Habib Sutter
Age: 22
Attributes
Position: D
Side: C
Keeping: 36
Tackle: 89
Passing: 77
Shooting: 77
Speed: 90
Dribble: 89
Control: 93
Header: 92
35 mill is the asking price for the moment.
more players added to the forsale at sunderland
What are the criteria for 30+ players losing stats? I looks like one 33 yo loose stats and the other doesn’t.
Well, it’s just a way of saying “we can expect nothing with the current level of players we have compared to the other teams in the competition”. So in this situation you usually lose only 1 or 2 points on games lost, unless the score was really negative. Improving the squad would make the board expect something better next season :-)
When the boards expectations are only to improve the team no matter the game, what sort of things do they expect to be done with the team. In my opinion if my actions still result in player skill improvements across the team, shouldn’t the board be happy regardless of game results.
I understand your point Kuroyuki but also in real life a board expects the manager to redeem expectations. He can use a B-squad and if he wins it’s ok but otherwise he will be fired. Supporters also want to see the best team play the match ( if necessary some players replaced by reserves). They don’t pay tickets to see a B-team or 11 youths on the pitch.
So the formula for board expectations reflects real life according to me.
This is how it works:
- each team has an average skill based on its main players (I can’t tell you exactly how many players are considered, but I can say it is greater than 11 and less than 30…lol)
- before a match, the teams’ average skill is compared, the home team advantage is considered and an expected result is defined…keep in mind that this is independent of the actual players used, given that the average skill already reflects the team’s ability to rotate players
- after a match the actual result is compared to the to expected result and bonus / penalties are given to the teams
It is as simple as that, so the board doesn’t care which players you’re actually using, but the ones the team has available. Also, it doesn’t matter who is your opponent, except for the fact you’ll be expected to win by a larger margin against weaker opponents.
It depends on the second string players that you use in the game and the skills they have. I generally utilise a second string team in games which I wouldn’t stand a chance of winning even with my default starting squad. Does the board consider this scenario?
Afterall, a lost game is a lost game, regardless of scoreline.
The idea of using more than 11 players to determine the team potential is exactly to evaluate the ability to rotate players without suffering much, so when you play using second string players you should still be able to do ok if you are highly rated. If we always use the actual 11 players used in a match we will allow managers to always use their worst players without being penalized for that. Why should the board allow you to do that and say “oh, well, we lost 5×0 because we didn’t use the star players that we have” ;-)
So why do you get the board giving an email about a bad result in a game when using a reserve team made up of second string players in a league game, cup game, etc. They should take into account the skills of the actual players used in the game and base game performance on that rather than anything else.
The board evaluation is not based on the best eleven, they consider a few more players than that, the board knows you must rotate some players during the season :-)
This is a bad idea considering current board evaluation setup. Currently I believe the board evaluates based on the best eleven players you can field in a competitive game not the actual team you put on the field. Until the board is given better intelligence such things shouldn’t be implemented in the game.
Player morale could also be part of form then.
This will also be good for the transfermarket I guess. Managers can rotate or sell the unhappy players. More good ( and maybe younger) players will be transferlisted.
Would morale effect scoring of goalgetters? Good morale: normal amount of goals, lower morale: fewer goals.
A+ stars for loan! http://www.rubysoccer.com/game/team_players/254
Nice idea. This plus player morale (which would be related to playing official matches) would certainly make things more interesting.
Nowadays every manager has a starting 11 which he will only change when necessary (red card, injuries,…) Players who are on the bench can’t be unhappy at the moment.
I was thinking of something like player form. I would contain several parameters.
For instance:
70% depends on the couple of matches the player plays.
At one hand, a player that plays 2 or 3 (official) matches (league, cup, EL/CL)in 3 turns will be tired (lower stamina) and his form wil decrease. On the other hand players that don’t play the matches they want to (2nd or 3th choice by the manager), will loose form as a lack of competition. Players that play 1 (official) match/ 3 turns will keep or increase their form slightly.
30% random
It’s possible a player loose form in real life too although he is training hard.
Form would influence player skills during matches. For instance. A 95 passer that has a good form will stay a 95 passer but when his form decreases his passing will decrease to 90. I don’t know what’s a reasonal skill decline.
My idea isn’t perfect yet, but that is what I had in mind. Percentages can be adapted.
If my calculations are correct you’ve lost around 4% for losing at home and around 34% for being knocked out of the national cup in the round of 16 by a second division team while you manage one of the strongest German teams :-)
But I understand your concerns, it’s just that we have to severely punish this early eliminations situations…and also reward them, if the other team had a manager.
According to your explanation, is it not a Bug that my “Performance” level dropped by 39% for losing 0×1 to a CPU team in 1st Round of nat cup? Seems a bit tooo much for losing one Match!
I can confirm Gabriel. Teles was a substitute for couto in the 45 min and didn’t miss a match. So loaned players don’t have to start the match.
http://www.rubysoccer.com/game/match_report/1046400
0×2
30% posse de bola 70%
5 chutes 46
5 chutes a gol 40
Just 2 goals with 70% ball possession and 40 shots?
http://www.rubysoccer.com/game/match_report/1049520
That’s much better than the boring 0×0 matches in the World Cup! :-D
I’ll test it next match. I hope he doesn’t miss a match :)
This was weird.
I had a retiring player (that I dont want to renew contract) with less than 12 turns to contract finish. This way I would have 1 spot for my 18ye youth when he asks contract.
I stayed some turns without login and what my board have done? They auto-renew that damit player and give away my youth that have asked contract!
It would be interesting to director board take theirs decision based on my rating inside the club. I have 100% satisfaction and they don´t trust me.
ps.:
It is a good youth: http://www.rubysoccer.com/game/player_info/159447
Hurry and contract him because I cant
Too many goals. 5×4 in a regular match
http://www.rubysoccer.com/game/match_report/1049484
Now I’m not sure :D I have no more loaned players to test it…
Are you guys sure about that? I think he will miss a match only if he plays less than the required 35 minutes or so. Has anyone seen a loaned player miss a match for not starting the match even if he entered later on in time to play at least 35 minutes?
Corners only consider the passing ability. Free kick (towards the goal) is 80% shooting and 20% control. Penalty kick is only shooting.
You can substitute him anyway so he will not miss the match, but he has to start the match
Which stats are used by the player taking the corners? I thought there was a topic about it but can’t find it anymore.
I thought free kick is passing and 20% control and penalty’s is shooting. Right?
A loaned player has to start the game in order for it to count