Advice for beginners: How to build a game strategy.Watch the video with english subtitles 'How to start playing InetBall?' https://youtu.be/ODsU5-lFOA4
Play five friendly matches and learn to make substitutions and change tactics. After it you can register to friendly tournaments in chat as well as to commercial tournaments and to Championship.
A beginner’s initial goal is to advance to one of the championship leagues in order to earn a steady profit from the team’s stadium.
Financial well-being of the team is the main priority in the game.
To accomplish this, you need to raise the team’s Level. You should not spend all of your money buying players on the transfer market. One or two players will not help your team, because if their Skill rating is significantly above the team’s average Level, they will control the ball more, get fatigued faster, and get injured more often. You should not start off by investing resources into renaming the players or the team. Players are not permanent, and at some point they will leave your team, leaving you without enough money for more urgent matters.
Increase the team’s level gradually.
If you have enough time, play more friendly matches. If your time is limited, you can register to commercial tournaments or assign practices and trainings to your players.
After you have begun playing in the championship league, the main goal is still to secure the team’s financial well-being. With that in mind, you will need to set ticket prices correctly, in order to maximize profits from the stadium. If you are willing to spend 2 RD to become VIP manager, then this problem will be solved, since VIP managers are able to see the estimated profit depending on the ticket prices. If you cannot become a VIP, then consult someone via chat or forum about setting the appropriate ticket prices for your match rating and about renting the right stadium. Do not start the construction of your own stadium if you have not amassed at least 600,000 VD.
Once you are earning steady profits from your team, you can go to the transfer market and start buying players. Do not buy players with the Skill rating that far exceeds your team’s Level, for reasons are explained above.
If you are going bankrupt, you can try to save the team by earning some money (VD) on the side (advertising our project in forums). In extreme cases you can earn VD by transferring RD to your game account and organizing commercial tournaments. Remember, if you give up on your current team, you will not be able to register again to obtain a new team.
How to start a friendly match?
In order to start a friendly match, at least two managers need to be online at the same time. After clicking on the Play Friendly Match menu, you can either add your team to the waiting list or you can challenge a team from the list. If the opponent accepts your challenge, you will be automatically taken to the Tactics page.
I can’t log in, because I forgot the password. What can I do?
Click on the “Forgot password?” link under the login form and the pop-up window will appear asking for the e-mail address you used during registration. Once you have entered the correct e-mail address, a message containing your login and password will be sent to this address.
Can I change my team’s logo?
Yes, you can change it at anytime. To do this, click on the personal menu, select settings, and make the change on the opened page. VIP mangers can upload their own logo for their teams.
Can I rename my team or the players, after I have created the team?To rename your players, select Team - Players menu and click on the settings wheel on the right side of each player. The cost of a single renaming is 10 000 VD.
To rename team, city or login, select Personal- Settings menu.
What is “Convenient time for matches”?This is the time interval, which is convenient for you to play matches in official tournaments. The time entered is in GMT (London time zone). This setting is taken into consideration, when the schedule of the official tournaments is created. If you set the time correctly, most of your home matches will be held at a time that is convenient for you. You can change this setting by clicking personal, selecting settings, and choosing another time interval.
The scheduled match date is not suitable for me. Can I change it to a more convenient time?
No. The schedule is generated automatically.
How does the game engine work, and what affects the result?
The match is divided into 15-minute periods. After each period there is a short break, during which you can change your Match Tactics. The game engine gets the data about the players and opponent’s tactics, processes it and writes the text log of the match. During friendly matches, in case one of the managers closes his browser and disconnects from the server, the match is stopped and a technical win is awarded to the remaining team. During official matches, the match is played until the end, regardless of the presence or absence of the teams´ managers.
How will an official match proceed if a manager is absent or late?
In the first 5 minutes of real time (till the 30th minute of the match) the match is played at normal pace, to give the opportunity for the manager, who is late, to participate in the match. After the 30th minute of the match, if the manager does not log in, the match will continue at an accelerated pace, without waiting for a response from this manager. If the manager comes later, the match will switch back to normal pace, awaiting the responses from both managers. Hence, if the second manager is not present at the match, the match will last approximately 6-7 minutes, instead of 15 minutes.
What happens if a manager either is not present at an official match or has not set his Match Tactics?
If a manager does not set tactics for a match, his team will not get the home advantage when it plays at home. In addition, the team will be weakened by 2%. If tactics are set, the team will not be weakened, and it will get the home advantage, despite the absence of the manager.
How do I control how the match is displayed?
You can regulate the speed of the match log by selecting the number of seconds. This number represents the time interval between the appearance of each new line of the log. You can choose to watch the entire match, or only highlights, with or without comments. You can save your settings by clicking the “Save” button.
If you want to change the tactics during the match, we recommend that you reduce the display time or watch only the highlights of the match, so that you have more time to make decisions on the Match Tactics page.
If you need to leave a match, click on the “Away” checkbox (do not close your browser). This will reduce waiting time for your opponent.
During a match, you can check the match stats (the blue ´i´ icon), which will inform you about shots on goal, fouls committed, ball possession, etc. You can check the stats of your previous matches with the current opponent (the red ´i´ icon). In addition, you can view your opponent’s team roster for this match and the current condition of the players, by clicking on the magnifying glass icon near the opponent’s team name.
Sometimes I see the "Ready" sign during a match. What does this mean?
This means that the team is ready to resume the match. There are 3 ways to resume it: 1st - click on the “Resume Match” button, 2nd - make tactical changes and click on the ´Change Tactics´ button, 3rd - the match is automatically resumed, when the break is timed out.
Even after the break times out, the match can be delayed by up to 40-50 seconds, waiting for the opponent’s response.
What are Virtual Dollars and can I exchange them into real money?
Virtual Dollars (VD) are the main currency unit in our game. There are several main ways to earn virtual money:
- Ticket revenue from home matches in a championship.
- Bonuses in commercial or friendly tournaments.
- Daily bonuses (for active users).
- 10-match bonuses - play 10 matches and get 1000VD.
- Sale of players on the transfer market.
Besides income, you have expenses, such as player salaries, stadium maintenance, etc. In addition, you can use VD to purchase players on the transfer market, or to pay a registration fee to a commercial tournament. You can not exchange virtual money to real money.
Additional information on the forum
Can I create a second account?
The Game’s rules forbid the creation of multiple accounts by the same person. If such an action is discovered, the second account will be immediately blocked, and the first account will be fined. If the same user makes further attempts to create additional accounts, his/her access to the game will be blocked.
I want to delete my current team and create a new one. How can I do this?
You can delete your team on the Settings page (click personal -> settings), but only if your team has not participated in any official tournaments. In any case, you can always rename the team and the players, and change the national championship.
What is Elo Rating?
This is a rating which is recalculated after each official match, and it is more accurate than the team´s Level rating in reflecting the real strength of the team. For more details click here.
Does a team have an advantage when playing at home?
In a friendly match there is no advantage.
In commercial tournaments the home team will get a 12% increase in Morale for each player.
In a national championship, and other official competitions, the home advantage depends on several factors related to the chosen stadium (see “What affects Morale levels of the Home team?”).
When can’t a player participate in a match?
A player, who received a red card, has an Injury level above 10% or a Fatigue level above 50%, can not participate in a match.
Injury level decreases by 5% every day. For example, a player with an Injury level of 50%, will recover completely in 10 days, and will not be able to participate in any match during first 9 days. You have the option to call a doctor to your injured player to speed up recovery. To call a doctor press the button on the “Team->Players” page next to the player’s Injury level.
Fatigue level decreases every night. The rate of decrease is affected by the player’s age and is much faster for younger players.
If a player was disqualified (received a red card) in the previous match in a league, he misses the next match only in that league; he still may participate in matches in other leagues.
Players who may not participate in an upcoming match appear in the roster highlighted in red.
How does a doctor treat an injured player?
If your player was injured, you may call a doctor and speed up his recovery. The doctor’s services cost virtual money. Normally, the Injury level decreases by 5% daily. With treatment, the Injury level will decrease by 5%, plus by the doctor’s healing points. You can call the doctor by pressing on “Team->Players” page next to player’s Injury level.
When does a team lose by default?
In an official match a team is penalized, when it doesn’t have enough players to participate in the match. The minimal required number of players for a match is 11. Players, who were disqualified in the previous match, or who have an Injury level above 10%, or a Fatigue level above 50%, can not participate in the match. If both teams do not have enough players, the technical draw is ruled.
In a friendly match a manager, who closes his browser during the match, loses by default.
How do I become a VIP manager and what are the benefits?
To become a VIP manager you need real money (RD) available in your account to pay the cost of the service. You gain the VIP service for one season.
VIP managers have the following advantages:
- They may set their own personal team logo.
- They may participate in five additional commercial tournaments
- They can see a estimated revenue from their stadium and expected attendance while setting ticket prices for an upcoming match.
- They do not get weakened in a match by 2% if they did not set tactics for the match.
What affects a team’s Fame?
There are two types of Fame: international and national.
National Fame is composed of an initial level equal to 10 points + the Fame of the team’s league within a national championship + Fame bonuses from official tournaments + VIP Fame bonuses + Fame bonuses gained from the creation of private tournaments + Fame gained from advertising campaigns. All components of Fame, excluding initial Fame, expire within 150 days after the team gained them. So, the Fame of a team can increase and decrease. National Fame can reach up to 50 points.
International Fame consists of 3 components:
1). National Fame accounts for 50%.
2). The relative position of the country in the international club’s tournaments accounts for 25%.
3). The relative position of the country’s National team in the international rating accounts for 25%.
International Fame can reach up to 50 points.
What effects does a team’s Fame have?
A team’s Fame does not affect how your team plays in matches, but it affects Transfers. Players with a high Skill rating may refuse to transfer, or may demand a higher salary for transferring, to a team with a low Fame level. Similarly, coaches with a high Skill rating will prefer not to sign a contract with a low Fame team.
How can I raise my team’s Fame level fast?
There are two ways to raise your Fame level: you can order an advertising campaign for your team which will cost VD. Each such campaign will raise your team’s Fame level by 1-3 points. Another way is to create private tournaments; this will attract attention from other teams, and in turn will raise the Fame level of your team..
What factors affect the probability of a rules violation?
The main factor in the probability is a player’s Aggressiveness. Detailed information can be found in the Aggressiveness section.
A player’s Experience also affects this probability: a player with an Experience level of 100 has a probability 50% lower than an inexperienced player.
Fatigue affects the probability of a rules violation, independently of the player’s Aggressiveness: the higher the Fatigue level, the higher the probability of a rules violation.
The probability of a fatigued player to violate the rules depends on the type of action. The maximum increase of the probability occurs when a fatigued player performs a sliding tackle. For example, if a player with a Fatigue level of 50% performs a sliding tackle, the probability of a rules violation increases by 10%, in the case of a front tackle, by 2%.
A low Morale level increases the probability of a rules violation (Morale of 0% -> the probability is increased by 50%), while a high Morale level reduces the probability (Morale of 100% -> the probability is reduced by 33%).
So the highest probability of a rules violation is for an inexperienced player with a high Aggressiveness level, a high Fatigue level and with a low Morale level.
What is Ball Control?
Ball Control defines a player’s ball control level at a given moment. This ranges from 10% to 100%. Ball Control is not shown during a match, but it strongly affects the probability of a successful outcome in any dribble, pass or shot. Detailed information about its influence can be found in the descriptions of the various skills.
Ball Control changes during a match, depending on the actions and the success rates of these actions. For example, in the case of a tackle, even a successful dribble decreases Ball Control. The extent of this decrease depends on the success rate of the dribble. So after each successive tackle attempt, Ball Control decreases, and the probability of a tackle increases. If a player moves forward unchallenged, then his Ball Control increases.
In addition, if a player has a low Ball Control value and he sees defenders in front of him, he can delay his attack to improve the value.
What can I see in Match Statistics?
After a match is over, you can see performance statistics for each player on both teams. The statistics can help you to reveal strong and weak players on your team. It can also help you to understand who amongst your players is active on the field, and who is not.
In the statistics you can see percentage of movement and rest for each player. In addition, you can see the number of actions performed by each player and the number of successful actions.
Statistics are saved only for official matches. They are stored for two seasons (the current season and the previous one) and deleted thereafter. You can see the statistics for each player in the player info window.
After a match you can see each player’s mark for the match. This value is set by the game engine and depends on player’s activity, success in his actions and correct choice of actions during the match. The correct choice of actions depends on the Experience of players, so inexperienced players make more errors during a match and, usually, receive lower marks.
An improvement in player skills depends on their activity during a match. So the higher the mark received by a player, the higher the probability of an improvement in his player skills.
Player's skills and their improvement
What is the Skill rating of a player, and the Level rating of a team?
When you create a new team, Administration creates new players for your team.
The main skills of players are: Dribbling, Passing, Shooting, Tackling and Keeping. The average value of these skills is the Skill rating of a player.
A player’s skills affect his performance in various actions. For example, a higher Tackling level causes a higher probability to tackle the ball from an opponent. Dribbling, on the other hand, affects the probability to dribble an opponent.
With that in mind, for more effective defense, it’s better to use players with higher Tackling skills, while for more effective offense you will need players with high Dribbling and Shooting skills.
You may already have noticed that next to the Skill rating of each player appears an additional value, which can reach up to 10% of the Skill rating. This is the player’s current improvement, which can be gained during a season, and is reset at the beginning of a new season. After the improvement has reached the maximum value, the skills start to increase. Each victory of your team slightly increases a randomly selected skill of one or two of your players. Unlike the current improvement, the skills do not change with the start of a new season.
The average value of Skill ratings of the 11 best players on your team is the team’s Level rating. The representation of the team’s level is:
[team’s Level/current improvement] or [team’s Level + current improvement].
During a match you can see the average skill rating of players participating in the match: [team’s Level /average Skill rating of players on the field].
How does the relationship of the teams’ Level ratings in a match affect improvements in player skills?
A stronger team gains smaller improvements than a weaker team, in case of victory, and vice versa, a weaker team gains larger improvements in case of victory. If the stronger team’s Level rating exceeds the weaker team’s Level rating by 50% or more, the stronger team does not gain improvements at all.
How to raise the Level rating of your team?
There are several ways to improve your team:
- You can purchase better players on the transfer market or directly from other teams.
- After every victory or draw the current improvement of players is raised. It grows quite rapidly and can reach up to 10% of the Skill rating of the players. The current improvement is reset at the beginning of each new season.
- During a season the Skill rating of players is slightly increased after victories in official and friendly matches.
- Training is available for teams with high Level ratings and can improve the Skill ratings of your players.
At what rate do players age?
The age of players is measured in whole years, therefore a player gets older once a season.
How does age affect a player?
As players age, they gradually lose their ability to improve their skills, until the improvement stops altogether. In addition, after a certain age, players’ skills begin to deteriorate. First of these is Endurance, and last is Keeping. This deterioration progresses gradually, and accelerates with each passing year. Older players become fatigued faster during matches, and have longer recovery times.
Can I slow down the deterioration of player skills?
You can see in the player skills window an icon of an arrow next to each skill affected by aging. This icon indicates that additional training or matches could prevent or slow down the deterioration of this skill. To avoid deterioration of the skill, a player should participate in a certain number of matches, or complete the same number of training sessions.
If the icon is crossed out it indicates that training or matches will not prevent the deterioration of that skill. That skill will deteriorate at a rate indicated by the number shown next to the arrow.
Why does improvement in a player skill slow down with time?
Over time, as a player’s skills increase and the player approaches the maximum possible level for each skill, the improvement of the skills slows down. The player’s aging also slows down improvement in his skills. So the younger players improve their skills much faster than the older ones.
Does the rate of skills improvements depend on player’s position?
Currently, the rate of improvement is linked to the player’s mark for a particular match and his specific activity on the field. The player with the higher mark has a higher probability for improvement. His specific activity defines which skill will be improved. For example, if a in a particular match a forward was more active in dribbling than in shooting, then he has a higher probability for an improvement in Dribbling.
What does Running affect?
An improvement in Running causes an improvement in Endurance and Speed.
What does Athleticism affect?
An improvement in Athleticism causes an improvement in Endurance, Tackling, Dribbling, and Keeping skills.
What does Dexterity affect?
An improvement in Dexterity causes an improvement in Dribbling and Keeping skills.
What does Reaction Speed affect?
An improvement in Reaction Speed causes an improvement in Keeping, Tackling, and Dribbling skills.
What does Toughness affect?
An improvement in Toughness causes an improvement in the Tackling skill.
What does Accuracy affect?
An improvement in Accuracy causes an improvement in Shooting and Passing skills.
What does Kick Strength affect?
An improvement in Kick Strength causes an improvement in the Shooting skill.
A short description of playing skills.
Keeping skill affects the ability of a keeper to make a save.
Tackling skill affects:
• A player’s ability to tackle a ball from an opponent
• A player’s ability to block a pass receiver
• A player’s ability to intercept a pass or shot
• A player’s ability to receive a pass while being blocked by an opponent
Passing skill affects:
• Pass accuracy
• Pass reception probability while being blocked
• The probability of pass interception by an opponent player
Dribbling skill affects:
• The ability to dribble past an opponent player
• Pass reception ability
Shooting skill affects:
• Shot accuracy
• Scoring probability
Heading skill affects:
• Head shot accuracy
• Scoring probability
Speed affects the mobility of a player during a match.
Endurance affects how fast your player becomes fatigued.
Aggressiveness defines probability of a rules violation by a player.
Experience affects many aspects in the game. The most important are:
• The outcome of an event involving two players
• The probability of a rules violation by a player
• The choice of the most appropriate action by a player
• The execution by a player of tactical assignments
A detailed description of playing skills
Keeping skill affects the ability of a keeper to make a save. Actually, this skill is relevant only if a shot by an opponent is accurate. If the shot is not accurate or the ball goes out of bounds then the keeper is not a participant in this event.
If the shot is accurate and all conditions are equal, and the Keeping skill of a keeper is equal to the Shooting skill of a forward, then the keeper’s chance of making a save is 50% higher than the forward’s chance of scoring. However, there usually are several additional modifiers of outcome for this event:
1. The height at which a ball enters the goal—the higher the entry point, the less chance (as much as 50% lower) a keeper has to make a save.
2. Shot velocity. The higher the shot velocity, the less chance (as much as 33% lower) a keeper has to make a save; the lower the shot velocity, the higher chance (as much as 50% higher) a keeper has to make a save.
3. Shot type. In the case of a penalty shot, the probability that a save will be made is reduced by 30%. In addition, the keeper has to correctly guess the direction of the shot. If the keeper does not guess correctly, the opponent scores, without any compilation of probabilities. The actual probability that a save will be made, in the case of a penalty shot, is about 20%. In the case of a free kick, if an opponent shoots through the wall and the ball changes direction, then the probability that a save will be made is reduced by 67%. If the opponent shoots over the wall, the probability is reduced by 50%. Otherwise the probability is reduced by 10%.
4. Distance. If an opponent shoots from afar, then the probability that a save will be made is increased by 200% or more. With increasing distance, the probability of a save increases.
Tackling skill affects the probability that the ball will be tackled from an opponent. If all conditions are equal and the Tackling skill of a defender is equal to the Dribbling skill of an opponent, the probability increases by 50% in favor of the defender. In the case of a side tackle, the probability is then reduced by 20%; in the case of a sliding tackle, by 50%.
The Tackling skill affects the probability of blocking an opponent and intercepting a pass. In the case of a long distance pass, the game engine considers only the Tackling skills of both players (pass receiver and defender). In the case of a short distance pass, the Passing skill of the passer is added to the Tackling skill of the pass receiver, thereby increasing the probability of pass reception.
The Tackling skill also affects the probability of pass or shot interception. A defender can intercept the ball only if its trajectory is low enough. Furthermore, the probability of an interception depends on additional factors, such as: the Passing or Shooting skill of the opponent player, the distance of the defender from the trajectory of the ball, the pass or shot velocity.
Passing skill mainly affects pass accuracy. In the case of a short distance pass, the probability of deviation from the target player depends on the Passing skill. If the Passing skill is equal to 150, then the probability of an accurate pass is 90%. If the Passing skill is close to 0, then the probability of an accurate pass is close to 1%.
As the distance increases, the probability of a deviation increases. For the longest pass distance, the probability of an accurate pass is reduced to 40% - 50%, even for players with a Passing skill of 150.
The distance and Passing skills affect not only the probability of deviation, but also the deviation value itself. In addition to the Passing skill, there is a Ball Control value, which affects pass accuracy. The Ball Control can be in the range of 10% – 100% and can reduce the probability of an accurate pass by 75% - 0% respectively.
The Passing skill affects the probability of pass reception in the case of short distance pass, when there is a blocking opponent player. The probability of a successful pass reception is increased by the value of the Passing skill of the passing player.
A higher value of Passing skill reduces the probability of a pass interception.
Dribbling skill affects the probability of dribbling past an opponent player. Detailed information about probability of dribbling past an opponent can be found in the Tackling section. Here we would add that the Ball Control has a large influence on the probability of dribbling past an opponent. If the coefficient is equal to 10%, the probability of successfully dribbling past an opponent is reduced by 90%.
The Dribbling skill affects the probability of a successful ball reception in the absence of a blocking opponent. The probability of a successful ball reception is 75% - 95% for a Passing skill of 0 -150 respectively. The Dribbling skill also affects the Ball Control of the pass receiver after receiving the ball.
Shooting skill affects shot accuracy. If a player has a Shooting skill of 150, then the ball will fly to the target point in the goal at a probability of 90%. A player with a Shooting skill of 1 will put the ball into the target point at a probability of 1%. The Ball Control affects accuracy as well. If the coefficient is equal to 100%, then the probability of shooting the target does not decrease. If it is equal to 10%, then the probability is reduced by 75%.
An additional factor of accuracy is distance. As the distance increases, accuracy decreases by 50% or more.
The Shooting skill affects the value of deviation from the target point. The higher the Shooting skill, the lower the deviation value, and vice versa.
In the case of an accurate shot, the Shooting skill affects the probability of a goal. For detailed information, see the Keeping section.
Heading skill affects the accuracy of a head shot and the probability of scoring, similar to the Shooting skill. Detailed information can be found in the Shooting and in the Keeping sections.
Speed defines how fast a player moves on the field. Speed is very important, because it gives a big advantage to the fast players, who can simply avoid opponent defenders without being tackled.
It is important to defenders as well—fast defenders can make several attempts to tackle the ball from the same opponent, or just return to the goal to hinder an opponent’s attack.
Stamina affects how soon a player becomes fatigued. It is important to note that Stamina affects only increase of Fatigue, and does not affect reduction of Fatigue when a player rests. A player with a Stamina level equal to or less than 30, will reach 100% Fatigue within 15 minutes if he does not rest. A player with a Stamina level equal to or higher than 90, will reach 100% Fatigue within 45 minutes if he does not rest. Detailed information can be found in the Fatigue section.
Aggressiveness affects probability of a rules violation.
Usually, the violation occurs in an event involving two players on opposing teams. Therefore, the probability of a violation is affected by the respective position of each player on the field.
In the case of a front tackle, a defender will violate the rules with a probability equal to his Aggressiveness (agr = 10 –> prob = 10%, agr = 1 –> prob = 1%).
In the case of a side tackle, a defender will violate the rules with a probability equal to twice his Aggressiveness (agr = 10 -> prob = 20%, agr = 1 –> prob = 2%).
In the case of a sliding tackle, a defender will violate the rules with a probability equal to 3.3 times his Aggressiveness (agr = 10 -> prob = 33%, agr = 1 –> prob = 3.3%).
If at the moment of a shot a keeper and the player taking the shot are within reach of each other, a rules violation can be made by either of them. In this case, the Aggressiveness level of either player does not factor in. The player taking the shot has a 10% chance of committing a rules violation, and the keeper, 2%.
In addition, the probability of a rules violation is affected by the following factors: Experience, Morale and Fatigue. Detailed information can be found in the “What affects the probability of a rules violation?” section.
How does Experience affect result of an event?
The outcome of an event is defined by player skills and several additional factors mentioned above. After calculating the probabilities, the game engine then uses them to define the winner in any event involving two players. However, there is an additional factor that has a big influence on the outcome of each event – Experience. An Experience level of 100% reduces the randomality range by 50% of the lower of two probabilities. For example, if we have two players with probabilities of 4000 and 3000, and one of them has an Experience level of 100% that player will get a value for comparison between 1500 and his probability value (4000 or 3000), while the other will get a value between 0 and his probability value (3000 or 4000).
Let us take for example a tackling event, where the probability of an attacking player is 3000 and the probability of a defender is 4000. If the Experience skills of both players are equal to 0, then the probability of a tackle is 4:3 (~57%). If the Experience of the attacker is equal to 100, and the experience of the defender is equal to 0, then the attacker will get the advantage, because his value will be in the range of 1500 – 3000, while the value of the defender will be in the range of 0 – 4000. So the probability of a tackle is reduced to about 39%. If in the same case, the defender has the Experience level of 100 and the attacker has the experience level of 0, the probability of a tackle is increased as high as ~77%. It is important to mention that the probability can never be 100%, even in the case where there is very big difference in the skills of the involved players.
In addition, a player can have an advantage even before an event occurs at all. For example, in the case where one player passes the ball to another, the more experienced defender can take a good position to get the ball and receive it unchallenged.
How does Experience affect the correct choice of action by a player?
A choice of the action to be performed by a player is influenced by his Experience. At times, the game engine will correctly evaluate the next action (from the point of view of the game engine), which should be performed by a player, but the low Experience of the player will cause him to ignore the action choice and perform an alternative action, one which can be the wrong action for that situation. So players with an Experience level of 100 must always choose an optimal action, while inexperienced players may at times choose the wrong action to perform. For example, the game engine assigns a danger value to opponent players. An inexperienced player can ignore a dangerous opponent player (who was evaluated correctly by the game engine) and may run to another player (one less compatible) or he may stay in place without moving.
How does Experience affect a player’s execution of tactical assignments?
A player with an Experience level of 100 executes the tactical assignments as requested. This means, for example, that an attack assignment, which is set to the maximum possible value, will be performed fully by the player. An inexperienced player’s execution is different. For example, when the attack assignment is set to the maximum (100%), the player will execute it at (50% + a random percentage between 0 – 50). The higher the Experience level, the lower the random value.
Another example for an inexperienced player: if a player has an individual marking assignment, due to lack of Experience he may leave his assigned opponent unmarked and run to a different opponent.
What factors affect Experience level?
After each match there is a chance for an increase in Experience level for your players. Several factors affect whether or not, and to what extent, Experience level increases. The factors are: result of a match, type of match or tournament, opponent Level rating.
When your team wins a match, those of your players who participated, can raise their Experience level.
In the case of a friendly match, the Experience level can increase if your team beats a team with a Level rating no more than 20% lower than that of your team. In such a case, the game engine will increase the Experience level of one of your players by 1 percentage point, at a probability of 33%. The maximum Experience level, which can be obtained from friendly matches, is 30.
In the case of official matches the type of tournament is also a factor.
In a commercial tournament, the game engine will increase the Experience level of one of your players by 1 percentage point, following a victory over any opponent. The maximum Experience level, which can be obtained in commercial tournaments (Maximum Obtained Experience), is restricted by 40, 45 or 50 depending on the Level rating of the teams participating in the tournament.
Administration can create special tournaments and define a higher maximum Experience level and a greater number of players who will obtain experience in the case of a victory. The maximum Experience level that can be obtained in a tournament, can be seen on the Tournaments page, when choosing a tournament from the tournaments list. Maximum Obtained Experience is shown right above the bonuses list.
In national championships and in Euro cups the Maximum Obtained Experience depends on the level of the tournament. The higher a tournament level, the higher the Maximum Obtained Experience, and the number of players who obtain experience in the case of a victory. So the highest Experience level (100) can be obtained in the final matches of Euro cups, or when playing for a national team in the World Cup final. The number of players who can obtain an Experience percentage point for a match can reach up to 8 players.
When your team loses a match against a much more experienced opponent (20 or more overall Experience level points higher than your team), your team has a probability to get an Experience percentage point for one of your players.
When your team draws a match against a much more experienced opponent (10 or more overall Experience level points higher than your team), your team has a probability to get an Experience percentage point for one of your players.
The higher the Experience level margin, the higher the probability of obtaining the Experience percentage point. In the case of an official match the probability can reach up to 100%. In the case of a friendly match, the probability cannot be higher than 30%.
Player's overall condition
There are three parameters of fatigue. The first, Fatigue, defines how fatigued a player is currently during a match. The second, Accumulated Fatigue, defines the minimum to which Fatigue can decrease after rest during a match. The third, Residual Fatigue, defines a player’s fatigue level between matches.
Fatigue increases when a player performs an action on the field, and depends on his Stamina and on the intensity of the performed action. Certain types of actions are performed at high intensity (for example, running towards the opponent’s goal). This causes Fatigue to rise at a higher rate. The same player may perform other actions at low intensity (for example, returning to his goal when there is no opposing attack) and Fatigue rises at a lower rate. When a player rests or moves slowly, Fatigue can decrease, but no lower than the player’s Accumulated Fatigue. The decrease rate of Fatigue depends on the player’s age, the younger the player – the higher the decrease rate. The largest reduction in Fatigue occurs during halftime.
Fatigue affects most of a player’s actions. First of all, Fatigue reduces the values of all player skills. Fatigue of 100% reduces all skills by 60%. For example, Speed of a player with Fatigue of 50% will be reduced by 30%.
In addition, Fatigue affects the performance of players during a match. A fatigued player will prefer to perform at lower intensity and this will affect his effectiveness. When the game engine chooses an action to be performed by a player, Fatigue can cause a choice of low intensity action or even rest. For example, a fatigued player in a good position may prefer to pass the ball to another player in a bad position, just to avoid performing a higher intensity action such as dribbling past an opponent.
Accumulated Fatigue of a player does not affect the game itself. It merely defines the minimum to which Fatigue can decrease after rest during a match. The starting value of Accumulated Fatigue is defined before the match begins by the player’s Residual Fatigue, which can be seen on the Team players page. For example, if your player starts a match with Residual Fatigue of 20%, then this value is set as Accumulated Fatigue, and during the match his Fatigue cannot decrease lower than this value. During a match, Accumulated Fatigue can increase only if a player has a Fatigue level that is higher than his Accumulated Fatigue level, and the player performs a high intensity action. Accumulated Fatigue increases at a much lower rate than Fatigue does, but it cannot decrease. During halftime, the Fatigue level of most young players may decrease as low as the Accumulated Fatigue level. After a match is over, a player’s Accumulated Fatigue defines his new Residual Fatigue level. If Accumulated Fatigue is higher than Residual Fatigue then Residual Fatigue may increase.
Morale mainly affects skills of players. If a player’s Morale level is 100%, his skills will increase by 15%. If a player’s Morale level is 0% his skills will decrease by 15%.
Morale has a minor effect on the choice of the next action for a player. For example, a player with low Morale may decide not to return to his goal following a turnover, but the probability of such a decision is low.
Starting Morale for a match is defined by the player’s Morale before the match, and is affected by several bonuses.
Bonuses to Morale are defined by a special ability of a head coach, Charisma, as well as attendance and attendance per capacity in the case of a home match. Charisma increases the starting Morale level of all players on the team by 5%. Detailed information on how attendance affects starting Morale can be found in the “What affects Morale levels of the Home team?” section.
In addition, Morale can be affected by the result of the first match in a two-legged contest. If a team suffers a serious defeat (2 goals difference or more) in the first match, its starting Morale in the second match will be slightly lower.
Events of a match may cause changes in Morale changes during the match. The game engine differentiates between team events and individual events. An example of a team event: if a goal is scored or a red card is issued, Morale changes for all players on the team. An example of an individual event: if a keeper makes a save, only his Morale increases. If a player makes an own goal, then his Morale severely decreases, in addition to the decrease in Morale for the whole team.
The extent of the change in a player’s Morale depends on the importance of the event, and is individual to each player. For example, if a player makes an own goal his Morale decreases severely, while if a keeper makes a save, his Morale increases only slightly.
Changes to Morale within a match do not affect starting Morale for the next match.
Detailed information on changes to Morale can be found in the “What affects a player’s Morale between matches?” section.
What affects Morale levels of the Home team?
The Morale of the players of the home team is affected by attendance at the stadium: Attendance (the actual number of spectators) and Capacity Percentage (Attendance vs. Capacity).
If Capacity Percentage is 25-50%, Morale is increased by 3%.
If Capacity Percentage is 50-75%, Morale is increased by 6%.
If Capacity Percentage is 75-90%, Morale is increased by 9%.
If Capacity Percentage is 90-99%, Morale is increased by 12%.
A Capacity Percentage above 99% increases Morale by 15%.
Attendance affects Morale in the following way:
If Attendance is lower than 1000, Morale decreases by 3%.
If Attendance is 2500–5000, Morale increases by 3%.
If Attendance is 5001–10000, Morale increases by 6%.
If Attendance is 10001–30000, Morale increases by 9%.
If Attendance is above 30000, Morale increases by 12%.
Furthermore, if the match takes place in an owned stadium (as opposed to rented), Morale increases by an additional 3%.
What affects Morale between matches?
There are several factors that affect the Morale level of your players:
1. A victory in a match in a national championship or in Euro cups increases the Morale level of your players, provided your opponent’s Level rating is not 50% lower than yours. The higher the Level rating of your opponent, the higher the increase in Morale for your players.
2. A loss in a match in a national championship or in Euro cups reduces the Morale level of your players, provided your opponent’s Level rating is not 50% higher than yours. The lower the Level rating of your opponent, the higher the decrease in Morale for your players.
3. A draw in a match in a national championship or in Euro cups, against a team with a Level rating 20%, or more, higher than yours, increases the Morale level of your players by 1 point.
4. The Morale level of a player, who does not play in the matches of national championship or Euro cups, decreases. The decrease is individual to each player and can occur after 1-5 matches, in which this player did not play.
5. At the beginning of each new season, the Morale level of all players is reset to 50.
6. In addition to the reset, if a team is promoted to a higher division, the Morale level of its players is increased by an additional 10 points. If a team is relegated to a lower division, the Morale level of its players is decreased by 10 points.
7. If a team is going to participate in Euro cups in the coming season, the Morale level of its players is increased by an additional 10 points.
8. Players of the highest national divisions and who have Skill Ratings 10%, or more, higher than their team’s Level rating, and whose teams do not participate in Euro cups, lose 10 points from their Morale level.
9. Players of other national divisions, who have Skill Ratings 10%, or more, higher than their team’s Level rating, and whose teams did not promote to a higher division, lose 10 points from their Morale level.
10. The Morale level of a forward who does not score for several matches, decreases. The decrease is individual to each player, and can occur after 2-6 matches in which that player did not score.
11. The Morale level of a keeper who keeps a clean net, increases. The increase is individual to each player, and can occur after 1-3 matches in which that keeper was not scored upon.
Injury level severely affects player skills. An Injury level of 100% decreases all player skills by 100%. A player who sustains an Injury with a level of 50%, may not resume playing, and must be substituted. If a team has already used the permitted number of substitutions, then his team resumes playing short one man.
Players with a high Aggressiveness, Fatigue and a low Experience have a higher probability to cause injury to another player, as a result of the higher probability of a rules violation by those players.
Injury level also affects player performance during a match. Usually, an injured player will prefer a low intensity action, which can be the wrong action for the situation.
What tournament can I participate?
There are 4 kinds of tournaments:
Championships are main tournaments at Inetball. Here you can compete with other managers to win the championship or the cup. This is the main tournament where your team can earn virtual money. Your team can be promoted to one of championships from a qualification.
2. Qualifications are held to select best teams, which will be promoted into championships
These tournaments are created for newbies and for teams, which were relegated from championships.
3. Commercial tournaments
These tournaments are for teams of a certain Level rating. There is a fee to register to the tournaments and it is collected in Virtual Dollars(VD). The winner(s) will receive their prize in VD, Fame bonus or a Service depending on the tournament?s type. Anyone can participate in these tournaments.
4. Friendly tournaments
These tournaments are held between the managers who are online. Usually,
they are held in a tournament?s chat room and can take up to two hours. Administration assigns an organizer of the tournament who holds the tournament and at the end announces and rewards the winner.
If you want to become a Friendly tournaments administrator, please apply at Forum.
Before applying you must read the rules of friendly tournaments
Each team can only participate in one Championship or qualification tournament, in two commercial tournaments created by Administration (VIP managers can take part in additional five tournaments), and in as many of friendly tournaments as they want.
Why do I need to play in commercial tournaments?
By scoring victory in a commercial tournament, you can earn significant sum of Virtual Dollars. Your team will gain experience and skills twice as fast as in friendly matches. In addition, as long as you play in a commercial tournament, the fame of your team is increased by the fame of the tournament.
How are teams ranked in a league?
Teams are ranked by total points, then wins, then goal difference, and then goals scored.
How the winner of the next round in a knockout tournament is defined?
If there is a single-legged tie, then the winner is determined after the results of the match played in prime time unless the score is equal. In this case two extra times will be added to determine the winner. If after extra times the winner is still not found, then the penalty shootouts will define the winners: each team will alternate five penalty kicks. If one team is not ahead on goals after these five kicks, the teams proceed to sudden death: each team takes a further one penalty each, repeated until only one team scores, resulting in the winning of the game. If each player of each team kicked a penalty, but the winner is still not defined, the winner will be defined by drawing lots.
If there is a two-legged tie, then the 'away goals rule' will be taken into consideration. That means if your team will score more goals in prime time on the opponents’ field, than the opponents’ team will score on your field, even if the score is equal, your team will gain the victory. If the score is equal in both matches in prime time, then team will play extra times, complete a penalty shootouts and so on until the winner is determined. Pay attention, after prime time the 'away goals rule' is not taken into consideration.
What is the benefit of a private tournament creation?
The creator of a private tournament receives income in VD. This income depends on the type of the tournament (league or cup) and the size of the tournament. Leagues generate twice the revenue as cups.
Creation of the tournaments also raises the Fame level of the creator’s team by exposing the tournament in mass media. The bigger tournaments bring greater Fame to their creator’s team.
Can I change the Championship I play in?
Yes, if you are already playing in a Championship you can enroll for transfer into another Championship next season. In this case you will have to pass qualification again to enter new Championship regardless of where you are playing now. The first transfer is free and a fee is charged for subsequent transfers. You can make up to 4 transfers. If you are entering a new Championship you get a chance to join Upper or Prime leagues. This doesn’t apply to newbies who don’t play in any championship yet. They have to register to qualify at the opening of the new season.
Which tournaments have a registered squad and how the players are registered into the squad?
All of the commercial tournaments (not championships) require to register a squad (if opposite is not mentioned explicitly in the tournament´s description). All team´s players, who are in the team at the moment of the registration to the tournament, are included into the squad. Pay attention, the new players, which are purchased by the team after the registration, will not be included into the squad also if the registration into the tournament is not finished yet. To include those players into the squad, you need cancel your registration and register again with the new squad.
Can I replace a player, or add a new player to the registered squad of a tournament after the beginning of the tournament?
No, the squad remains unchanged regardless of injuries, fatigue, disqualification, purchase, sale, or loaning of players.
What will happen if I will sell some of the players who were registered into a squad of a tournament?
If your squad will decrease to less than 14 players available for a match, regardless of the reason, the team will receive a technical defeat.
How can I change my player formation?
To change player formation left-click the player you want to move and then left-click on the new desired location. There are restrictions: you cannot move forwards into backline positions or defenders into frontline positions. For example, to change player formation from 4-4-2 to 3-4-3, you should first move a defender into the midline, substitute the defender by a forward, and only then move the forward into the frontline.
If you left-click a player and then left-click another player, they will exchange positions, within the restrictions mentioned above.
Substitutions are made in the same way: left-click the player to be substituted and then the substitute player.
How do I substitute a player?
To make a substitution, left-click the player to be substituted, and then the substitute player. Note, that you cannot enter a defender into a frontline position or a forward into a backline position.
Are there any restrictions on player positions on the field?
Yes, there are several restrictions that you should remember.
A keeper can be set only into the goal area. Only keepers can be set into the goal area.
Defenders cannot be set into the frontline.
Forwards cannot be set into the backline.
The minimal number of players in every line is:
• Backline – 3 players;
• Midline – 2 players;
• Frontline – 1 player.
How do I change Playing Style?
The Playing Style is shown under the field with player formation (before a match begins) or to the right of the field (during a match). To change a parameter, just drag the respective slider into a new position. While dragging, you can note that a number in a small window next to the slider changes.
To set an offensive style, drag a slider named Defense-Offense to the right (number will be positive). To set a defensive style, drag the same slider to the left (number will be negative).
To your team’s pressing, drag the slider named Pressing to the right.
If you want your team to attack the flanks, drag the slider named Offensive Style to the right (number will be positive). If you prefer to attack through the center, drag the same slider to the left (number will be negative).
If you want to use mostly long passes, drag the slider named Passing Distance to the right (number will be positive). If you want your team will use short passes, drag the slider to the left (number will be negative).
To allow to your team to use long distance shots, drag the slider named Shooting Distance to the right; to use short shots, drag the slider to the left.
How do I set an individual marking?
Clicking on 'Personal marking' button you can see opponent´s midfielders and forwards.
To set an individual marking, left-click your player, and then left-click an empty slot below the opponent to be marked. Your player will appear below the marked opponent, and will be assigned to the opponent for the duration of the match, or until reassigned. When setting an individual marking, note that this will change the player’s placement on the field, according to the planned placement of the marked player. If the marked opponent player moves to an opposite flank, your player will move to the same flank, leaving his previous placement on the field undefended.
How do I set individual assignments?
In addition to Playing Style, you may also set individual assignments to each of your players. To set an assignment, mouse over the player and click on 'individual assignment' icon, then set individual assignments in the pop-up menu. In the menu you will see sliders, which will allow you to change offense, defense or pressing preferences for the player. Individual assignments are useful, for example, for making better use of your best player, or conversely, to allow your weak player more rest. For example, you may set a playing style for your team, where Offense = 5, but then set individual assignments to the most fatigued players where Offense = 1. Alternatively, you can set Playing Style to Offense, and then set individual defensive assignments to your defenders, to prevent them from becoming too fatigued.
How do I save my tactical formation?
Setting Match Tactics can be time consuming. To make it easier, you may save your frequently used tactical formations for later use. To save a tactical formation, set your tactics (formation, playing style, individual assignments, etc.), enter the formation name in the “Assign a name to your tactical formation” edit box, select “Store a new tactical formation”, and then press the “Save” button.
To load a stored formation, just choose it from the “Stored tactical formations” pull-down tab.
If you wish to make changes to a stored formation, first load it, make the changes, select “Overwrite a stored tactical formation”, and then click the “Save” button.
You can also set a default tactical formation, by selecting “Set as default” before saving it.
You can store up to 5 formations, so use them wisely.
How do I make tactical changes during a match?During a match you can make substitutions, change playing style and reset individual assignments. This is done in the same way as tactical settings are made before a match. The only difference is that if you load a stored tactical formation during the match, the players on the field will not be substituted, and you will need to make the substitutions manually.
In friendly matches you can make up to 10 substitutions per match. In official matches you are restricted to 3 substitutions per match.
Additional information on the forum
How does player formation affect the match?
When you set player formation, you are in effect setting the planned placement for your players. So if you set a player to the midline on the right flank, then the player will play in the midline on the right flank most of the time. Of course, a player can move forward to the opponent’s goal or back to his own goal, but as the distance from the planned placement increases, the probability of moving further decreases. When you setup player formation, try to find the weak points in the opponent’s defense, and try to use this to push through the opponent’s defensive lines. For example, if your opponent has a weak defender/midfielder on the field, try to assign your strongest forward/midfielder to the same location. In addition, you can somewhat control the direction of a pass to this player, by using the Offensive Style option: if you positioned your strongest player in the center of the field, set the Offensive Style to a negative value (Center) to increase the probability of passes to the center of the field.
How does Defense-Offense affect a match?
When you set an offensive playing style, your players will be much more active offensively. This style mostly affects your midfielders and defenders. When playing an offensive style, the planned placement of a player becomes less significant when attacking. So a player can move much further from his planned placement than when a neutral or defensive style is set. This style creates an advantage and applies more pressure on the opponent’s goal, however, at the same time, your midline players and especially your backline players become fatigued much faster, and their defensive capabilities decrease substantially. Your opponent can take advantage of this and push through your defense.
Setting a defensive style similarly favors your defense: your frontline players will be more active in defense, so they will become fatigued much faster, and will be less effective during later attacks.
How does Pressing affect a match?
Usually, a team does not actively try to tackle a ball until the opponent starts to threaten its goal. Your backline and midline players retreat, and approach opponent players, but do not very actively try to tackle the ball. This situation changes, if you set Pressing style. The higher the pressing level, the sooner your players begin to tackle the ball, and will be more active in closing passing routes. From one point of view, this creates a problem to the attackers – they cannot effectively pass, and are forced to attempt to dribble past opponents even before reaching shot range. From another point of view, when the pressing level is too high, your players begin to press the opponent players already in their half of the field, which reduces the number of defenders in your half of field. In such a case, one or two successful dribbles can push through your defenses. Another negative factor of pressing: your players are more active in trying to reach every opponent attacker, so they become fatigued much faster, reducing their defensive capabilities. This especially affects your backline. We recommend using pressing no longer than for 15–30 minutes, and only to take the initiative from your opponent.
How does Offensive Style affect a match?
Usually, a player will prefer to pass to another player who is in a tactical advantage, or who is more skilled. The same is true when it comes to movement of players: a player will seek the best and most effective route to the opponent‘s goal.
If you wish to prioritize the flanks to when launching attacks, you should set Offensive style to a positive value (Flanks). In this case, your players will prefer to pass the ball to players positioned on the flanks over players positioned in the center.
If you set the Offensive style to a negative value (Center), more passes will be made to the center than to the flanks.
How does Passing Distance affect a match?
When Passing Distance is set to zero, then the game engine, usually, will choose to pass to the player with the biggest tactical advantage and passing distance is secondary. If you want to prioritize passing distance, use a negative or positive value. When using a positive (Long) Passing Distance value, this will instruct the game engine to prefer long passes. However, you should take into account that the longer the pass, the less accurate it will be, even for players with very high Passing skill. Moreover, if an opponent player is close to your pass receiver, the game engine will use probabilities based on the Tackling skill of both players, and Passing skill of the passer will not affect the probability. Since the Tackling skill of backline players is much higher than that of frontline players, the probability of pass reception much lower than the probability of pass blocking. In addition, the Ball Control following a long pass reception is lower than it is following a short pass reception, and the pass receiver becomes an easier target for tackling. Therefore, the long passes should only be used if your team fails to push through the opponent’s midline.
When using a negative (Short) Passing Distance value, the accuracy of the pass is much higher, and the Passing skill becomes the most dominant factor in the probability of pass reception. The Ball Control following a short distance pass will be close to 100% in most cases.
How does Shooting Distance affect a match?
When using a positive (Long) Shooting Distance value, your players will take more long distance shots, than usual, so the number of shots to the goal can increase substantially. However, you should note that the shot accuracy will be much lower than usual. In addition, the opponent keeper will have much more time to move into the interception point and prepare to make a save. The probability of a save is also increased by a factor of three or more. Therefore, this style should only be used when you fail to push through the opponent’s backline.
The short range shot is much more accurate, and does not allow the opponent keeper as much time to move into the interception point, and although the probability of a save is not increased, and can even be reduced if he needs to make a diving save.
How does Individual Marking affect a match?
When you set an individual marking, your player starts to move after the marked opponent. When setting an individual marking, note that this will change the player’s placement on the field, according to the planned placement of the marked player. If the marked opponent player moves to an opposite flank, your player will move to the same flank, leaving his previous placement on the field undefended. Therefore, be aware that when you set an individual marking, you should do not consider his planned placement that you set as his actual placement for the match.
How do individual assignments affect a match?
The effect of individual assignments is identical to the effect of the corresponding Playing Styles. The only difference is that the individual assignment has double the effect on the player’s performance during a match that Playing Styles does.
Moreover, the individual assignments take precedence over Playing Style, so if you set Defense-Offense to 5 (Offense), and set an individual assignment Offense of 1 to a player, then the player will be less active offensively than the rest of the team. If you set an individual assignment of Defense to another player, then that player will be much less active offensively, but will be much more active defensively.
Transfer of players
How does the Transfer market work?
Each transfer works as an auction. The person, who offers the highest bid at the end of the transfer?s period, receives the player. The auction duration cannot be less than 1 day or more than 5 days from the first bid date.
NOTE. In order to purchase or sell players on the transfer market a team must finish at least 5 matches.
You cannot simultaneously participate in more than 5 transfers at the same time, including sales and purchase.
If you want to sell a player, you may choose how fast you want he will be sold (fast - 1 to 2 days or moderate - 2 to 5 days). You may set a minimum bid for the transfer or you may even offer free transfer for 0 VD (it depends on a minimum allowed cost for the player); however the minimum bid cannot exceed the cost of the player. You cannot remove your player from the transfer list if there is already a bid set for the player.
Most of the players on the Transfer market are offered by Administration. The list of the players updates with time, even if nobody buys players. As teams? Levels grow in a championship, the Skill rating of players offered by the Administration in the championship grows as well.
You may view only the players within your championship?s transfer market. In order to buy a player from another championship, you must hire a scout and send him to that championship.
Additional information on the forum
Why on the "Open Transfers" page next to some players I cannot see the "Place a Bid” button?
If you don’t have enough money on your account to place a bid for a player you will not see the button next to the player.
I am trying to put a player to the Transfer List, but I receive the “You don’t have enough players of this position” message. What does that mean?
There is a restriction of minimum number of players of a specific position. You must have in your team at least 2 goalkeepers, 4 defenders, 4 midfielders and 2 forwards. If you have only the minimum number of players of that position, you cannot put such players to the Transfer List or loan them to other teams.
I sold a player, but the sum added to my account was lesser sum, than the max bid. Why is that?
The sum, received for a player´s sale, is limited and cannot exceed the maximum allowed for a specific player. It is done to limit illegal money transfer through the Transfer auctions. The formula used to calculate the maximum allowed sum changes and is not disclosed.
Why do I need to hire a scout?
You can see only players from the Transfer List of your country and cannot see players from other Championships. By hiring a scout, you will be able to see and purchase players, found by your scout, on the Transfer Lists of other countries. The better quality scout you hire and more days you allow for the search, the greater your chances are to find players you are looking for.
I placed a bid for a player on the Transfer List and received a message that the player refuses to transfer to my team. What does this mean?
If a player is very popular and your team has a low Fame level, the player can refuse to transfer to your team. In this case you may offer to the player higher salary, but the amount cannot be more than five current salaries of the player. If this doesn’t help then you cannot purchase this player with your current Fame level.
Are transfers between two teams playing from the same computer permitted?
The transfers made by managers from the same computer could lead to a penalty.
The moderators’ action plan is:
- If the transfers are inherently beneficial for one team and are made from the same computer, one of the mangers will be banned as a clone and the other will be issued a penalty.
- If after an investigation it is found that the second manager is not a clone but a friend of the first manager, the ban will be lifted.
Do salary and the initial cost of a player correlate with the player’s age?
Yes, it does. The player will demand maximum salary in the age range between 22 and 25 years. The player´s cost, which are sold by administration, is maximum in the age range between 22 and 25 as well. But the cost of players sold by managers depends on the market price and can vary.
How a player’s transfer cost is calculated?
The player’s transfer cost depends on several parameters. First, it depends on price that was paid for the player with similar skills in recent transfers. However, each individual transfer can only slightly affect the player’s cost. Also, the cheapest and the most expensive transfers are not taken into the account. Next, the main parameters of the player become the determining factors. For instance, they are: Tackling for defender, Dribbling and Shooting for forward, Keeping for goalkeeper, and Passing for midfielder. Other parameters can also affect the player’s cost, but much less. Another important factor in determining the player’s cost is the improvement of his parameters. The more improved parameter is, the less it affects the player’s cost. The affect of red (completely improved) parameter decreases by 40%. For instance, if Shooting is 20 times more important than Passing for forward, then with the completely improved Shooting this parameter will be only 12 times more important.
What is the black list?
The black list is used to prevent sale of your players to particular teams. The teams cannot place a bid on your players, neither request you to sell them players directly.
You may add up to 3 teams into your black list.
How is the Transfer List filled?
Transfer List is filled by Administration automatically once a day. The level of the offered players depends on the level of the specific country and its strongest team. The highest number of players is offered for low Skill rating and the lowest number is offered for the highest Skill rating. Administration always maintains a certain number of players which depends on the number of teams in the championship.
How can I choose a scout and the length of the search?
If the criterias are set correctly, there is one hundred percent probability of finding of the requested player. Pay attention, the probability defines the chance to find a player with the given criterias if a player with the skills like the requested ones exists in the requested country. If a player does not exist there, he will not be found in any case.
To obtain one hundred percent probability, you need to hire a scout of the first level to search for a player of a particular position in 1 country in Skill rating´s range of 1 (for example from 25 to 26) within 1 day. If you search players in many countries the probability is divided by the number of the countries. Each extra point to the Skill rating´s range of search will divide the probability by 1.5. If you look for players of any position, the probability is divided by 2.5. You can increase probability by choosing a better scout – the probability will be multiplied by the scout’s level. Or, you can increase the number of days allowed for the searching – the probability will be multiplied by the number of days in the search´s period.
How many days after buying player I can sell it?You can sell player after 34 days from the date of buying.
What does loan mean?
Loan means that you can temporarily pass a player from one team to another for a reward. The team, which receives the player, has to pay him salary. The team can use the player in all matches, but cannot fire him, transfer him to another manager, change the terms of the loan or sell him to another team. The loan is made to the period of 10 to 35 days and can be prolonged later if both teams are agree. The cost of the loan depends on the market value of the player and can be changed between -20% to 20% upon agreement of both sides.
How can I loan a player to another team?
To loan a player you should click on the 'Team - Players'. On page, which will appear, you may choose a player you want to loan (action icon), then set the period and price for the loan and click on the 'Add To List' button. The player will be added to the Available players list (Team - Loan - Available players). Other manager will be able to borrow your player from the list.
I want to loan a player, but cannot see active button. Why?
Perhaps you don’t have enough players for the specific position. You must have at least 2 keepers, 4 defenders, 4 midfielders and 2 forwards.
Another reason could be that this player is already added to the Transfer List.
How can I borrow a player?
You should click on the 'Team - Loan – Available Players' menu item. On the appeared page choose a player you want to borrow and click on the 'Borrow the player' button. The player will be transferred to your team immediately.
What does attendance depend on?
The attendance depends on many different factors.
First of all, it depends on the match’s rating, which is calculated from the average level of the League where the match takes place, Level ratings of the opponents and their current standings in the league. In the cups (knockout tournaments), the rating of matches increases as team approaches to the final stage of the tournament.
Another factor is ticket prices. The higher the prices are, the lower the attendance and vice versa. It is important to find a middle ground to receive maximum income from the match. If the rating of a match is very low, the attendance will be very low as well, so after a certain point the attendance will stop rising even if you continue to reduce the ticket prices.
The third factor is the availability of seats and the variety of different kinds of seats. If the stadium has different kinds of seats, you can set different prices for different kinds of seats and get the maximum attendance.
A stadium, which you constructed for your team, can have different types of improvements, which will attract higher number of visitors. You have to be careful, however, to make sure that the profit from these improvements exceeds their maintenance cost. Usually, they become profitable only after the average level of your league grows higher.
How do I set ticket prices?
You can set ticket prices when you select a stadium for a game. If you are a VIP manager you will get a hint and see the estimated revenue and expected attendance for specific ticket prices.
Otherwise, you should be very careful when you change the prices, to avoid dramatic fall of attendance. You also have to pay attention to the Match Rating, which is indicated on the upper part of the page when you select a stadium. Higher match rating allows you to increase ticket prices without attendance fall.
Why do I need training bases?
Training bases are necessary to train a player or group of players for two-side games or for training gatherings.
What buildings do I need for a base to function?
To have a functioning base you will need: living quarters, a training hall, and a field with lights. You can also have some areas for the players’ entertainment and recreation.
What are the functions of different buildings on a base?
-Living quarters are needed to accommodate players. The capacities of the quarters are determined by how many players can be accommodated on a base at one time.
-A training hall is needed to enhance parameters of the players without a partner. In a small training hall there are regular training machines, in a middle improved machines which increase the speed of enhancement by 1.5 times, and in a large hall there are the best training machines which can improve the speed of enhancement by 2 times.
-Soccer fields with lights are necessary to practice the game situations with several players participating, for two-side games and for games within the training gatherings of several teams.
-Recreation buildings (pool or spa) are used to decrease players’ fatigue. By having a pool on your base the fatigue will increase 30% slower than without a pool. If a spa is available on a base the players fatigue is twice less than normally. However, it doesn’t make sense to have both a pool and spa since only the spa will count for reducing fatigue.
-Entertainment buildings such as a recreation room or entertainment center are used to increase players’ morale. Attention! Currently the morale of the players doesn’t change so you have to careful building entertainment buildings.
Can I demolish buildings?
Yes, you can. Buildings are demolished immediately for a certain fee (Demolition button).
Can I purchase a pre-constructed base?
You can purchase a pre-constructed base for RD only by following the link Property – Base – Purchase. There are available for purchase three standard options: Mini, Midi, and Maxi. Later on the owner can change buildings’ number and type.
Is there a cost to maintain a base?
There are some daily expenses for maintenance plus the cost of training on the base. You can find both numbers on the main page of the base. The cost to maintain a certain building will be displayed at the time of selecting a building for construction in the columns Daily Cost in VD and Cost for training in VD.
Can I sell a base?
You can only sell a base for VD. After the transaction you will receive 75% of the current cost. The sale is possible only if none of your properties are given to the bank as collateral.
Can I reduce the rate at which my player gets fatigued?
You can reduce the rate of fatigue by building recreational buildings on your base such as a pool or Spa center. Availability of these buildings helps significantly reduce the rate of fatigue among training players. If a pool is available the rate will reduce by 30%, if a spa is available the rate will reduce by 50%.
How long can I rent a training base and what number of trainings can I have there?
You can rent a training base for a day (from 3:30 am of one day till 3:30 am of the next day – time of calculation of the games’ calendar). The number of trainings is limited by the base’s capacity. The trainings take place every 2 hours, starting at 4:20 am. Therefore you can have up to 12 trainings for each player on one base within one day.
Can I somehow decrease accumulated fatigue of a player?
Yes, you can. You will have to send him for rest to a pool or SPA Center on your own training base. Overnight the fatigue will decrease by 10 points in a pool or by 20 points in a SPA Center in addition to the regular decrease of fatigue regardless the age of the player.
How can I pay for rest on a base?
The rest is paid for once a day, the same way as for regular training. The cost of use of the pool or SPA Center will be included in the total cost of the training base. The cost of training for each building per day can be view on the page Property – Training Base - Construction in the window Buildings.
How can I send a player for rest?
You can only send a player for rest if you have your own training base and a building for rest on it (pool or SPA Center). Enter Menu and choose Team – Players’ Rest. There you will see which players you can send for rest and where.
You can only send for rest a player with an accumulated fatigue exceeding 5 points. You will have to choose which building he will be sent to. A pool will decrease 10 points of fatigue and SPA center 20 points. A player can be sent for rest only for a day (till night’s count). You can send him for rest again the next day if you wish.
What are the benefits of training?
Training will increase the parameters of players and coaches without games.
What do I need to have training?
For the majority of training you will need a training base. The only training you can do without a base would be running.
What are the types of training?
There are several types of training: Simple training, Group training, Training process, Two-side games, and Training gatherings.
What are the benefits of Simple training?
By using the Simple training you can enhance 7 additional parameters: Running, Sportsmanship, Dexterity, Kick strength, Reaction, Toughness, and Accuracy. All these parameters can be enhanced up to 100. The closer a parameter gets to one hundred the slower it enhances. All seven parameters can be enhanced in the training hall. Improved quality of the equipment located in the training hall will increase the speed of the parameters’ enhancement twofold.
What are the benefits of group training?
In group training multiple players (minimum 2) are taking part. During the training players imitate certain game situation where each of the players has its role. According to the role of the player certain parameters of the player will increase.
What are the benefits of two-side training?
During the two-side games two teams are selected to play against each other and imitate a real game. Coaches are in control of the training and help players correct their mistakes and improve the quality of the game. Effectiveness of the two-side game is three times more than simple or group trainings. For each two-side training a new team squad and new players’ roles are selected.
What are the benefits of training gatherings?
On the training gatherings each team which applied to play will play with the opponent team one game. All teams play with the same team squad and with the players in the same positions which were indicated at the gathering’s registration. On the training gatherings teams are playing in conditions most similar to those in a real game but under control of head, senior and special coaches. This generates the greatest results. The effectiveness of games at the training gatherings is five times higher than at the two-side games.
What parameters are enhanced for offense players in game, two-side training and training gathering?
The player will enhance dribbling, shooting, and, to a lesser degree, passing and kick strength. Minor enhancements will show in endurance, running, accuracy and activity.
What parameters are enhanced for middle field players in game, two-side training and training gathering?
A middle field player will increase passing, to a lesser degree accuracy and endurance, and some dribbling.
What parameters are enhanced for defense players in game, during two-side training and training gathering?
A defense player will enhance Tackling and to a lesser degree Toughness. Also, there is some increase in endurance, running and reaction.
What parameters are enhanced for goalkeepers in game, during two-side training and training gatherings?
A goalkeeper will enhance keeping, to a lesser degree reaction and to some degree tackling.
What parameters are enhanced for pass receiving players in game situations?
A player will enhance to some degree tackling, offense and reaction.
What parameters are enhanced for players forming the wall in game situations?
A player will enhance to some degree tackling.
How can I assign simple training to a player?
To assign simple training to a player you have to select training base where training will take place by choosing in menu team – trainings – assign training. If you already assign training to some of your other players it is always preferred to choose the same base. This way you will have to pay to rent only one base. After selecting your base follow the next step and press the button Choose type of training. On the next page press the button Training, then Simple training. In the open window select the player you want to assign training to and press the button across the player’s name. In the new window select the type of training you want for your player. Sometimes not all buttons are active; this means that your player cannot enhance this parameter. After selecting training you can see what is necessary to conduct the training. Also, you can change the length of the training in case you have a special coach or assign intensive training, which twice increases enhancement. There is a fee of 3000 VD for two hours of such training. After reviewing the options press the button Assign training. Selected training will be assigned to the player and be conducted shortly.
How can I assign Group training?
To assign group training you have to select the training base where training will take place. You have to enter the menu and follow the steps team – trainings- assign training. After you choose your base press the button Choose type of training. Once the new page comes up press the button Training, and then Group Training. In the new window choose the game situation in which the players will participate. Last, you have to choose the players who will participate in the training. Press the button Choose Players across the names of the players you want and select them in the new window. The number of players has to be between the maximum and minimum allowed numbers. After you are done selecting, press the button Assign Training to complete the process.
How does the training process start?
To assign a training process you will need a senior coach to conduct the training. Senior coache who have a level 20 can only conduct 2 training processes simultaneously. By increasing the level of your coach 5 points you will allow him to conduct training for one more player. To assign a player to a training program you will have to select a training base first. Enter the menu and follow the steps team – training- assign training. Once you choose a base press the button Choose type of training. On the next page choose the button Training Process and then Simple Training. In the new window will be displayed players available for training. If the number of players available for training for your senior coach reaches maximum, you will see only this players in the window. Select a player to add his training to a training program and press the button Train across the player’s name. Next step, choose the type of training. Sometimes not all types of training are available. That means that the player’s parameter has reached maximum or the player already has this training in his training program. After that you can select the desired intensity and length of the training and also add a special coach if he is available. To complete press button Assign Training.
How can I assign a two-side game?
To assign a two-side game it is necessary to have a senior coach. You also need to have a training base. To select it follow the link team – trainings- assign training. After selecting your base press the button Select type of training. On the next page press the button Two-side game. In the new window you will see your team’s players from whom you can form two teams. The number of players in both teams should be equal. You have to have at least one goalkeeper in each team. The number of offense players cannot exceed the number of defense and midfield players. The minimum number of players in each team is 6, the maximum is 11. To assign a player to a team click with your mouse in the column Team A or Team B. To assign a player’s role in the game select line (defense, midfield or offence) in the last column (Line). Once selection is completed press the button Assign Training Two-Side Game. The game will appear in the upper side of your screen along with the date of the game and players within one or another team. The game can be postponed due to Training gatherings.
How can I register for training gatherings?
To register for training gatherings you will need to have a head and senior coach on your team. Also, your team needs to match the level which was set at the time of announcing the gathering, play in the championship of the country for which was announced gathering, and have enough money to cover the registration fee. Some of the gatherings will require a password. If your team’s parameters fit, you can register your team on the page enroll – training gatherings by pressing button Select players for gathering. In the new window you will select 11 players and assign their roles (defense, midfield, offense). After that, press button Make selection and register. Once it is completed your team will be registered and you will have to wait for the enrollment to end. After it ends you will be able to see the list of games your team will take part in within the gathering. This information will on the page team – trainings – all trainings. Games will be conducted twice a day and will result in the increase of the participating players’ and coaches’ levels.
Where can I view all assigned trainings to my players?
You can view the list of trainings for your players by selecting in the menu team – trainings – all trainings.
Can I delete trainings assigned to my players?
Yes, when you view all trainings assigned to your players. To delete, press button Delete across the training, training program (all trainings within the program will be deleted) or two-side game. You cannot delete training gatherings’ games.
If I delete intense training will I be reimbursed?
Yes, but only for the part which has not been conducted yet. For example, if you set intense training for 10 hours but after 6 hours decided to cancel it, you will be reimbursed for only 4 remaining hours of the intense training.
How can I set training gathering?
To set training gathering you will need to have Real Money (RD) on your account. Also, the training gathering can only be set if you have your training base with at least 2 fields and living quarters enough to accommodate 44 players. You can only participate in an arranged training gathering if you have head and senior coaches in your team. If you have all these components than to set the gathering enter the menu money – real -paid services. In the new window find the point 6 – Set training gathering on your base. Select number of teams you want to participate in the gathering and press the Set button. You will be able to see cost of the gathering in Real Money (RD), the amount of your bonus in VD and Fame bonuses. ATTENTION: if you password your tournament, you will not receive bonuses in VD or Fame bonuses for organizing the gathering. After completing the setting of your gathering, you will follow to the registration page where you can register your team. The organizer of the training gathering will receive registration fees from all the teams to cover the cost of base maintenance for the time of the gathering.
Will training influence the level of my players’ fatigue?
Yes, the more training your player has, the more fatigued he becomes. The progression of the fatigue depends on the player’s age and the intensity of the training.
Can a player be traumatized during the training?
Yes, but the probability rate is low. It will increase as the player gets more fatigued.
Can I enhance my player’s parameters to maximum during training?
Yes, during any type of training all parameters can be enhanced up to 100%.
How do I calculate the level of enhancement during training?
The increase of the parameter is calculated by using the following formula.
PIS = (0.2*AC*PIC + CP/20*AC*CIC + SCP/40.0) * TTC*RILC*TEC
PIS - Percent of Increase of a Skill. For all additional parameters 1 percent equals 1 level, for all main parameters 1 percent will be the difference between maximum level and the initial level of the parameter divided by 100.
AC – Age Coefficient. Older players are enhancing slower than younger. Currently the coefficient for the age group up to 18 years old equals 3, from 18 up to 25 equals 2, up to 28 equals 1, and after that rapidly decreases to 0.
PIC – Percent Intensity of Coaching. Coefficient equals 2 if training is intense, and 1 if it is not.
CIC – Coefficient Intensity for Coaches, equals 1.5 if training is intense, and 1 if it is not.
CP - Coach Parameter is a special parameter of a coach assigned to the training (for example, when enhancing dribbling the level of offensive parameter for a coach).
SCP - Senior Coach Parameter in the team (parameter relevant to the type of training, for example, during enhancement of dribbling the level of offense for the coach).
TTC - Training Type Coefficient – parameter of type of training, equals 0.3 for simple or group training, 1 for two-side game, and 5 for training gatherings.
RILC – Relative Increase of Level Coefficient, during the enhancement of <= 25% from maximum equals 1, up to 50% equals 0.75, up to 75% equals 0.5, and up to 100% equals 0.25.
TEC - Technical Equipment Coefficient equals 1 in a small training hall, 1.5 in a mid-size hall, and 2 in a large hall.
How much more training is more effective in comparison to friendly matches?
To compare with friendly matches let’s consider 30 to 40 friendly matches where you scored 15 victories over an equal opponent. During the games your 15 players each will enhance one parameter on 0.1 or in general 1.5 per player.
When you rent a mini base and assign training to all of your players for the whole day (within a day one team can have up to 12 trainings per each player) we will get the following results:
The enhancement of one parameter per training = 0.06%
For 12 trainings per player this will add up to 0.72%
The difference between initial and maximum levels for main parameters usually equals around 15 points. In result, each day you will get enhancement per player 0.11 per parameter. Considering the fact that you can enhance the whole team which is around 20 people the enhancement will equal 2.2.
Also, you will enhance the parameters you want to enhance, not just random ones.
Next, when special coaches and senior coach are available (very reasonably priced) and they have level 2 of parameters you are trying to enhance the result of enhancement of one player per training = 0.105%. In general twenty players will enhance per day =3.78
The maximum enhancement with available coaches and with intensive training in a large training hall equals 0.36% per training. It is 86.4 per team for additional parameters and around 14 for main ones.
During group training each player will enhance simultaneously several parameters (to a greater or lesser degree). The same happens during two-side games.
A couple of two-side games with 10 people in each team allow enhancing the total number of players’ level by 4.2 per each day.
Two games in a training gathering for 11 players of your team enhances the total level by 11.5
Bank and loans
Who can get a loan from a bank?
Only managers who own property (for example, a stadium) are eligible to get a loan from the bank. The loan is given against your property.
How much money can I borrow from the bank?
The loan is given as a certain percentage of the property´s market value, but it cannot exceed 50% of the property´s value. If you borrow a sum less than 50% of the property´s value you can later borrow more, up to 50% of the value.
How can I repay my loan?
You can borrow money from the menu 'FINANCE - Virtual Money - Bank'. Only the owner of the property can borrow money. You can repay it on the same page.
Is there an interest on my loan?
The interest is 0.3% a day from the sum of the loan. That will add up to 10% to the loan´s sum a season.
What will happen if I will not repay the loan?
If the loan is not repaid the debt sum gradually increases. Once the debt reaches 75% of the value of your property the bank automatically collects the available sum from your account or the maximum possible sum. If after that the debt still exceeds 75% of your property´s value, the ownership of all your property will be transferred to the bank and you will lose the property permanently. The loan thus will be repaid forcibly.
How often can star players appear and in which countries?
Star player can appear three times per season. The star player can appear in any country of the Inetball.
How many stars could be in one team?
One team can purchase on transfer or loan no more than 3 star players.
Do I need to send a scout to find a star player on transfer and how I can recognize one?
You can see stars on transfers in all championships of Inetball. It is not necessary to send a scout. You can recognize a star player by the star located next to his name.
Does the star influence the Fame of a team?
Yes, the presence of a star on a team adds 1 point of Fame. The Fame is increasing from team’s own stars and from the loaned ones.
Что такое ежедневные задания?
Ежедневные задания — это возможность, играя товарищеские игры и турниры с ботами, зарабатывать очки, на которые можно приобрести различные сервисы и игровые преимущества.
При этом каждая команда имеет право выполнить только одно задание в течение игрового дня (от и до ночного обсчета).
Сложность задания и тип очков менеджер выбирает сам, доступ к более сложным заданиям открывается по мере выполнения менеджером более простых заданий.
Также возможно возвращение с более высокого уровня на любой более низкий уровень выполненных ранее заданий.
Очки команде начисляются только в случае успешного выполнения задания. При этом задание нужно выполнить в течение одного игрового дня (до ночного обсчёта на сервере).
Что произойдет если я не смогу выполнить задание?
В случае провала задания Ваша команда не получит очков за данное задание.
Если пожелаете, Вы можете купить дополнительную попытку за заработанные очки или за РД.
Число приобретаемых попыток неограниченно ничем, кроме очков или РД, за которые вы можете их приобрести.
Важно понимать, что Попытка — это только возможность выполнить проваленное задание, а не возможность выполнить еще одно в тот же день.
Обычно имеет смысл покупать попытки только на высоких уровнях, на которых у Вас есть трудности с выполнением заданий.
В чем разница между попытками, купленными за очки или за РД?
Попытки, купленные за очки, останутся и на все последующие дни, но цена на каждую последующую попытку возрастает в 2 раза.
То есть, приобретя 1 раз дополнительную попытку за очки, вы сможете пользоваться ей и в другие дни в случае неудачной первой попытки.
Попытка распространяется только на задания того же уровня, за очки которого она была приобретена.
При покупке попытки за РД, она расходуется немедленно и не будет доступна в последующие дни,
но стоимость попытки за РД постоянна и не меняется вне зависимости от числа приобретенных ранее попыток или от уровня задания.
Что такое уровень задания?
Все задания разделены на 8 уровней - по силе команд соперника, которые будут играть против Вашей команды.
При этом, также типы зарабатываемых очков разделены на 8 уровней (от деревянных до бриллиантовых) соответствующих уровню заданий.
Переход на следующий уровень заданий осуществляется покупкой доступа (на страничке использования очков) к этому уровню за очки, полученные на предыдущем уровне.
Внутри каждого уровня заданий есть разные типы и сложность заданий, которые менеджер выбирает сам и тем самым определяет количество очков, которые он может заработать.
Какие существуют типы заданий?
Задания бывают 4-х типов: одиночная игра, серия игр, турнир с одной игрой и турнир с двумя играми.
В начале и при переходе на новый уровень сложность задания минимальная - одиночная игра с самым простым соперником данного уровня.
В дальнейшем появляется возможность усложнить задание путем выбора другого типа или более сложных параметров для данного типа задания (уровень команды, число игр в серии, число соперников в турнире и т. д.)
При этом менеджер может усложнять задание только на 1 пункт каждый день, в случае удачного выполнения предыдущего по сложности задания.
Зачем нужны очки разных типов?
Легко доступные очки (деревянные) позволяют приобрести самые простые бонусы, в то время как более трудно зарабатываемые позволяют приобретать более сложные и интересные бонусы для команды, вплоть до бонусов позволяющих делать из Ваших игроков настоящих суперзвезд.
Как покупать и использовать заработанные очки?
Бонусы покупаются на страничке Использование очков. При этом Вам в начале надо выбрать тип очков, которые Вы хотите потратить, а потом уже приобрести бонус доступный за данный тип очков.
Как использовать приобретенные бонусы?
Некоторые виды бонусов (такие как покупка ВД, покупка РД-сервисов или переход на следующий уровень) применяются сразу во время покупки.
Другие виды бонусов, относящиеся к игрокам или тренерам, применяются к конкретному игроку или тренеру на страничке Использования бонусов.
Бонус «Дополнительное изменение 1 параметра игрока» применяется после покупки не прокачанного игрока без измененных параметров на страничке Изменения параметров игрока.
Бонус «Дополнительное изменение 1 параметра юниора» применяется на страничке «Тренирующиеся юниоры» когда вы переводите игрока в команду и появляется возможность изменить параметры юниору.
Что такое Рейтинг Задания и Рейтинг Очков?
Рейтинг Задания показывает 3 команды выполнивших самые сложные задания на данный момент в каждом типе и уровне заданий.
При этом, в случае равенства, первой показывается команда, которая первой выполнила данное задание.
Рейтинг Очков показывает сколько очков есть у каждой из команд на данный момент, при этом в первую очередь учитываются наиболее дорогие очки.
Почему я не могу применить бонус увеличения параметра от 6 до 10?
Некоторые бонусы используются в два этапа - сначала применяется бонус первого уровня, а потом второго.
Так, например, в случае с параметрами есть бонус позволяющий поднять параметр игрока на конкретный матч на 1-5 пунктов.
Если вы применили данный бонус на каком-то игроке, причем подняли его параметр на все 5 пунктов, тогда у Вас появится возможность применить бонус второго уровня - повышение параметра от 6 до 10.
Таким же образом работают и другие двухуровневые бонусы.