Season 12 is Over — Congrats to the Winners! 🏆
With the end of Season 12, KickoffBoss officially turns 1 year old! 🎉
Huge congratulations to everyone who's been part of this journey from the early days. We've come a long way since Season 1 — remember when we had no substitutions, only 3 formations, no player wages, no Continental Cup? It's been an amazing evolution!
🗺️ Game Translation Project: 80% Complete
The translation project has been a massive undertaking and is now about 80% finished. It’s been a lot of work preparing each page, but I’m getting there!
Once it’s done, the focus will shift to creating a proper game tutorial, and working on player retention and acquisition improvements to keep our community strong and growing.
⚙️ Season 13 Update: Youth System Revamp
This update is a bit lighter than usual, but it tackles a feature many of us (myself included) weren’t happy with: the Youth system. Here's what's new:
Youth Prospects System
All youth players are now pre-spawned as “prospects”.
Each country has 10 available prospects at any given time. If a player isn't signed within 15 days, they’re replaced.
You won’t know everything about a prospect right away. More details are revealed every 2 days, so keep checking the Prospects Panel for updates.
You can sign a prospect at any moment, if you like the player you can select and pay for the desired potential level.
You can sign prospects from any country, as long as you have a scout in that region. If you sign a foreign player, the federation fee is shared between your federation and theirs.
This new system gives you more control and strategic depth when building your Youth Team. It also introduces a realistic scouting element — find that hidden gem before someone else does!
Here's to a great Season 13 — good luck to all managers, and may you discover some future stars! ❤️
I think some things are not good, because for example you wait too see players things they have and you want to wait for something more and you think to pool him let's say 4 or 5 stars but surprise comes always one who pool 1-3 stars only because they are cheaper and takes interesting players that should be better for 4-5 stars.
I suggest, for convenience, to divide the nations by continent in the selector and if possible in addition to the drop-down menu also selectors to go up and down. I suggest this to encourage users, since the search is not simple.
@Alin there are 450 players available, it's probably more than the number of active users currently. What supply do we need? If they stay on average 7 days you have 1800 youths per month, it's a lot for the current user base.
The system is fun because you have to make decisions to get the good youths before other people, but this should decrease the demand for players in the market since you can already choose all the roles you need in the youth system
Congrats on the update and Happy New Year KOB! Here's to many more great seasons! 🎉
"More players on the market? Yes please."
Why should everything be locked behind a few guys hoarding players and pumping up prices like it’s a housing bubble? Better to have a constant flow of players coming in… you test, sell, move on. If someone can’t handle that, they can go hunt unicorns, not sell average stuff for premium prices.
if you sell someone cheap just ‘cause they don’t fit your team, maybe a low-budget manager picks him up. You help them out, you clear your squad. Win-win.
A more active market means a healthier game. Less gatekeeping, more action, more fun. We’re here to play, not to sit around staring at empty listings, right?…maybe now it's time for the game itself to benefit, both literally and figuratively.
@maridiba your "con" is the only reason i delayed this change. I think we can make some tweaks to this system to make it more challenging while still being better than the previous one.
@nicmo, if the number of users grows (which is what we all hope, I suppose), the update shouldn't significantly affect market demand. Bringing lots of new users would make it more similar to the previous version.
Anyway, cancelling the free player market could be a solution to limit the damage done to the player market with this update. Fired players could disappear, since there are already local amateurs available to those who want cheap players. We have too many player sources right now, and the prizes are shrinking. Better do something to reduce the offer, rather than increasing it.
@maridiba Removing free market players is not good idea becuse a very good place to acquire players for weaker teams who need such players for a small amount of gold who did not fit and were unnecessarily in most cases by much better teams, and let's not hide the fact that local amateurs are simply too weak even for such teams. Don't forget that there are also people playing here who don't put any money into the game and from season to season collect gold on players from this market.
I only see a problem with new youth system, the over spawn of 1 and 2 star youths.
I mean, imagine Im looking for a youth for some days, its interesting for me, good position, good leg or good trait, but I want check his Avq (it shows in day 9) because I will get him on 4/5 stars, and someone get him on 1/2 star for the mentioned over spawn... that would be anoying.
And I said that because I guess if you want take a 4/5 star youth you want to be sure thats good so you will need wait more days, if you take a 1/2 star you have less risk because it costs 1€ instead of 50€.
Maybe a good solution for that would be a filter or something like that for spawn, for example 3 youths each 4-5 days or similar.
I only see a problem with new youth system, the over spawn of 1 and 2 star youths.
I mean, imagine Im looking for a youth for some days, its interesting for me, good position, good leg or good trait, but I want check his Avq (it shows in day 9) because I will get him on 4/5 stars, and someone get him on 1/2 star for the mentioned over spawn... that would be anoying.
And I said that because I guess if you want take a 4/5 star youth you want to be sure thats good so you will need wait more days, if you take a 1/2 star you have less risk because it costs 1€ instead of 50€.
Maybe a good solution for that would be a filter or something like that for spawn, for example 3 youths each 4-5 days or similar.”
I also said this up,but shorter and maybe not so explained,who wants to promote 4/5 and wait those days,will be hard, because always 1 star or 2 will be spawning, it's easy to fire 1-2 stars and get others...
or one list of players for 1 to 3 stars and other list of players for 4 to 5 stars. i don't know...
But we will see how is going this one and after if is not working well, we must find a good sistem to be fair for all kind of users who spend less or more.
If you allow me, I'd like to contribute an idea for the new youth management. The SCOUT is much more important, so we should give stars to the scout (this would increase revenue because players would opt for 3-, 4-, or 5-star scouts). What would a 5-star scout give us in practice?
Well, with the current system, the AVQ isn't visible until the 9th. The Skills are visible on the 10th. Well, that would be with 1-star scouts.
2* -> In 8 days they see everything.
3* -> In 6 days they see everything.
4* -> In 4 days they see everything.
5* -> In 2 days they see everything.
This would greatly benefit those who invest money in signing scouts from the 4-5 geographic areas. In the end, those who pay can have a much better chance of winning (pay to win).
With the current system, no one in their right mind should sign any youth player, at least until they know their AVQ.
Hello everyone, I would like to propose this option: Create scouts at 1,2,3,4,5 stars. This would lead to a restricted selection in the search and purchase of new players. Example (a 1-star scout can search and purchase only 1-star players) At the same time, the generation of young players already with stars must be random.
@SirAlex90 are you sure? There is already plenty of info available, it seems a bit too much... I have never had so many players with good traits in my youth team
@nicmo maybe a tweak should be preventing people to pull 100 1 * players just to prevent others to pull top 5 * one.
What about not being able to sell the youths for a season?
Or have a cool down period of 48 hrs after signing a player?
Or both.
I strongly believe @Maridiba deserves some rest!:)))
These are just some ideas how we can prevent the current system abuse.
@Alin i think limiting everyone's capability of spawning youths could be detrimental to the economy so i dont think i like your suggestions. I agree it can be annoying but i am trying to find a better solution and i still dont have one i like to be honest...
@nicmo I understand what u mean. But on the other hand giving people opportunities to pull those players as 5 stars brings more money to economy than Maridiba ll do in 1 year.
If u get 3 players pulling high potential for one star and selling at 0.8 euro...this doesn't mean the rest of us will pull 43 AQ and what they do is extra income. In any economy/ service - impulse buying usually makes the difference. What he does actually puts people off from buying as they will end up waiting for better pulls available.
I m not saying my suggestions are best, I m just saying this behaviour is detrimental for all game funds.
This system doesn't work well as it is, in my opinion. If information about the youths is revealed, the first person to see the new information will always be at an advantage. That's the main feature of this system; you can tweak a few things, but this will always remain.
What truly concerns me are the consequences for the Players Market, which is still suffering the damage from the first disastrous youth system that allowed players' exact positions to be chosen. Until that generation ages out, we are bound to see some movement only when a new user decides to strengthen their team or when someone gets fed up and sells everything. Players in the 16-22 age bracket are much more interesting because, being scouted with a random role, they will have a higher probability of being sold. For example, I have too many CBs (Centre-Backs) and I lack a LB (Left-Back) and some midfielders; therefore, I would have had to do something in the future, if we had stayed this way.
Currently, active users are so few that even by showing only 6 youth players per nation, the market already seems almost saturated; if at first almost only transactions with one-star youths were seen, now even those are hard to sell. If this situation persists, probably soon no one will take youth players to resell anymore, and even those with AQ>50 will start to remain exposed for a long time. I don't think this is a negative thing; it will mean that a 50-51 youth player will be considered an average player, instead of a good catch.
There have been a few more transactions in the youth market, which previously was almost exclusively in the free market, but I think it's a temporary phenomenon that is already waning, and perhaps it will pick up again if the number of users increases in the future.
However, in my opinion, if the goal for the future is to attract the typical users of football manager games, the player market needs to be fixed, because, objectively, a manager game without a market sucks. It's not good to immediately show the exact role of the players; it damages the market in the long run and, in any case, no one is interested; everyone waits to see the traits and the AQ.
To limit the damage, I would propose modifying the revealed info in this way:
Day [0-1] Player name and age
Day [2-3] +general position
Day [4-5] +preferred foot and height
Day [6-7] +player trait
Day [8-9] +average quality
Day [10+] +skills and exact position on the field
Or even, if we want to make it more effective, all the info about the position could be revealed with the skills. If one knows it's a good player, he would buy it anyway if the market is active, because he can still sell if the role is not needed
This system doesn't work well as it is, in my opinion. If information about the youths is revealed, the first person to see the new information will always be at an advantage. That's the main feature of this system; you can tweak a few things, but this will always remain.
What truly concerns me are the consequences for the Players Market, which is still suffering the damage from the first disastrous youth system that allowed players' exact positions to be chosen. Until that generation ages out, we are bound to see some movement only when a new user decides to strengthen their team or when someone gets fed up and sells everything. Players in the 16-22 age bracket are much more interesting because, being scouted with a random role, they will have a higher probability of being sold. For example, I have too many CBs (Centre-Backs) and I lack a LB (Left-Back) and some midfielders; therefore, I would have had to do something in the future, if we had stayed this way.
Currently, active users are so few that even by showing only 6 youth players per nation, the market already seems almost saturated; if at first almost only transactions with one-star youths were seen, now even those are hard to sell. If this situation persists, probably soon no one will take youth players to resell anymore, and even those with AQ>50 will start to remain exposed for a long time. I don't think this is a negative thing; it will mean that a 50-51 youth player will be considered an average player, instead of a good catch.
There have been a few more transactions in the youth market, which previously was almost exclusively in the free market, but I think it's a temporary phenomenon that is already waning, and perhaps it will pick up again if the number of users increases in the future.
However, in my opinion, if the goal for the future is to attract the typical users of football manager games, the player market needs to be fixed, because, objectively, a manager game without a market sucks. It's not good to immediately show the exact role of the players; it damages the market in the long run and, in any case, no one is interested; everyone waits to see the traits and the AQ.
To limit the damage, I would propose modifying the revealed info in this way:
Day [0-1] Player name and age
Day [2-3] +general position
Day [4-5] +preferred foot and height
Day [6-7] +player trait
Day [8-9] +average quality
Day [10+] +skills and exact position on the field
Or even, if we want to make it more effective, all the info about the position could be revealed with the skills. If one knows it's a good player, he would buy it anyway if the market is active, because he can still sell if the role is not needed
@maridiba
-1.
You cant say this system dont works when you didnt let a chance for check if it works, no one could take a single decent youth because you insta get them if they had 50+ avq (I did the same but only for dont let all for you).
I only could take some youths for my team on first days when there were all at same time and you cant insta got all.
Limits can be good, at leats for try and everyone can have the chance of try this new system, if later dont works, then we can try to find another options.
But its really funny that you say that system is not good after take your own youths and your profit😅
This system doesn't work well as it is, in my opinion. If information about the youths is revealed, the first person to see the new information will always be at an advantage. That's the main feature of this system; you can tweak a few things, but this will always remain.
What truly concerns me are the consequences for the Players Market, which is still suffering the damage from the first disastrous youth system that allowed players' exact positions to be chosen. Until that generation ages out, we are bound to see some movement only when a new user decides to strengthen their team or when someone gets fed up and sells everything. Players in the 16-22 age bracket are much more interesting because, being scouted with a random role, they will have a higher probability of being sold. For example, I have too many CBs (Centre-Backs) and I lack a LB (Left-Back) and some midfielders; therefore, I would have had to do something in the future, if we had stayed this way.
Currently, active users are so few that even by showing only 6 youth players per nation, the market already seems almost saturated; if at first almost only transactions with one-star youths were seen, now even those are hard to sell. If this situation persists, probably soon no one will take youth players to resell anymore, and even those with AQ>50 will start to remain exposed for a long time. I don't think this is a negative thing; it will mean that a 50-51 youth player will be considered an average player, instead of a good catch.
There have been a few more transactions in the youth market, which previously was almost exclusively in the free market, but I think it's a temporary phenomenon that is already waning, and perhaps it will pick up again if the number of users increases in the future.
However, in my opinion, if the goal for the future is to attract the typical users of football manager games, the player market needs to be fixed, because, objectively, a manager game without a market sucks. It's not good to immediately show the exact role of the players; it damages the market in the long run and, in any case, no one is interested; everyone waits to see the traits and the AQ.
To limit the damage, I would propose modifying the revealed info in this way:
Day [0-1] Player name and age
Day [2-3] +general position
Day [4-5] +preferred foot and height
Day [6-7] +player trait
Day [8-9] +average quality
Day [10+] +skills and exact position on the field
Or even, if we want to make it more effective, all the info about the position could be revealed with the skills. If one knows it's a good player, he would buy it anyway if the market is active, because he can still sell if the role is not needed
@maridiba
-1.
You cant say this system dont works when you didnt let a chance for check if it works, no one could take a single decent youth because you insta get them if they had 50+ avq (I did the same but only for dont let all for you).
I only could take some youths for my team on first days when there were all at same time and you cant insta got all.
Limits can be good, at leats for try and everyone can have the chance of try this new system, if later dont works, then we can try to find another options.
But its really funny that you say that system is not good after take your own youths and your profit😅
@markitoss, it's not just you and me; a few other users are also doing that, it's how the system works, but soon it won't be profitable anymore, I guess (at least not with the 50-51 AQ)
And now there are very few active users. If the number grows, it will become very hard to find good youths (which means they would really be good youths, now they are becoming average).
Introducing a limit can be an option because the youths can spread a little more, but that doesn't imply everyone will get good youths, it's impossible... if everyone gets good youths, it means they are not good but average.
Anyway, the real problem is the information on the exact position; that's really going to cause damage in the long run..
the system looks good. Lets be honest...may need some tweaks but overall it looks nice.
The only issues I see
is that it is open to abuse
may need future tweaks to preserve relevance of national teams.(easy to be sorted with a feature to naturalise players for a fee/structure etc )
at times looks like a lot of youths available (this was already sorted by nicmo, and i wouldn't be surprised if it gets decreased again)
Maybe a simple way of decreasing the abuse...if the information is shown randomly when the day passes rather than instantly.
for example : information drops at any point between day 6 and day 8, rather than instantly.
there will still be people to refresh those pages continuosly ....at least they earnt it
one good point in maridiba s view is the known position...may be worth changing the order and move that to the very end and be made last thing shown.
If the AQ in previous day gets randomised, a decent pull will be very hard to survive until the position gets shown at a random time in last day. Most importantly spread a bit more the chances of finding something worth making a 5 star when you login.