Azərbaycan dili Bahasa Indonesia Bosanski Català Čeština Dansk Deutsch Eesti English Español Français Galego Hrvatski Italiano Latviešu Lietuvių Magyar Malti Mакедонски Nederlands Norsk Polski Português Português BR Românã Slovenčina Srpski Suomi Svenska Tiếng Việt Türkçe Ελληνικά Български Русский Українська Հայերեն ქართული ენა 中文
Subpage under development, new version coming soon!

Subject: [news] Rules Update

2008-12-08 04:02:21
The following rules have been updated for clarity and to ensure consistency in translations among all Sokker countries:

CHAPTER 1: Registration (slight change to discuss email address importance)
CHAPTER 2: Sokker Rules (clarity in sharing connection rule, addition of sharing teams rule)
CHAPTER 4: The Players (additional information on defending skill)
CHAPTER 7: Sub-Junior School (maximum users joining per week)
CHAPTER 8: Transfers (clarification of transfer listing fee)

More information on the changes being done can be found in this thread.


In the next 5 posts, i am showing each of the above rules that have been changed, tracking the revisions with color coding. BLUE is changing or being added. RED is coming OUT (to be replaced in some cases by BLUE).
(edited)
2008-12-08 04:04:36
CHAPTER 1: REGISTRATION

To set up your team, go to the menu Registration on the Sokker main page. After submitting your personal data and current e-mail address, you need to wait until you are granted a team. Please use your correct e-mail address because you must be able to send back a confirmation mail. You will be notified by e-mail again once this is done. All applications are processed on an individual basis, so it may take a few days to get your team. On rare occasions, your country’s leagues may be full. This may lead to a slightly longer wait. However, please be patient as all leagues are continually reviewed and expanded where necessary. Expansions usually take place during the off season.

The team you apply for must be settled at your real country, unless your country is not available in Sokker. If you are from a country other that the one you're currently living, and want to create a team within this other country, you must send an e-mail to admins@sokker.org.

Please follow fair play rules in Section 2. For example, if you believe that you share in IP address with another user, please email admins@sokker.org


Account management

Your Sokker account can be deleted for a number of reasons:
- You have not logged in for 50 days (when a country is almost full, this can drop to a minimum of 15 days of inactivity in the lowest leagues of specific countries. In such cases, sokker staff will inform you about this in forum of your country).
- Your team has exceeded the bankruptcy limits for a period of over 14 days.
- Your account has been blocked due to failure to follow the fair-play rules or forum rules as stated in section 2.

In each case, if you would like to rejoin Sokker, you will be allowed to register one more time. You must wait for a period of 50 days from your last log in before doing this.

User invitations

When you invite your friend to join Sokker you can tell him to fill out your login ID during the registration process or just send them a link as below:

www.sokker.org/?buddy=your_login

You will receive 10 days free Plus every time a user that you have invited buys plus for the first time!
If you already have Plus, your subscription is extended by 10 days.
2008-12-08 04:05:55
CHAPTER 2: Sokker Rules

GENERAL SOKKER RULES

As an user you are obligated to obey the following major rules. In the game it is forbidden:
- to own or to control more than one team
- to sell or to hand over a team to another user (no matter if he was already playing in Sokker or is a new user)
- to have a team in a country other than the country of nationality or habitual residence. In case of registering from a different country or coming from a country not included in Sokker database, please explain it by writing to admins@sokker.org.
- to transfer any player between the teams that use the same IPs or that log from the same computer
- to help other teams by bidding intentionally on their players above the market value
- to transfer players over their fair market values
- to hack another user's account and to try to obtain other user's password
- to use programs that may be dangerous to Sokker
- to post or present material that is designated as illegal on this family-oriented site (i.e. to present any racist, fascist, or pornographic material, presenting illegal programs or the material breaking software licenses/copyrights) or causing potential harm to another user's computer (i.e. containing viruses, harmful behavior, etc).
- to use any encountered errors in Sokker to one's own needs (every traced bug should be reported to the admins)
- to break the Rules of Sokker Manager or the Forum Rules stated elsewhere


SHARING CONNECTIONS OR COMPUTERS WITH MORE THAN ONE USER

It is absolutely forbidden for any user to manage more than one team. This is one of the most important rules in Sokker.

With registration/permission, administartors may allow multiple different users to created teams from the same IP connection or PC (i.e. siblings in one household or friends in dorm).

To register your team and recieve permission to share an IP connection or PC, you need to send e-mail to admins@sokker.org, with a description of the situation to justify the request and including ALL team names and user names that will be sharing the computer or connection. This e-mail should be sent BEFORE registration. If you forget about this condition then you may be punished based on the reasonable of suspicion a user having multiple teams.

IN ALL CASES, even with registration and permission to share a computer or IP, ANY TRANSFERS between users who have EVER shared an IP is illegal.


If you happen to use the same computer (or local network) with other users, it should be reported to admins@sokker.org. Please include in your message login and the name of the team with identifier (i.e. login rysio [1], team: Testowa [785]). As mentioned above, any transfers between users who ever have shared an IP is illegal.

Violations of these rules of Sokker, including the major rules above and breaking the registration rules above (such as attempted registrations for multiple teams), will be punished with penalties up to removing the user from the game.


SHARING OF TEAMS / LOGGING IN AS OTHER USERS

Teams in Sokker are to be controlled by one user and not shared or logged into by other people
- In extreme situations where an owner is not able to log into their team for an extended period and a clear need for maintenance of the team (ie months for military service or hospitalization), admins may be contacted (admins@sokker.org) to make an exception to this rule for a specific period of time.
- In the case that an exception is made, the person "sitting" for the other user may ONLY set match orders (based on previously created tactics by the normal manager) and reject and pull juniors.
- The sitter cannot bid on or sell any player, post or send any message, or make any action meant to harm or give advantage to any team.
- In the case that the owner is also the NT coach, the permission should be know publicly and may only include the actions needed to let the NT play their matches. Alternatively, admins could set up a new NT elections if necessary.
- The owner will have to change the password after he is back in control of the team.

SOKKER STAFF AND PUNISHMENTS

To supervise the game, the owners (developers) of Sokker have appointed the Game Administrators. Their purpose is to support other users, to enforce the rules and guidelines of the game, and ensure safety and appropriate registering of user accounts. Administrators are given powers to take steps to punish users who have broken the rules of Sokker. At their discretion, Administrators may:
- put a financial fine for user's team
- give a user the last-chance warning ("yellow card") - meaning giving him the last chance to play honestly in the game
- block the user's account (including disallowing any further return of the user to the game)
- put on user other sanctions, which haven't been specified yet.

Administrators have rights to use or combine those means in order to ensure fairness and safety in the game.


Administrators reserve themselves rights:
- not to reveal the details of their work or decisions to the users
- to ensure secrecy and limiting the access to the information that may affect the user, whose case is already been analyzed
- to adjust or settle manually the transfer price, if the value paid is/was far from the market value (i.e. overpriced or suspicious)
- to fine or block permanently a user's account if he spams other users or insults/uses vulgar vocabulary towards other users (including the private messages).
- to block the user's account for every suspicion of controlling more than one team (noticing the Administrators about the common loggings would be set aside here)
- to ignore all appeals for data recovery (players, stadium, trainers, juniors) if the account hasn't been properly secured (i.e. password was shared with others, was saved in browser on public computer) or that has been made by user's mistake. Other cases (i.e. hacking users accounts) may be restored if possible.
- to ask user for his real life identity, in case of security or game fairness concerns


Administrators will not generally perform the following actions, but reserve the right in extreme cases:
- to interfere in cases of not bidding a certain players on agreed price - those are the matters of the mutual agreements between the seller and the buyer and are not supervised by Sokker staff
- to remove any player from the transfer list at the request of the buyer or the seller or others
- to remove any player from the transfer list because they were listed by an emotional action of the owner
- to login on user's account without being granted user's permission (for example, to remove a racist newspaper article in the page of an idle or banned user)

Each issue will be evaluated on its own merit, taking into account general practices to ensure fairness. This may result in increasing or decreasing the penalty for certain transgressions, at the discretion of the Administrator.

Do not contact with Administrators from accounts of other users. If your account was blocked, the only way of contacting Sokker Staff is writing to admins@sokker.org. In all other cases, if you need to contact an Administrator, we kindly request you contact no more than 2 Admins. Please check who is online, send sk-mail to up to 2 of them, and wait until the sk-mail has been read.

Every case not described in the rules will be handled by Game Administrators.



Administrators are supported by Forum Moderators. Moderators examine forum discussions, news postings, guestbook entries, logos and team names, and all the public activity of the user to keep all discussions on the cultural and non-offensive level. If Moderator notices that a user is breaking the rules, he has the right:
- give a warning
- block the forum access
- ask Administrators to punish the user more severely (up to fines and/or blocking his account).

The specific forum rules are available on the Forum Statute, available via link at the top of the main Forum page.

The decision on ANY punishment (by a Moderator or by an Administrator) is at the discretion of the Moderator or Administrator, and is not open for public debate or discussion. In the case of any questions, the user may raise the issue for final review and decision by emailing to admins@sokker.org. The decision of the admin or admins who review that case is then final.


Ignorance of the rules will not be acceptable justification for breaking the rules.
2008-12-08 04:15:51
CHAPTER 4: THE PLAYERS

Each player has 8 basic skills. 7 of these skills (Pace, Passing, Playmaking, Defending, Scoring, Technique and Keeper) range from tragic to divine. Stamina ranges from tragic to formidable. The higher the level of each skill, the better the player will perform in a given discipline.

Basic skills

Pace

Determines how fast the player is. This impacts the speed a player runs after the ball, and speed of movement with the ball. Faster players have a better chance of running away from the opponent, as well as catching him. Additionally keepers with a higher pace skill are more effective at challenging strikers.

Passes

This skill determines the accuracy of player’s passes (both kicks and headers). The accuracy means both the right direction and power, so that the team-mate will be able to receive the ball as easily as possible.

Playmaking

Players with high playmaking skill make their decisions who to pass to quicker, as well as choosing the best positioned player to pass the ball to. If your player’s playmaking skill is poor, he may start to look around for someone to pass to causing him to lose pace and therefore will be easier to tackle. Higher playmaking skill also increases a players ability to make running passes.

Defending

The higher the defending skill, the greater the chance of tackling an opponent, and the greater the distance from the opponent that a defender will be able to make a tackle. This is the skill most desirable for defenders. However both the midfielders and strikers may, thanks to their high defending skills, create an opportunity by intercepting the ball from opponent in his half. Whether a player is able to make a tackle or not is also dependant on the other player's technique. The greater their technique, the more chance they have of dribbling past the player.

Striker

Determines the accuracy and the force of kicks. Players with higher striker skill mis-kick the ball less often (e.g. sending the ball high over the bar) and their strikes are more difficult to save. This skill is important for all players that are likely to have a striking opportunity, not just forwards.

Technique

Many of the game aspects depend on technical skills.
- skill of controlling a pass; a player with a low level of technique may fail to control even the simplest balls.
- pace of dribbling; players with poor technical skills significantly lose pace whilst moving with the ball
- skill of passing a defender with a one on one duel and controlling the ball during a feint
- chance of mis-kicking while trying to make a one-touch pass.

Goalkeeping

This skill is only useful for keepers. It determines effectiveness of saves and their quality. Thehigher the skill, the more often the keepers catch the ball or clears it cleverly (away from the strikers).

Stamina

During the match, the players get tired. When this occurs they become less accurate as they lose some of their skills. Only playmaking remains unchanged throughout the match. The degree of fatigue is not directly dependent on length of play but on the activity of the given player. The more he runs and participates in the game the more he gets tired. Players with higher stamina will suffer less fatigue than others. Also be aware that untrained stamina goes down in time.

Additional players’ parameters

Form

Determines whether the player can take advantage of his skills in full. Players that are out of form will perform worse than they would if they were in a higher level of form.

Tactical Discipline

It reflects how accurately the player will follow the tactic during the match. Tactical Discipline is based on two subskills: Experience and Team-work.

Experience:
- More matches played, more experience
- Activity during each match
- Type of match (friendly, official, national team)
- Players at lower levels of experience increase the skill faster than players with higher levels

Team-work:
- Represents how well a coach can teach tactics and how much the player has learned with that club
- Changes during training each week like other skills, independent of the training type selected. The growth depends primarily on head coach's general appraisal. This means that it could even drop if you change to a coach with lower general appraisal.
- Depends on time played in week matches like any other skills
- Assistants help to increase team-work, but their influence is lower than on other skills
- Older players' team-work increases and decreases in slower (they are more "change resistant")
- After every transfer, team-work of the transferred player drops down to the lowest value

Talent

Hidden ability of the player to enhance his skills. Determines the efficiency of training for both a first team player and a junior training in the sub junior school.

Age

After each season your players get older by one year. Younger players enhance their skills faster. As a player approaches his 30's, his skills may begin to gradually deteriorate. The older a player the faster the deterioration.

Value

Approximate value of the player dependent on his skills. This value does not represent the market value for the player if he is sold.

Earnings

Specified in the contract weekly wage, also dependent on player’s skills. At the beginning of each season, the contracts are renegotiated and a new wage is determined.

Sacking Players

If a player is not up to scratch, and you believe he isn't worth transfer listing, you may sack him. If you sack a player, they will no longer play for your team and will not be available for any other teams either. They effectively will have left the Sokker World!

Players that are current members of a national team cannot be sacked. Players who are not on a national team may still be sacked, even if they are of NT-caliber quality.

NT players from bot teams will be released to the transfer list (if they are active national squad members and have played at least once for that team) prior to a new user being allocated the team slot with a new set of players.
2008-12-08 04:16:12
CHAPTER 7: Sub Junior School


Your club will have a sub junior school. This is where young players are coached.The juniors are young players with too little experience or skills to play in official matches.

You need to assign a youth coach to ensure that your juniors are trained. His general appraisal will determine how quickly the juniors will improve their skills. He will also decide when a player is ready for testing in the first team line-up.

For your school you should allocate a set number of places, this being the maximum number of juniors the school is able to train. Every week new players will join the school, provided there are some vacant places. The maximum number of juniors that may join your youth school each week is 6. If there are more applicants than places some of them will be turned down, but you will never know who was rejected…They could have been a useless youth or a potential star for your team.

Juniors enter the school with various skills, but it is their talent and the coaches general efficiency that determine how fast they develop and whether they will be valuable players after leaving the school. When the junior is ready to join the first team, you can promote them to the first team, where you will be able to see what skills the player possesses.
2008-12-08 04:16:45
CHAPTER 8: TRANSFERS

One of the basic ways of acquiring new players in Sokker Manager is to buy them from other clubs. The transfer market works as an auction. Note that it is not possible to list players for 0 - you will need to list them for at least 4 to have them successfully listed.

Placing a player up for sale involves a transfer listing fee of 4% that is a fraction of the starting price. After the transfer, the seller has to pay tax of 4% on the received price. If the player is not originally from your team and is aged 23 or under, then a further 5% of the received price will go to his original club.

After being placed up for sale, the player remains on the transfer list for two days unless he is withdrawn by his employer. Players can only be withdrawn whilst no bids are placed. When the bidding expires, the player will move to the club that offers the most money for him. After bidding, the player remains in his previous club until he is brought in by his new employer or is sent out by his former club owner. At that moment, the transaction is complete.

If the buyer does not bring the player in and the seller does not send the player away, it will be possible to cancel the transfer. To do this, if both individuals wait one week after the bidding has finished, the transfer will be cancelled automatically, and both users will have to pay 10% of the final bidding price to do this.

Daytrading

Sokker includes rules designed to limit daytrading of players. Every single player could refuse the proposal of being auctioned by their team.

The chance that a player will refuse being auctioned will depend on:
- the number of matches played for the club - the less he played, the higher the chance of refusal
- the number of players put up for sale by the team within the past 2 weeks
- form of the player - the lower the form, the chances of his rejecting the transfer increase (lower affect)
- mood of the supporters - the worse, the more likely that player will agree to a move (lower affect)

The daytrading regulations exclude all players from your initial squad and youth school.

You should remember the fair-play rules listed at the beginning in regards to transfers.
2008-12-08 04:57:14
Placing a player up for sale involves a transfer listing fee of 4% that is a fraction of the starting price. After the transfer, the seller has to pay tax of 4% on the received price. If the player is not originally from your team and is aged 23 or under, then a further 5% of the received price will go to his original club.

wow i didnt realise you could lose up to 13% of the recieved transfer!

i think that the tax of 4% should be covered by the cost of listing at 4%

so basically if u sell at ur asking price, then there is no 4% tax.. then people cant complain about servers going down etc... obviously if you list price too high, player wont sell, and u lose 4% anyways... guess thats for bugs ideas, but meh

EDIT: OH P.s Cheers guaca... good updates :)
(edited)
2008-12-08 06:55:26
please correct something:

Placing a player up for sale involves a transfer fee of 4%[color=red that is a fraction[/color]
2008-12-08 08:42:06
true... that is written in the rules like that, well spotted... also, the "4%" is still marked in blue.
2008-12-08 09:00:21
i had thought u were an admin or mod n cud change the rules :(

looks like theres no admins up yet.....

nothing major but just looks a bit messy to be having that in the rules of a game with lots of users worldwide!
2008-12-08 14:11:21
wasn't the number of max. youth players per week (6) also the same before?? I don't get the change which has been made here....
2008-12-08 14:22:34
think the number wasn't in the rules before.
Now it is in the rules, before that it also were 6 juniors that could join, but that wasn't written in the rules.
2008-12-08 14:31:16
User invitations

When you invite your friend to join Sokker you can tell him to fill out your login ID during the registration process or just send them a link as below:

www.sokker.org/?buddy=your_login

You will receive 10 days free Plus every time a user that you have invited buys plus for the first time!
If you already have Plus, your subscription is extended by 10 days.

-----------------------------------

why didnt you tell me this two weeks ago
before i brought 250 guys in here
:(
thats 2500 days of plus!!!!!!
2008-12-08 14:34:26
they have to buy PLUS too ;)
2008-12-08 14:34:48
and all of them will buy Plus? (damn, too late...)
(edited)
2008-12-08 14:37:26
+ it already was in the rules (at least in the czech version)
+ it was in the news 2007-10-24 08:24:55