Posts Tagged 'Transfers'

New transfer market regulation – why its wrong

THFA (The Hattrick Football Association) and the PU (Player Union), nice nicks for Hattrick staff, are trying to beat the high rate of buying and selling players. Which in itself in not a bad thing, I think. However the solution they have decided upon is the wrong one. Unfortunately.

Their goal is mainly two things;

  • Stop managers that are exploiting the transfer market with buying cheap and selling the next day for a higher price (commonly known as daytrading).
  • Stop managers that keep players until skillup and then sell them (skilltrading).

The rule

From next season on, you can’t transfer list a player more times than he has played games for your team. This means a player must have played at least one game for your team to be listed at all.

Why is this wrong again?

The intention is not wrong, the way they try force it through on the other hand, is not ideal. Think about it. In real life football, players are not (usually) bought and sold in the same week. Thats just not how it works. Regulating the number of times a player can be put on the transferlist will have several effects that are not (I believe) the intention. In fear of not selling for the price you hope for, more players will be listed cheaper. There will be more bidding wars during the active parts of the day, and a possibility to pick up players fairly cheap on not so active parts of the day. Which is exactly what they are trying to prevent. Hattrick would surely want to average out the price for similar players, and not distribute the bidding even more unevenly than it is today?

The daytraders and skilltraders

This is what I would do, I would use the players I buy for low price and play them in the spare parts of my reserve team. If I traing playmaking, I would just put the players as attatckers or defenders when they skillup, or if im just waiting to cash in on them. I would do this every week. And if he is good enough I would play him in the first team as well, but not in a training position. This way I can put him on the transferlist as often as I see it fit, and I would not supper much, except that my reserve team will be less good. But there is also a good side to that, because I wouldnt have to invest in players out of training positions on the reserve team.

Overall

The rule will not, I believe, do what it is intended to do. It will just change the positioning and delay the process of meat transfers (as they called it), until you can afford to use an player in a non training position. It will cause dissaray in the transfermarket itself.

Who will suffer the most?

Those who does not play alot. For example players who have a good first team, but dont care to play friendlies or meddle with trainees. If you have one team, and you buy a new player, you have one chance; ONE CHANCE to sell that old player. If you dont sell him the first time around, you actually have to play the old player in order to be able to put him on the transferlist. Thats just wrong.

If you have a large team, consisting of evenly skilled players, maybe because you play around with different formations, or you have in this example a few players which are backup players that you never use, you can transferlist them (one or several) to buy someone better (or younger). This can be a time consuming thing. You have to rotate your team to sell the backups if they never play or if they havent been playing. Thats not what you want. You want to get rid of them.

If you cant buy backups because you have to play them to sell them then the system is inperfect.

Seriously Hattrick; You have to play a player to sell him? Thats the best you could come up with?

You actually implemented a counting system for every player, and compare the number of games played vs number of times transferlisted?

My solution

My solution isnt actually mine. Its Hattrick’s! They already have the system ready to go!

Once again, what is it they are trying to solve? Is it the number of times a player is transfer listed? No its not, not really. They are trying to keep managers from buying and selling players too frequently. So address the problem then! You have it right there!

Agent fees!

Today the agent fees work like this; if you sell a player after 0 days the agent fee will be 12% of the total sales sum. If you sell after 1 day, the agent fee will be 10,45% and so on. So the longer the player has remained in your club, the less the agent fee will be up to the max of 2% after 16 weeks. The agent fee will be taken directly from the money you receive. The buyer never notices anything. The seller gets less money. (Full table in the bottom of the article)

Hattrick; You have the system! You need in increase the values of agent fees to get exactly what you want. Its scalable, its flexible and it does the right thing!

Add a much steeper agent fee. Keep it at 25%  for the first 3 days, then decrease slowly but steadily until the first week has passed. Then speed up until you reach your 16 week (full season) minimum of 2%. A good and calculated agent fee will decrease the profit of selling players just after buying him. This way also players in the middle of pop’s will get more attractive, managers with backup players will not be affected. Daytrading will prove almost impossible. And people can go about business as usual.

Don’t implement a walk-around to solve a problem. Solve the problem.

Agent fee table

Days Agent fee
0 12%
1 10,45%
2 9,95%
3 9,59
4 9,3%
5 9,05%
6 8,83%
1 week 8,62%
2 weeks 7,55%
3 weeks 6,76%
4 weeks 6,12%
5 weeks 5,57%
6 weeks 5,09%
7 weeks 4,65%
8 weeks 4,24%
9 weeks 3,87%
10 weeks 3,52%
11 weeks 3,19%
12 weeks 2,88%
13 weeks 2,58%
14 weeks 2,3%
15 weeks 2,03%
16 weeks 2%

TSI – the peekhole into a players soul

TSI or Total Skill Index is what hattick use to summerize how good a player is in total. The exact formula is a ‘secret’, but many attempts to break the code has been made.

Lets look a bit behind the scenes;

Assumption: The following skills are used to calculate the TSI value; keeper, playmaking, winger, scoring, defending, passing, form and stamina.

Actual skills (subskills)

Skill levels are not actually 0-20. A player wont jump directly from passable to solid, he will have to work his way up from 6.00 to 6.99 before popping. That means there are 100 different levels of any skill. Subskills is the term used to describe this behavior. The bad news is that hattrick only shows the main skill (presented in text or levels 0-20), his actual skill is hidden. The good news is that there are several ways to spot if a player has a high or low subskill. The one I wont mention is that the subskills are used during matches. So two players with what seems to be identical skills, where the first have high subskills and the other low subskills, the first player will recieve more stars inthe game (provided their form and stamina is also the same).

TSI indicate subskill levels

So a skill is represented in hattrick as x.xx, where x is any number. What we know is that the skill,subskill is used in the formula to calculate TSI. AHA! So investigating the TSI will tell us alot about the real skill, not only the visible value. Thats good to know. Thats an important aspect in order to ern more money than anyone else, because you will know which players are about to pop, and which has just popped. But I have to warn you, this is something you will need time to get the grasp of. lets go o with TSI investigation.

Form and Stamina

These have a huge imact on the TSI. If you are a new user, I reccommend purchasing only players with passable or solid form and stamina. There are just too many unknown factors for you to keep in mind. As you grow more comfortable with TSI I will add some notes in how you can also exploit these skills. But for now lets look at the regular skills only.

What about Set-Pieces?

Set pieces has no effect to a players TSI.

The formula

In a easy world the TSI would be calculated as follows: sum(keeper, playmaking, winger, scoring, defending, passing). But it is not as easy as that.

Weight

TSI does not increase in a linear fashion with skilllevels. This means there is no even increase when going from ie. passble to solid as from solid to excellent. The better the skill, the higher the TSI increase. High skills count more then lower skills.

Lets look at some example 18 year olds, with solid playmaking, passable passing, weak defending and solid stamina. All have passable form for comparison reasons:

Player 1 (TSI: 2080)

Keeper 1
Defending 4
Playmaking 7
Winger 5
Passing 6
Scoring 4

Price: 3 999 990

Player 2 (TSI: 1500)

Keeper 1
Defending 4
Playmaking 7
Winger 5
Passing 6
Scoring 4

Price: 3 000 000

Player 3 (TSI: 2070)

Keeper 1
Defending 4
Playmaking 7
Winger 5
Passing 6
Scoring 4

Price: 3 750 000

Player 4 (TSI: 1370)

Keeper 1
Defending 4
Playmaking 7
Winger 4
Passing 6
Scoring 4

Price: 2 800 000

Player 5 (TSI: 1440)

Keeper 1
Defending 4
Playmaking 7
Winger 3
Passing 6
Scoring 3

Price: 10 000 000

Player 6 (TSI: 1360)

Keeper 1
Defending 4
Playmaking 7
Winger 3
Passing 6
Scoring 4

Price: 2 490 000

Player 7 (TSI: 1220)

Keeper 1
Defending 4
Playmaking 7
Winger 3
Passing 6
Scoring 3

Price: 2 200 000

Player 8 (TSI: 2290)

Keeper 1
Defending 4
Playmaking 8
Winger 4
Passing 6
Scoring 2

Price: 10 000 000

Player 9 (TSI: 2430)

Keeper 1
Defending 4
Playmaking 8
Winger 5
Passing 6
Scoring 2

Price: 8 000 000

Case player 1 vs player 2 vs player 3

These players have _identical_ skills and the maximum difference in TSI is 2080 vs 1500 = 580. This strongly indicate that players 1 and 3  are much stronger than player 2 in playmaking, in other words, their subskill is much better. Consider now players 8 and 9. These have already reached excellent playmaking, but the search criteria is the same. Notice that player 8 has a scoring of 2, but since that skill is quite low, it should not affect the total TSI much. The TSI difference between player 8 and 1/3 is only 210/220. This indicate that players 1 and 3 are actually very close to popping, and player 8 has just popped. These two would have been very good prospects for buying and selling after 1-2 weeks of playmaking training. Players 2,4,5,6,7,8 and would not be good as they would need extensive training for may weeks before actually popping and give you the renvenue you need.

What about player 5?

The open eye will also spot player 5 as a possible prospect. His winger and scoring skills are quite low (weak), but compared to for example player 7 his TSI is much higher, actually higher than player 4 and 6 as well, even though they have better skills. This indicate that the players main skill and its subskill is somewhat higher. There is still too much difference between player 5 and 1/3 to be sure of his fast popping. But he could be a ok choice as well, especially if you could get him quite cheap.

Summary

That concudes the first part of TSI investigation. But this will be a subject I will get back again and again. TSI is a summary of the players total skills. You can use TSI to determine the difference between players and a player hidden subskill.

The most important advice….

Ok, you might have heard this before, and you might not. I heard it, and I ignored it. As I usually do. But dont.

For every new hattrick user; DO NOT BUY PLAYERS THE FIRST WEEK!

Lets repeat that:

Do NOT buy ANY players the first week. Not one! The first week!

I know its hard. Its maybe the hardest thing to not do in Hattrick. But you will reget it! I promise you!

I know you feel like superman, I felt like superman. Don’t do it. Wait until you know whats what, and who is who. You need to save your cash. I’ll get back to why.

If I could offer you one tip for the future ‘waiting’ would be it.