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July 16, 2013 12:23

803 posts(s)

 

It has been changed some time ago already… He chose the team where he had more chances of playing main team…

 

July 16, 2013 03:21

828 posts(s)

 

i offered 27000 for a wage the player picked 18000 since when did you change this. it has always been the higher offering wage wins the auction.

this game

 

July 15, 2013 09:14

4,309 posts(s)

Administator

 

Danilo did that one but I think it can be changed. Well, things can usually be changed, what I meant is that it shouldn’t hurt too much to change it. But of course we have to be careful when we do it.

 

July 15, 2013 04:44

61 posts(s)

 

Sivaspor turkey better prices!!!
Texera 94 shooting for just 37M

 

July 14, 2013 09:48

340 posts(s)

 

Yep, bind the individual rule to the position and not the player.

/bk

 

July 14, 2013 00:41

78 posts(s)

 

It is really annoying that every time you replace a player because of a red card or a tactical move, the individual tactics need to be reset. Can that be changed?

 

July 12, 2013 09:47

340 posts(s)

 

Gabriel, not really too crazy if you consider it, as it is realistic, it’s all about who deserves the scores best and that is the formula you need to tweak.
In game development, it is common that you cheat, in all sorts of pre-hashing, pre-calculating stuff, nothing new or weird really.

Your major hurdle in an engine that calculates chances is adaptability, and if football changes you will have harder time to implement all new ways of playing (read calculating) the results. With pre-calculated (read from reality) you don’t need to worry about results, only one thing, WHO will get the result, that of course is behind the curtains(mirror) so you should never tell the managers (players of the game) that this is implemented, I am sure people will notice anyway.

And yeah, I might write a book on how football management games should be done perhaps, all in due time of course, I need a smash hit game to showcase my ideas first, and that is on the way…. ;)

/BK

 

July 12, 2013 00:36

4,309 posts(s)

Administator

 

@Shawn: no, nothing has changed. I suppose this is the result of a real time game engine as Berhan suggests, sometimes you end up having several “stand out” results happening very close to each other.

@Berhan: you have some crazy idea right there, don’t you? I’m not sure what to make of them yet, but from time to time I consider re-designing the game engine, only to move on to something else before making any changes to it :-D

 

July 11, 2013 16:49

340 posts(s)

 

We can now see the potential of players with the scouting departments.

I’d like to suggest the points available for players development being redistributed each time you do a scouting and the main criteria for redistribution of points (for the main area skills only at this point) would be the position the player plays mostly or perhaps even the role (offensive/defensive) or even from the “individual orders” data.

That would allow you to “train” your player more specifically for the role you intend for him when he is an ordinary first team player.

Example:
- you have a DM with potential:
- tackle 88, pass: 87, shoot: 78

- by playing him as D+1 would redistribute potential points from shooting into tackling only
- by playing him as CM-1 would redistribute potential points with ratio 2:1 into tackle:passing, so taking 3 points from shooting and placing 2 into tackle and 1 into pass
- by playing him as CM-0 would redistribute 2:1 into pass:tackle, so 3 from shooting would go into 2 pass and one tackle
- by playing him as CM+1 would redistribute only into passing

and similar for the other skills.

Goalies will not benefit from this of course, so only outfield players can re-distribute potential skill points..

/BK

 

July 11, 2013 16:27

340 posts(s)

 

The result itself is no strange but I understand the frequency should not be too often.

That is the weaknesses in a real time game engine results. There are really two major ways to calculate results, one is the way it happens in this game, by generating and calculating score chances.

The second more realistic but harder to build is scripting the wins, draws and losses against some real world results.

So for England for example, you could for each game-week, hard-code the results for the say premier league for 10 seasons (the more – the better of course), then in each week, you sort it from the best to worst result – then map those results, after sorting the game league teams on most deserving those results, and “bingo” – you have real life results every tick. What you can fine-tune is the algorithm for sorting the game league teams in the order deserving the best scores. That can even be changed from season to season to add more variety into the game.

For example: game admin or game master (a role for staff that doesn’t play the game really as he can not tell what the criteria’s are to ruin the game play and playing himself to benefit from same game rules under the hood), can setup the game that a certain league will map to the results service by a certain order such as (one or a number of those):
1) offensive football, obviously formation dictates this,
2) smaller size of squad,
3) aggressiveness
4) average age of the first team
5) stamina
and so on…

Now, you will have a scripted system that delivers real life results to the teams and not knowing what is rewarded is the thing you need to find out so you can benefit from it.

Also same scripted set of result will give YOUR team different scores depending on those inputs..

Just some thoughts of course..

Oh, and one MAJOR advantage will also be SPEED of “playing the games”. “Generating” results for a whole league will be a matter of seconds.

/BK

 

July 11, 2013 13:53

28 posts(s)

 

Hi Gabriel,

Is there any change in the engine regarding the scores of International cups?
So many big scores for these 8th of finals !!!

I’m not asking because I have lost 4-0 (ok a little:), very sad after my result), but I can see many similar “strange” scores between teams managed by humans:
- Botafogo – Velez Sarsfield : 7-0
- Remo – Almagro : 4-0
- Middlesbrough – Dynamo Barnaul : 5-0
- Galatasaray – Gueugnon : 7-0
- Malaga – Feyenoord : 4-1

Any idea ?

Thanks and Regards,
Shawn

 

July 11, 2013 06:04

340 posts(s)

 

I vote for Davison.
BK

 

July 10, 2013 15:13

340 posts(s)

 

Yeah, the add note thing is bad, I guess the only reason you want is to store the scout report findings, so perhaps that is not needed.

One thing, a toggle current / potential values on squad list and formation screen would be enough.

Then for the scout reports having a life-length perhaps another department can be brought into the investments screen:
- Player Academy/Labs, where the scout reports get re-evaluated each season (twice/season) so you get more accurate data?
- having higher levels of that can auto re-scout scouted players with reports expiring?!
Perhaps not the best solution, but I think one can add more departments so you have more holes to throw your points at.

/BK

 

July 10, 2013 15:07

340 posts(s)

 

I think displaying the potential values is most interesting in perhaps setting up the formation so perhaps having an option (checkbox) in the manager profile settings to display the potential values, instead of the regular values, for available (scouted) values of course.

or for scouted players perhaps have a report icon and when hovered over, display the potential values (think about the pad’s lack of hovering methods).

Not entirely sure but the WHY here is simple:
To aid me in my “work” when checking potential values (from formations/squad list) to go to each player’s scout report or have a second tab opened with all the scouted players (a list that grows by each tick), so I can select my potentially best players when setting up formation and first team.

Now, I get rid of the less potential players every time I can but it’s still not very easy to check a players potential without x number of clicks.

A simpler solution would be the “add note”- functionality, so when on scout report, clicking on link/button would add the time now (season nr, turn nr and the potential skills), and to display them easier perhaps one can have a check box (toggle) potential/current values in the formations screen? Two solutions perhaps then.

/BK

 

July 10, 2013 07:33

639 posts(s)

Donator

 

Happy now? You seem to have stamina problems, too small selection for playing internationally probably.

 

July 09, 2013 23:15

61 posts(s)

 

Ricardo Texera
Age: 34
Position: A
Side: R
Keeping: 31
Tackle: 83
Passing: 75
Shooting: 94
Speed: 85
Dribble: 83
Control: 88
Header: 91
Aggressiveness: 44

Price: 60M!!!

 

July 09, 2013 11:11

4,309 posts(s)

Administator

 

@BK: I thought about that, but in the end decided it could get messy. Any suggestions?

 

July 09, 2013 11:03

340 posts(s)

 

Why not display the potential values in the squad/player screen directly?

/BK

 

July 09, 2013 08:49

639 posts(s)

Donator

 

PSV is selling! If you think the prices on the English transfer market are too high, check out these players:

Alexander Kamphuis 21yr 87 keeping, 86 speed $120k
Josué Valenciaga33yr One of the best keepers in the game perhaps: scoring close to 8.5 average in the last 5 seasons. $92k
Jean Meyer 33yr DA L 88 av $83k
Javier Borghi 32yr D LR 86av $44k
Jon Morris 33yr AD RC 87av $59k

http://www.rubysoccer.com/game/team_players/636

 

July 09, 2013 07:23

828 posts(s)

 

someone should start it over from scratch at this point, which will take some considerable amount of time thank you to that person who decides to volunteer

 

July 09, 2013 07:23

828 posts(s)

 

July 09, 2013 01:57

4,309 posts(s)

Administator

 

Let’s see how it goes, from now on all CPU teams will have coaching level 10.

 

July 09, 2013 01:56

4,309 posts(s)

Administator

 

OK, I won’t answer then :-)

 

July 08, 2013 20:46

639 posts(s)

Donator

 

And another improvement for the players screen: a link to the scout report, if available. Or even just if a scout report has been done.

 

July 08, 2013 19:37

340 posts(s)

 

Gabriel, is it random 1-X nr of percentage either way, or based on a skill/investment level?
ie the higher the scout level the less risk/chance of guessing wrong?

I hope you don’t answer, answering that kind of questions ruins the gameplay.

/BK

 

July 08, 2013 08:32

241 posts(s)

 

25 Year_old Defender- avg skill 87 -price dropped

http://www.rubysoccer.com/game/player_info/363871

 

July 08, 2013 03:51

4,309 posts(s)

Administator

 

Yes, the prediction can go either way.

 

July 08, 2013 03:44

4,309 posts(s)

Administator

 

We are currently experiencing issues when trying to update the wiki and haven’t spent enough time on it to solve. I agree this information should be on the wiki. I will try to remember to add it to the Players and Skills page once we fix the wiki.

Cheers

 

July 07, 2013 10:32

14 posts(s)

 

Yeah, I tried searching the forums for stamina information, but couldn’t find anything.

 

July 07, 2013 08:00

639 posts(s)

Donator

 

It was posted on the forums somewhere, but yes, it should be in the wiki too. I think updating the wiki is on the to do list, but not so high…there is more info like this on the forums, but it’s not so easy to find.