on how long the player has been in the selling team before he is placed on the transfer list. The shorter time, the higher fee. The following table shows some examples of how the formula works. The exact agent fee for your players, should they be put on sale right now, can always be seen on the player details page, right below the "Place on transfer list" option.
0 days 14%
1 days 12,45%
2 days 11,95%
3 days 11,59%
4 days 11,3%
5 days 11,05%
6 days 10,83%
1 weeks 10,62%
2 weeks 9,55%
3 weeks 8,76%
4 weeks 8,12%
5 weeks 7,57%
6 weeks 7,09%
7 weeks 6,65%
8 weeks 6,24%
9 weeks 5,87%
10 weeks 5,52%
11 weeks 5,19%
12 weeks 4,88%
13 weeks 4,58%
14 weeks 4,3%
15 weeks 4,03%
16 weeks 4%
Note: Youth pulls and "original players" (from when you got your team first) are considered to have belonged to your team "forever", so for them you always get the maximum possible fee of 4%.
Last owner money
In order to gain money for a player that has previously belonged to your team, that is being sold from his next club, the player must from now on have played matches for your team. Instead of the old "flat rate" of 3% regardless of number of matches, the following scale will be used:
0 matches 0%
1 matches 0.25%
2 matches 0.5%
3 matches 1.0%
4 matches 1.5%
5 matches 2.0%
7 matches 2.5%
10 matches 3.0%
20 matches 3.5%
40 matches 4.0%
Regional transfers
As the number of leagues have grown over the seasons, it has finally reached the point when we think it is time to group them together into larger areas. We have chosen not to use "Continents" to group them together, because that would have meant that the European list would have been too big. Instead have created the following zones:
Official English name Zone Number of users
Northern Europe Northern Europe 85979
Western Europe Western Europe 68135
Latin Europe Latin Europe 70421
Central Europe Central Europe 73436
South America South America 53868
Eastern Europe Eastern Europe 21495
North America North America 9424
Asia, Africa and Oceania Asia, Africa & Oceania 14113
What "zone" a certain country belongs to is shown on it's league page.
Transfer compare
On the player details page, for your own players and for players currently on the transfer list, there is now a new feature called Transfer Compare.This brings up a list of recently sold players with similar stats and how much they were sold for.This will make it much easier for average users and newbies to get some kind of rough idea of how much they should demand for their own players.
Match engine improvements
We've made a couple of minor improvements and adjustments to the game engine.
Counter-attacks for all
We've added a possibility for all teams, not only those who are successfully using the Counter-attack option, to get a counter-attack. The chance is small, and obviously those who use the CA tactic have a much bigger chance to get a counter-attack. These "tactic independent" counter-attacks do not require that you have an inferior midfield.
Reduced midfield penalty for CA tactic
Previously you lost 10% of your midfield capacity when choosing the CA tactic. This has now been changed to losing 7% of your midfield capacity with that tactic.
Less random in attack/defense
We've slightly reduced the influence of random when the match engine determines whether a certain chance becomes a goal or not. The practical effect of this is that attack and defense ratings becomes slightly more important than before, relative to the midfield ratings.
Very minor adjustment to Defender/Keeper importance
We've made a very minor adjustment in favour of defenders at the expense of keepers upon the defense ratings. It will hardly be noticable, but it is only the first of such very minor adjustments that will, over the course of several seasons, correct what we think is a slightly too big influence of the keeper compared to the defenders on the defensive skill of the team. Let us underline that even the total change that will take place over several seasons will be rather limited, and the part of that change that is happening now is very limited indeed. This is not a revolutionary change.
More common weather/specialty events
There is a catagory of match events that make players with a certain specialty go especially well with a certain weather, and especially badly with another weather. The chances for these events to happen has been so small that it has hardly been worthwhile taking them into account when setting your lineup. We've now made these events significantly more common, and it is now recommended for teams aspiring for the top not to ignore this tactical aspect.
Clearer confusion events
Whenever confusion happens, you have previously just been informed with a "confusion event" in the match report, without being able to determine how big the effect was. The events will from now on use the scale "disastrous to excellent" to describe how the team organization is after the event. A confusion event saying that team organization fell to "wretched" means that it was very bad, while a drop to "solid" only has a very limited effect. Please note this is only a change to the way this event is presented - the formulas that determine if and how much your organization drops have not changed.
Smarter chance reporting
Here is another change that only affects the way events are presented in the match report, not the actual simulation of the matches (not affecting match outcome): Previously, once it was determined that a chance was missed, it was totally random whether the missed chance would be reported or not - it did not have anything to do with how close the match engine was to generating a goal. This has now changed: All missed chanced that are reported will now indicate that it was indeed close to generating a goal. Consequently, if your team was very far from turning a certain attack into a goal, it will not be reported. In other words, the match engine now works the way you would expect it to work: If you come close to scoring, it will report it. If nothing significant happened, nothing will be reported.
More intelligent fans
The old formula that determined how your fans reacted to the outcome of a match has been replaced by a new one. The old one had some bizarre traits that made it sometimes more popular among your fans to lose 4-5 than to win 1-0. The new formula now means they appreciate wins more and get more upset by losses. It is still less unpopular to lose 4-5 than to lose 0-1 though.
Please note that (like before) the results at home, where your fans can actually see the game for themselves, affects their mood more strongly than the result of matches on the road. If you win before the eyes of your fans, they get happier than if they hear on the radio that you won while away. Similarly, losing at home will make them more angry than losing away.
The effect for top clubs that get knocked out of the cup by a low level team has been excessive, especially since, with the growth of Hattrick, "low level teams" no longer necessarily means bad teams. In all the large leagues, there are a couple of really good teams in the 6th division. So, we've limited the effect that the difference in division level in how supporters view a cup match.
Better penalty contest
The old code for determining the outcome of a penalty contest has been replaced by a smarter one that takes into account all the old factors (keeper skill for the keeper and set pieces skill for the kicker), uses them more intelligently and also takes into account scoring skill and the specialty "technical", which both help the kicker to score.
"Assessed value" become TSI
Each player has had an "Assessed value" automatically calculated until now. Every experienced HT users knows that this value has in fact very little to do with how much he is actually worth if he was placed on the transfer list. All experienced users (and CHPP helper applications) instead use this value to measure how "high and low" the player is in the skills and to track skill, form and health changes within a level.
The problem is that newbies easily get the impression that "Assessed value" has something to do with transfer prices. This is bad for the newbies and for the functioning of the transfer market.
We had two options for how to address this: Either try to rewrite the formula that determines the "assessed value" to make it follow the transfer market. For two reasons, we did not choose this path: Firstly, it is nigh on impossible to absorb the entire transfer market into one formula, so any such attempt would still generate very inaccurate "assessed values". Secondly, changing the formula would all of a sudden make "conventional wisdom" regarding how the "value" relates to high/low and various skill differences completely obsolete. We think this would disrupt things too much for many users.
So instead we will simply rename this value and keep it as a kind of skill comparison value. Instead of "assessed value", we will henceforth refer to it as "Total Skill Index", or simply the acronym TSI. We will also show it without recalculation to currency and instead show it in a nameless "currency" with currency rate 1000:1 to the default internal HT currency. This is easiest shown with an example:
(Old) "Assessed value" in UK £: 200 000 £
(Old) "Assessed value" in Euro:300 000 €
(New) Total Skill Index (TSI): 3000
Another player with (Old) "Assessed value" in Euro of 14 000 € would get a TSI of 140.
To allow people to get used to the new TSI, during a transitional period of 7 weeks after the launch of HT 6.6, we will be showing the TSI both as actual TSI under the new formula, and a TSI "translated" into your currency, like this:
Total Skill Index (TSI): 2000 (old format: 200,000 €)
New salary formula
We've completely rewritten the formula that determines a player's salary. We've done this without changing the "Assessed value" / TSI (for details about new term TSI, see above) formula. Previously, the salary was totally dependent on the "Assessed value"/TSI, except for a few minor health and age adjustments. The new salary formula has been disconnected from the TSI.
Health removed from formula
The new salary formula ignores the health of the player. The old formula had the weird effect that it used to be very advantageous if your best player got injured in the last match of the season, because then his salary would drop for all of the next season. Since the salary applies to the entire season and since health is temporary, salary now ignores injuries.
Stamina only affects playmaking
In the match engine, stamina only (except for some VERY marginal special events) affects the playmaking skill. Whilst this may change at some distant future point (to allow stamina to matter for other skills as well), the current formula for salaries surely should reflect the current way skills affects performance. So, in the new formula, stamina only affects the component of the player's salary that comes from Playmaking skill. The old formula had the bizarre effect that it was desirable to have as low stamina as possible for all players except midfielders. No more so.
Multiple skills cheaper
We have repeatedly stated that in the future we want to see more players with multiple skills. Currently few people train the secondary skills of players, for instance defense and passing for midfielders. This leads to a less varied game than we want.
As a step in that direction we've made secondary skills have much less impact on salary. The new formula simply adds the "cost" of each skill, instead of having a "multiplying" effect. For instance, a player with two "supernatural" skills and the rest of the skills "disastrous", will from now on "only" cost twice as much as a player with one brilliant and the rest disastrous. Previously such a player would have costed much more than twice the single-skill player.
The sum of the changes
A change such as this one is obviously impossible to do without some teams turning out to be "winners" and others "losers". It is inevitable. Those players who have always, until now, got a huge "discount" on salaries thanks to having a low stamina will lose this discount and their owners will have to pay the full salary that other teams have always played for a player with the same skills (except for stamina). We think this is the right thing to do, although teams that have "optimized" salaries according to the old "unfair" formula will experience that their salaries may rise.
Similarly, we cannot make economic changes to stimulate training of secondary skills without this affecting teams with a lot of single-skill players negatively. But the new formula is more adequate and it also stimulates the game in the right direction, so we think this is the right thing to do.
The total sum of salaries with the new formula will generate slightly lower wages, seen on a global scale. However, since new teams and teams in the lower divisions tend to have more multiple-skills players (for instance solid-solid) while the top teams tend to have more single-skill players (for instance divine-solid), the new salaries will generally lower the wages more for lower divisions than for top clubs. Some top clubs that have not heeded our hints that multiple-skills will become more important in the future, or who have had comparatively low salary by taking advantage of the health/stamina oddities will in fact suffer from higher salaries.
Team ratings split 1:2
The team ratings (you know, "Midfield: brilliant; Right Side Defence: Supernatural" and so on, that is shown on the match report page) have suffered from the fact that teams grow better and better each season. A large number of teams now regularly reach the Divine level (especially the national teams, but others too). This means that it gets impossible to see the difference between two teams that have reached the limit of Divine.
To remedy this, we are now changing the scale to make it twice as hard to qualify for a certain rating. So rating values that previously rendered you a "magnificent" rating (the 12th value) will now only render you a "passable" (the 6th value). Another example: A high formidable rating (the 9th value) with the old system will now be called "inadequate" (the 5th value).We realise that this will be very confusing at first, but since all the old ratings will automatically be recalculated to the new "harsher" scale, we are sure we'll all soon get used to it.
We should point out that nothing has changed in the match engine relating to this. This is purely a presentational thing that makes the game capable of handling the ever increasing skills of the HT world.
UPDATE (version 6.6.1)
Due to feedback from many users, we're making the team ratings more detailed. Each rating will get 3 sub-levels: (+), (-) and nothing. So, instead of just having "Formidable" you'll get either of the following three ratings:Formidable (-)
Formidable
Formidable (+)
These obviously indicate "Skill is in the lower/middle/upper third of the range called Formidable". So, effectively, after these changes, the new scale will give us the best of both worlds - the new scale can handle top teams, yet both minor and top teams actually get a 50% more detailed scale than before.
Note on effects on global economy
Let us underline that we always monitor the state of the global HT economy. Whenever it starts moving in the wrong direction, we will take action. When designing the changes that are part of HT 6.6, we have taken the current trends in the HT economy into account. However, since some of the actions we take are deliberately trying to change behaviours, we need to monitor the economy extra closely, and if need be, we may make some minor adjustments after half the season.
Also, remember that it is the overall state of the economy that we monitor, not the fluctuations of the transfer market.
/HT-Team