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  1. Issue: The formatting of the cub draw screen (see screenshot below), and presumably other fixture screens, has extreme inconsistencies. I'll use the follow acronyms to help in my explanation: LL: league logo LN: league name TL: Team logo TN: Team name S: big space |v|: the 'v' symbol padded by a small space on both sides I assume the display should conform to the following rules: Fixture displays should be left-right symmetrical around the VS element Fixture displays for any row 'i' should be identical to any other row 'j' Elements in a given 'column' should be of the same type, and should be aligned Spacing should be used to group like elements together, and separate unlike elements All rows break all of the rules. Consider the first row, which contains: (LL, LN, S, TN, TL) |v| (TN, S, TL, LN, LL) This row breaks Rule 1: (LL, LN, S, TN, TL) on the left-hand side is not symmetrical to the reversed right-hand side (LL, LN, TL, S, TN). Now consider the second row, which contains (LN, LL, S, TN, TL) |v| (TN, S, TL, LN, LL). This row also breaks Rule 1 to a greater extent: as (LN, LL, S, TN, TL) on the left-hand side is not symmetrical to the reversed right-hand side (LL, LN, TL, S, TN). It also breaks Rule 2: first row left-hand side (LL, LN, S, TN, TL) is not equal to the second row left-hand side (LN, LL, S, TN, TL). This is true for all other rows when compared to the first row. Additionally Rule 3 is broken in all rows, given that the columns contained mixed elements (column 1 has an LL in the first row, followed by LN in the remaining rows) and the alignments seem broken for all LN, LL columns. Rule 4 is broken by all rows on the right-hand side, as the S element should always separate (LL, LN) and (TL, TN) pairs, but the right-hand side space creates the visual groups of (TN) and (TL, LN, LL), which is visually disruptive. I will note that I'm using a custom graphics in the form of small logos, but I don't imagine they would impact the UI of the game in breaking the above rules.
  2. Save file uploaded to SI Cloud Service with name: "Palmeiras bug report.fm" Issue: Board claims that I have failed a required club objective (Win the Sao Paolo State Competition) when I am presently top of that competition as Palmeiras, and the competition is still ongoing (about 60% complete). I just realised that the issue is a known PRB issue, but seeing as I have uploaded the save I figure it might as well help to have one additional save file to work with (I saved the game immediately upon having the problem). Best of luck debugging it!
  3. Thanks for the good response and for the support, rristola. All very good points. I appreciate it. Reading your post I think one 'easy' solution that jumped to mind was giving star ratings a tooltip that would say something like "Player A is rated 2.5 stars by SCOUT D among all players in our league" or "Player A is rated 5 stars by Assistant Manager among CB players in our senior squad".
  4. I think the silver/gold star system is a great way to abstract the ratings/reputation of various players and staff. An issue that shows up for users is that star ratings change, and it is difficult to understand why that is: - Example 1: Thread on reddit wondering why player ratings change after they are signed - Example 2: Thread on SI Forums where a user wonders why youth intakes are always 'average', with input from SI Staff - Example 3: Request on SI Forums for alternatives to the star system with input from SI Staff Users intrinsically understand the meaning of a star system. Yet the examples above, as well as any other discourse on star ratings, show that user's struggle to understand why they change, what factors influence them, or how they should interpret stars in different contexts. My understanding of the star system is that it assesses multiple factors, including the perception of the staff assessing players, to generate a single score on a scale (0-100) which is then represented as a star rating. If I have a player that is rated as 2 stars in year 1, then get a promotion, he might be rated as 0.5 stars in year 2, inspite of player and staff abilities being unchanged. This is due to the relative nature of the star system, that one year a player with a score of 53 might be 2 stars, and a score of 53 might be 0.5 stars the next year. Suggestion: Provide transparency, or user-control, as to what '0 stars' and '5 stars' represent. Transparency: - I do not mean "show the entire calculation", as it isn't fun to see how the pie is made - I do mean, if the general meaning of 0 star and/or 5 star changes, notify me as to why. - For example for broad changes in how staff are applying the star scale, "Hey {manager}, since promotion our benchmark for a 0 star player has risen from {Guy who actively scores own goals} to {Guy who is okay, but I wouldn't put him on my bench}" - Or for specific changes, "Hey {manager}, we just downgraded players {A}, {B}, {C} from 2 star to 1 star because you signed player {D} who made us realise that there are strikers who can use both feet" User-control: - The dynamic nature of the rating means that the user has to adjust to changes in the rating, which are not immediately obvious (are not announced, but rather require the user to notice that the scale has shifted) - To counter-act this, the user could provide input to staff to say, "Hey, rate players as being 0 star if they'd be the worst in {my present league}, and 5 star if they'd be the best in {my present league}", or ,"Hey, rate players as being 0 star if they're the worst in {the world}, and 5 star if they'd be the best in {top league in my country}". - This would enable players to control some of the variance, and adjust the scale based on their needs/aspirations, as well as feeling like they have more agency in how the ratings are being computed. I think a combination of the suggestions for transparency and user-control here could go a long way to making the star rating into something that players can actively use, without necessarily giving too much transparency that players can start gaming the ratings (i.e. providing control to enable/disable particular inputs, so that they can backwards hidden attributes in game).
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