I’m already scared of your team Charles :)
don’t worry guys: the best managers will keep being the better ones and the worst will keep being the worst, no matter what. It was SS and MS law, it will always be RS law. nothing will change.
Many players gone, new ones listed, prices droped… Make your offer:
http://www.rubysoccer.com/game/team_players/172
Me neither Dimitri, considering i changed teams not long ago… but i guess we all gotta take the plunge sometime :)
it’ll change things up a bit as i find things to have been stale for quick some time now. Not complaining about it as i like Ruby :)
The description of the changes suggest it’s a good idea to invest in players now, yes.
I’m not looking forward to the changes, it looks like it will be a whole different game with it. But I’ll see how it goes.
should i go on a spending spree ?
We just finalised our discussions about the changes Gabriel has been working on. It looks like things will be ready soon!
It’s being worked on. I’m finalizing the new concepts and will discuss them with Danilo. The initial idea is that there will be no concept of money balance any more, the board will provide a transfer budget and total wages cap. The level of coaching, scouting, physio and stadium as well as the level of transfer budget, wages cap will be determined on season start based on past season performance and country ranking. The manager will have to decide which of those areas to improve or worsen. Oh, and there is also a level of return on players sold, which is a % of money earned selling players that will be added to the transfer budget.
The stadium will have a different role. The level of stadium will determine the amount of pressure on opponents (currently it’s always -3 on all attributes except for players 31 years old and above) and will provide a bonus for the transfer budget.
Player values and wages formulas will be updated and adjusted according to the new model. The estimated prices won’t be dynamic any more but will always follow the same formula. Managers will continue to be able to decide the transfer price for a player.
I guess that’s it for now. As I said, it’s still being finalized and is subject to changes, but I’m looking forward to putting it in place :-)
Cheers
ok so whats the current timeline. is this just being spoken about or being worked on ? how soon can this be moving forward ?
So many years playing the game something would learn eventually :D Even so my strategy with West Ham is a little diferent, almost all the players on the main team cost crazy money :D
Filipe, how nice are they really, is that a hidden variable for the player and you found out, through your years of research and analysis? :D
/BK
Several nice players for sale at the best prices you find in the market. Take a look, you will like:
http://www.rubysoccer.com/game/team_players/172
Just some ideas:
1.Like in national teams, if the board objectives are not fulfilled, a manager gets fired. For example, if a manager for two/three successive seasons doesn’t reach the board objectives (position in national league) he gets fired. The focus should be in the position in the national league (not in cups).
2.Player clause: for example, some players may demand minimum numbers of official games played (example, play half of national league games). If not, the player decides not to renew is contract.
3.Player contracts: players may decide not to renew his contract if the club doesn’t achieves the board objectives (during the length of is contract).
4.In my opinion, these improvements will allow good players to move around and also good teams will be available to coach.
5.The maximum CPU teams may offer for a player his is estimated value. This will prevent crazy transfers
Gabriel and Danilo, there are problems that can be solved and there are problems that can not be solved by you.
Here are my general (and business-wise important) suggestions:
1. Move over to Facebook, the forums, the game, everything, use marketing there to get bigger crowd of managers.
2. Realistic player/club/economy model – do a research or get few students who do master thesis on statistics or similar
3. Tie knowledgeable people to key positions in RS project, as MS once did, responsible persons in areas as Data, Game Masters etc.
Do not think about the ownership too much, or you will end up with having the whole of a non-existing cookie, instead of a big slice of a big cake.
4. Have a (business) plan about what you intend to do with this game.
Most of you might not know this but MS HAD such a plan. I’ve seen those documents, they were very detailed and interesting, and keep in mind that those were written like 10 years ago. I might be wrong but it looks to me like you don’t know what/where to go with this project. At the moment it is as good as dead. If I was in deciding position with this I would end it sooner than later. It is as bad as this, sorry. I want to give you a reality check.
Not to be just negative, there is still some chance to get things right, if you do this properly. You have to do the right things though.
I would suggest that when starting to do something, start with a ‘WHY’ rather than ‘HOW’. Do not take one or two individuals opinion as a common rule on things.
Another thing:
Apps – you should consider this, in-game purchases are very interesting economy model in many “free” games today.
MS = ManagerSim
/BK
Yeah, the ratings don’t always reflect the player abilities…especially cause it also depends on how he’s being used in the squad (position, strategies, etc).
Having player’s value depend on player’s performance makes no sense with the current player’s performance rating. It makes no difference to me if a 95 tackling midfielder has a 6 pts average career… I can still pay 300M for him, wouldn’t like if the board didn’t let me pay because of his performance…
a collaboration of both our ideas i like
You’re right, in MS you could hire your staff like players and we may eventually do that in RS, but we need to focus on the other changes first. I like the training schedule idea and I believe that this idea with some other changes to player development should help us get rid of playing lots of friendlies during the season.
I’m more and more inclined of getting rid of estimated value, even though once it’s adjusted could server as a starting point. My idea is to still let the managers set the transfer price to whatever they want, but given the new transfer budget to be introduced there is no point in setting it too high as even rich teams may not be allowed to spend what the selling manager is asking. Bottom line is, if you are unreasonable in your prices you will not be selling.
From the new attributes you mentioned for the players I believe morale is the top priority, and that would certainly influence the willingness to renew the contract and match performance.
Cheers
in managersim you could hire your staff like you do players if i remember correctly we should do that
also for youth we should be able to set focus of improvements like work on passing ect what ever is selected for that tick and have actural training days in the schedule for not just hte youth but 1st squad. players in real life get hurt in training :) so the manager would have to set intense, medium, light, none ect
economy i say get rid of est value all together. and only be able to sell player for 100% + % increase for raiting, goals and performance. Board will set this value and have the Boards consider scouting reports for example. a player with what looks to be good attributes. is really shit when he plays in games with low raitings no production ( 94 shooting only 4 goals in that season ? thats shit)
what do you think Gabriel ?
also attributes id like to see on players is
Moral ( low for not enough wage, game time, homesick, and if it gets too low request transfer and if denied no renew of contract accepted)
WorkEthic low, avg, high
adaptability ( can learn new positions)
Thanks for the input guys. Here are my comments:
@Charles: I’m not sure it will reduce the gap between rich and poor teams, the idea is that a poor team will initially have lower budget and cap and not so good facilities, but if they have a good season they will have better conditions in the following season and so on. What will be better in the following season will be the manager’s choice. My idea is that at season start the board will give you some “points” to spend if you did well, and you can decide where to put those (higher transfer budget, better facilities, better youths, etc).
@Welington: the decisions will be based on current team status + last season performance, so it will be incremental (or decremental), not a hard reset every season. I like the idea of having a manager goal for the season, if the manager aims higher the board can give him more resources (but also penalize him harder if he fails) and the opposite if he aims lower. Staff market was my initial idea before having the departments, but then we moved away from that…we’ll probably keep things as they are initially, if we go ahead with these economy changes (too many things changing already). Regarding players contract I agree with you, but again we may implement economy changes first and leave that for when everybody is familiar with the new model.
I’m thinking with this new model the player’s estimated value doesn’t matter any more…you (and everyone else) will have a transfer budget and it’s up to you to decide how much you want to pay for a player and how much you think others are willing to pay.
Cheers
Gabriel,
I believe that can be interesting give more control to the board, it’s more realistic in this way. They can control how much money we can spend, how many scout, coaches and physios we need and according to how many fans do we have (whether it’s increasing or decreasing, and according to the last season tickets) whether we need to expand or not the stadium.
I also believe that these decisions and season goals can not be based only in the the squad average (as seems to be nowadays), last season position or how much money do you have, but an composition of these 3 variants and the manager goal for the whole season. This is what happens in the reality and maybe can also be used in ruby world.
About to have fixed coaches, scouting, physio, scout and stadium, with level points to invest according to your perfomance seems not so good to me. I believe that you can have a fixed structure (minimum possible), but that can be improved according to board and manager goals and investments. not reseting every season, but keep improving or decreasing according these goals and investments until reach some limit. (there are managers that like to play making investments into youth academy or in youth players and and improve their teams slowly, making their structure very strong and others that the only goal is to be champion)
To complement the changes would be good to have some staff market. You can hire your staff according to your plans and limited to some quantities defined by the board. You can hire directors, executives, coaches, assistant coaches, trainer coaches, 1st team coaches, youth coaches, physio, scout, etc..
About players contract, would be good to give more inteligence to the players. They can have goal/assist/presence/match win bonus, with all this interfering into the standard salary. Also can include some transfer clause, that define the maximum value for the player, and every team can take the player offering this value. This transfer clause can also have some impact into the salary (higher clause, higher salary).
:)
All those concepts sound really interesting.
I’d be curious to know though, would mechanisms be put in place so that richer teams get penalized more (by making them pay more based on their bank roll) so that the economic balance can be closer than it is now? I really don’t know how it would work, i’m just throwing an idea out there. It’s nice if the board wants to put more restrictions (or whatever you want to call it) on how much we can spend per season or how much more we’d have to spend on certain things compared to smaller bankroll teams, but the key point i’m taking away from this whole thread is to reduce the difference between the big money teams and the lower teams. As long as these new concepts can bring more parity to the Ruby world, i think most would be happy with it. Obviously big payroll GMs might be put off by this and would just want to manage a small market team just to avoid paying all these fees… In the end, we’re talking about a salary cap on spending, plus more $$$ towards ongoing investments for big teams correct? this way, big teams can only spend so much in order to allow for smaller teams to catch up? I might be getting the theory all wrong, please correct me if i am.
I understand how perhaps higher bankroll GMs might get put off at the fact that their money making will take a dip (by forcing them to put more money into the team + a cap of some sort), heck i’m one of them, but i think if our ultimate goal is to bring more parity, ECONOMY wise, to the world then i think i’d be up for it. Although, some GMs might not like the fact that their being penalized for knowing how to make money vs others who are having a harder time. But i think it might be perhaps important to balance this with another factor in order to keep these big payroll teams attractive to other GMs…
Thanks Felix ! , he has done really well this season indeed. Some people might think it was a crazy price to pay but by the time i bought him club was very wealthy and i already had a strong squad so went for one player that can make a difference. You dont see too many super stars anymore like in the old times .
regards
Congrats on winning the title Dimitri!!
Unfortunately i was defeated by a goal in the last 10 minutes in my 2 most important matches this season.
Could have been way different.
Anyhow, this year was very exciting! Good luck next year.
I have been thinking about some drastic changes in the economy. We all know how hard it is to balance the money in any kind of game and the focus of RubySoccer is not (or should not) be the economy. That said, my idea was to get rid of the concept of money balance altogether and have the board of each team define the season budget for transfers and total wage cap. These 2 numbers would be based on performance, achieving goals (we could add new goals other than final result on competitions), managing the money well, etc. When you sell a player a % of the value would be added to your transfer budget. This % could also be variable and defined by the board on season start.
We could also have more complex team departments or investment areas. For example, let’s say we have levels for coaching, scouting, physio, youth academy and stadium. These levels would not be controlled the way they are now (where you can increase or decrease at any time), instead they would be fixed for the whole season and the board could give you extra points to spend on whatever you want on season start (depending on your performance in the previous season). For example, let’s say you had a good season and the board gives you 3 points to spend. You could then improve your coaching department 3 levels…or maybe 1 level for your stadium, 1 for physio and 1 for youth academy.
There is still a lot to think about and discuss between us, but basically my idea is to give more control of the economy to the board and let the manager use whatever the board provides to manage the team and focus on squad management, investment decision and budget management.
What do you think? Have I gone too far? :-D
Cheers
I suppose it was bad luck on the random factor. Team performance was clearly not a problem and I doubt player quality would have a huge influence in reducing the attendance.
Semifinal World Cup, match between Brazil and Argentina.
The genie Cristiano Gouveia proved decisive again.
Hat-Trick!!!
Argentina 2-3 Brasil.
It is his twentieth game of the season wearing the shirt of the Brazilian national team and has scored thirty-three goal.
The Dutch league was very exciting this season:
1. PSV 100
2. De Graafschap 100
3. AGOVV 99
4. Ajax 92 (losing against PSV and Feyenoord in the last two matches)
A high level on the top in The Netherlands, but also some teams that will be good in the future, like NEC. And Charles with Feyenoord has a squad with only young players, but already made it to place 7.
I think AGOVV has the best players, but I guess PSV was a bit more lucky this season. I’ll try to defend the title next season again!
Cristiano Gouveia is fantastic.
Maybe the season he is doing is the best season of a player in the history of rubysoccer. Does anyone remember a player who had a phenomenal season so? Even the old Tiger’s strikers had an advantage as the genius Cristiano Gouveia.
Cristiano Gouveia earned every penny that Amac Bilgen invested.
Congratulations on your courage to invest in the player, Amac.
“no game winning incentive for players”
If the problem is some teams having to much money and others strugling to have some I can’t see how that would help, we all can see the most rich teams in the game are the same teams wining leagues and cups… Giving more money to them would be fair in my opinion, but the gap between rich and poor would only grow…
“if i knew that stadiums building didnt do shit for income”
Again, if you have good resuts you’ll have full stadium every league match. If you’re not sure about that you should stop raising the stadium seats at some piont, it depends on how much time you plan to stay in the team and how well you believe your team will performe.
“a team in real lifes income doesnt rest on selling players”
The two gretest portuguese teams (in real life) made something like 100M€ with sells this season. Guess what, they still have major finantial problems…
About the selling to CPU those were the changes and they were made for eveyone, naturaly some got better with it, some didn’t… Personaly I’m more concern with results than with the bank account, most of the time my team has less than 20M just to pay wages :D