[Português]
É exatamente esse tipo de discussão que queria fomentar com a proposta de limite de jogadores. Estou analisando uma série de iniciativas que visam adicionar um grau de desafio maior ao jogo quando você está tentando evoluir um time pequeno e o limite de jogadores seria algo nesse sentido. Times grandes teriam mais facilidade de contratar jogadores e pequenos maior facilidade em formar jogadores. Além disso serviria também pra representar situações em que um jogador bom não aceitaria jogar por um time pequeno ou numa liga pequena.
Enfim, ainda não está certo que essa proposta vai pra frente, como disse outras mudanças de menor impacto estão sendo consideradas também!
[English]
David is asking about the player limit proposal and here is my view:
This is exactly the type of discussion I’d like to see with the proposal ti limit the number of players. I’m evaluating a number of initiatives whose aim is to make the game more challenging when you’re trying to improve a small team and the player limit is something towards that goal. Big clubs would have an advantage in hiring players and and smaller ones would have an advantage growing players. Besides that the limit would also represent situations where a good player would not accept playing for a small club or in a small league.
Anwyay, it is not yet confirmed this proposal will go ahead, as I said other changes with less impact are also being considered!
Acho que a imposição de limite de jogadores por qualidade não tem o menor objetivo. A única coisa que vai acontecer é enfraquecer os times mais fracos e fortalecer os mais fortes, o que é um absurdo.
Qual o objetivo de limitar a qualidade dos jogadores por clube. Assim os fortes ficam cada vez mais fortes e os fracos cada vez mais fracos. Pelo menos foi o que entendi.
Just changed the logic when setting the numbers, if there are any duplicates you still get the error message but everything is saved, except for the duplicate(s) which become blank.
Good idea! I would just match my kit to the real life ones anyway. Keep up the good work!
Points give for team and manager rankings now take into account the opponent class. That means a victory against an ‘A’ team is worth more points than a victory against a ‘B’ team, for example.
Player limit information is being introduced in “The Board” screen. Nothing is being enforced yet, so have a look at the limits for your team and see if they make sense. These numbers are based on your team’s class and league class and are supposed to limit the number of players you can buy for a given class, but you can still grow players from lower to higher classes to go beyond the limits.
I’ve only spent the minimum amount of time required providing the squad numbers feature, that’s why it’s simplistic at the moment. Maybe a reasonably simple change to make when there are duplicate numbers is to set one of them but not the other, and then warn you that the duplicate one was not set.
Regarding colour my preference is to match it with the actual club colour, I’ve had this in my mind for a while even for match replay. I know, it is more work than allowing managers to simply select a colour, but it’s also in line with everything else in the game that tries to match real life.
Can we make it so when you pick a number it’s removed from possible selection? I’ve picked 2 players for the same number a few times and it clears all your work and makes you start again!
Also it would be nice if you could choose the colour of your kits? From blue to red or yellow etc etc
Thank you Gabriel for quick reply and work! :D
The player traits related to playing better/worse against weaker/stronger teams are now based on team classes. The corresponding trait descriptions have been updated to better explain this change. For example, if you manage an A team and is playing against a B team, your players will have the traits “plays better/worse against teams with a class worse than yours” activated whereas your opponent’s players with the traits “player better/worse against teams with a class better than yours” will have it activated. When both teams have the same class these traits will not come into play.
I can definitely do it in the player information screen, just not sure how to accomodate in formations. That is a very particular screen and the colour coding used there helps identify player positions. I’ll see if I can do something without leaving it cluttered.
Hello,
I’ve suggestion about players numbers.
Can you add this numbers “to be seen” in the player profile card and in the formation/team selection card too, please?
Regards,
Bronson
The number of votes for inactive teams is now being displayed in the “Inactive Teams” tab from the country screen. At the same time we’re putting in a fix to ensure those votes are really taken into account when promoting clubs into bottom divisions, it seems so far they were not!
You can now give numbers to your players using the “Numbers” tab in your team players screens. These number will then be displayed in match reports alongside the player names. This is an optional feature and you can leave players without numbers if you wish (or even remove numbers from currently numbered players).
At the moment the interface used to set the numbers is as simple as possible and there is a single validation that you’re not giving the same number to more than one player. If you do that an error message appears and you have to re-do any changes you had previously done.
Cheers
We have added league classes. It can be seen in the league table screen, on the left hand side of the title panel beside the league name, where the season number corresponding to the league stats being displayed used to be (now moved to the right hand side). The team class is now also displayed in the ranking pages.
Another small addition done at the same time is displaying multiple goal icons beside the player name in the match report, when they’ve scored multiple goals. If they’ve scored more than 3 goals during the match we should the goal icon followed by “x” and the number of goals.
Teams now also have a class attribute! This is based on their key players skills and is also relative to other teams in the dimension (except national squads). The team class can be seen in the team info screen, managers at risk and dimension’s free teams list from the Job Centre. We plan to add this into a couple more places such as ranking screens.
As with the player class, the team class is informational only at this point.
That screen is already too crowded, that’s why I decided to add to the traits list instead. Let’s see if we can accommodate in the future.
Very interesting addition. Would it be an idea to list the player class rating in a separate column in the player list (abilities tab) for example next to the star ratings?
Kind regards
Alexander
Players now have a “class” attribute that is a snapshot of his current skills and star status. This is not yet used to determine any in-game behaviour or logic, but it will be used soon. Please check our corresponding game manual page for more information.
Cheers
The important part imo is to make the forced transfer offer a direct contact with the “board” of the club. How much do you demand for the player… Am I willing to meet this demand etc.
Hi Alexander,
We had a similar suggestion in our WhatsApp group, not sure if it was related to scouting or negotiations, but the essence is the same. It may make more sense with negotiations, to go along with the suggested wage, but at the same time I think scouting is the area where people invest less, so giving it another role could change this.
Regards
First of all I like the introduction of forced transfer offers. It serves as a decent alternative to the “big club clause” and has the potential to light up the market imo. I still think the required amounts necessary to trigger a transfer is too high but that is open for debate and others may very well feel different.
Perhaps depending on your current scouting level you could get a more or less accurate estimate of the required amount needed for the club to accept the offer?
Kind regards
Alexander
Good suggestion!
I like your suggestion very much! This would also assist those who may have “missed” the chance to make a forced transfer after 6 turns, but I think the maximum of 10 is a bit high. I’ll add a task for us to implement this, maybe initially with a maximum of 3.
Hi guys
Currently you have to wait 6 turn after making a forced transfer offer before being able to make another. I think this is a very long time and some what unnecessary. I suggest introducing a system where you accumulate “forced transfer offers”, to a maximum of for example 10, recieving 1 token every 6 turns. Perhaps even a possibility to buy forced transfer tokens using rubies.
CPU teams will now start fielding players that need to “play official matches” to improve. They’re not yet handling other more complex requirements such as play abroad or play international competitions, but this change should help improve the overall player quality in the game.
Simple explanation: every time you make an offer to a player that is not transfer listed you need to wait 6 turns to make another one. This is to avoid people attempting to do that like crazy :-)
You can see how many turns you have to wait by accessing your Profile under the Manager menu.
Another:
http://rubysoccer.com/game/player_info/725488
Raúl Barbado
Contract Begin: Season 73, Turn 132
Turkish league, so no manager for well over 144+ turns
Feels like I am missing something important.
Another:
http://rubysoccer.com/game/player_info/662070
Diogo Lembo
Contract over 72 turns, no manager for multiple seasons.
No “Make an Offer”