Players motivated by the rivalry - Stekelenburg


“This is going to be a fantastic game,” these are the first words from Maarten Stekelenburg when asked about the Cape Derby.
Ajax Cape Town plays Santos at the Cape Town Stadium on Saturday, kick off at 20h15 and the Ajax coach can feel the change of atmosphere in his dressing room.
He said, “Even though I am from Holland, I can feel a sense of enthusiasm amongst the players and that is good.
This game has all the ingredients for a good game with both teams coming off a win in their last game, the players want to win and that will draw the fans to the Stadium.
The players must stay focussed and wait for that moment in the game when they can take advantage of the opposition, there is also that moment in the game when the game explodes and we must control our emotions to ensure a victory.
Yes this is a derby, but for me the three points is our aim. It’s very important for our campaign to win this game to push for a place in the top three.
It will not be easy and we know that, but our training sessions went well and our players are motivated by the rivalry of the tradition of the Cape Derby.”







yes, I think the ease of re-rolling your character very much atefcfs your opinion of permanent choices. This isn't just about the game, but also about the player: someone who has much more free time is more likely to see re-rolling as an option. They may still HATE that option, but they'll see it as a possibility. (Whereas people with less time won't see it as an option at all and won't worry about it.) I think that's one part of why the players who spend the most time in the game are often so angry about such tiny little imbalances: they feel pressure to re-roll, restart, redo everything, and they don't WANT to do that. Whereas other people don't feel they CAN re-roll, realistically, so they are less upset about tiny problems. They rationalize them better.@Fig: I definitely *am* a fan of suggestions and ideas! On the other hand, my game is very PvE oriented so I'm not sure how useful a heaven and hell system would be.@Saj: I agree I think that's becoming readily apparent as I play with it: it needs to be a unique experience rather than just a spreadsheet tweak. That unique experience offsets a perceived cost much better than, say, 5% extra damage. But it's also harder to make happen.@mavis: Unless you only play very rarely, I don't think it's too likely to happen by mistake. The dormant disease will remind you that you have this sickness and should get it cured before it's too late. And it's also actually pretty hard to accidentally stumble on werewolves they're only in one place in the world, during a certain time of the month. But if people do end up becoming accidental werewolves, I'll have to look at it again, and if it's a common occurrence, fix it. I'd rather not let them leave it on them for an unlimited length of time; it will be too easy to not choose, in that case.@Iam Whitchurch: I don't have those combat roles and combat has a somewhat lessened importance in the game anyway. But I get what you're saying! In a game with well-defined roles, being diverse inevitably means being suckier than the specialized person , which would mean that if werewolves are better at DPS, they'd be seen as mandatory to be a good DPS. I hope to sidestep that, or at least put it off a long time, by having a completely new set of combat systems, and also by rewarding diversity more strongly. But proof-pudding it's certainly something I worry about.