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December 22, 2008 11:25

15 posts(s)

Donator

 

Another problem i see is about player prices.

I think formula that used for prices of players should be tweaked in order to reduce abnormalities in prices -and thus, wages. Most teams are selling their over-priced players because of that. Defenders with high dribbling, forwards with high tackling. These skills are no use for these positions but they’re raising price of player and wage he demands and makes him unwanted.

A drastical decrease in formula should be good.

Only one high-skill should not raise the price. Average skilled defenders shouldn’t worth 10m just because their control is 95.

 

December 22, 2008 10:58

15 posts(s)

Donator

 

I have a suggestion:

Wouldn’t it be good if we have a friendly pool that managers write there friendlies they want to play? Like a ‘friendly shop’, some teams put advertisement and some click-and-accept it.

What about that? I’m quite upset that i cannot play friendly games because it’s usually too late to see invitations i recieve and i assume it’s the same for others too.

 

December 22, 2008 09:23

4,296 posts(s)

Administator

 

I’ll start as soon as I’m done with the “titles won” screens for managers, teams and competitions ;)

 

December 22, 2008 09:12

15 posts(s)

Donator

 

Cool changes thumbsup

 

December 22, 2008 08:50

678 posts(s)

 

when will this be officially implemented?

 

December 21, 2008 19:57

4,296 posts(s)

Administator

 

Update on our plans:

-Coaching will be changed so that it does not influence how many skill points the player earns at once, but how often he improves
-When improving a player will earn from 1 to 5 skill points
-Different match types will give the player different amounts of experience points: 1 for friendlies, 3 for league and cup matches, 4 for UEFA Cup and Sudamericana, 5 for CL and Libertadores and 6 for Club World Cup
-In order to improve the player will need something around 15 to 60 points, depending on the coaching level and team division
-Second division youths will start at the same level as a first division youth. The difference between divisions will be the amount of points necessary for the next player improvement, as stated above
-Starting on 16 players will receive only part of their potential every year, 10% in the average so that their maximum can be reached around 25 years old. Of course there will be players receiving more or less potential per year allowing some to be young stars and some to reach their maximum near 30.
-Keepers will stop improving tackle and shooting while the other players won’t improve keeping
-After reaching his maximum a player will have increased each skill by 20 points, in the average, therefore the average total points increased in all skills will be 120 for keeper and 140 for everybody else

Let me give an example to make sure everything is clear. Consider a new youth defender, 16 y.o.. Suppose he receive 10% of his potential points, it means he will have a total of 14 points to increase on his skills. He plays some matches during the season and improves 3 times, earning 2, 4 and 5 points, respectively. There are 3 unused points that will be carried over to the next season. Now he turns 17 and receives more 5% of potential, 7 points. He has now reached 15% of his total potential points and has 10 points to improve. Let’s say he plays some matches and improves twice, 5 points in each. He has no more potential points left for this season, so even if he plays enough matches he won’t increase his skills until he is 18 y.o. and receive more potential points. And so his career goes.

I think we’re getting better now, thanks to this interesting discussion and your suggestions. If you guys have any questions or comments about the ideas above please don’t hesitate in posting a reply ;)

Cheers!

 

December 21, 2008 15:13

375 posts(s)

 

I also think that morale should not drop when players play important matches, but imagine Kaka having to play lots of friendlies during the season…he will be furious

 

December 21, 2008 09:18

637 posts(s)

 

Big midseason sales in Genoa

Marco Palazollo (age 17 !!!): tackling 84
Danilo Zalla : tackling 86; passing 76; control 88
Pedro Sérgio Paulo: passing 82; tackling 75; speed 90; dribble 89; control 91
Vicente Alvares De Oliveira: passing 90; tackling 74; dribble 83

Some prices are negotiatable!!!

 

December 20, 2008 20:23

4,296 posts(s)

Administator

 

The logic responsible for completing your squad when there are missing or unavailable players has been changed for friendly matches. For those types of matches your worst players (in terms of main skill) are selected instead of the best, which makes more sense for friendlies. This also allowed us to make CPU teams play friendly matches against each other, even though they will still refuse friendly invitations against human managed teams.

 

December 20, 2008 20:05

4,296 posts(s)

Administator

 

Nice, morale is already in our plans and we could definitely use it! Soon I’ll reformulate the new ideas for the player evolution system and post it here.

 

December 20, 2008 19:52

1,003 posts(s)

Administator

 

Very good point. I think a balance between morale and slower improvements on friendly matches may get us there.

 

December 20, 2008 18:47

375 posts(s)

 

33%, 66% and 95% ? Come on…just implement morale and make them unhappy if they have to play 40+ matches a season, for example, or with low stamina

 

December 20, 2008 11:47

4,296 posts(s)

Administator

 

Right, it makes sense. We already have a higher chance of injuries for low stamina players, but obviously it’s not high enough ;)

 

December 20, 2008 09:28

678 posts(s)

 

I don´t think it´s a good idea to make a player unavailable to play a friendly. I think you should simply increase the chance of getting an injury when low on stamina. I´ve seen players in this game with like 5 stamina. Just make it so that if a player has below 50 stamina he has a 1 in 3 chance of getting injured when below 30 he has a chance of 2 out of 3 to get an injury. And just make it known that if a player has below 20 stamina he has a chance of 95% of getting injured, so it will have people rethink the fact of playing all those friendlies.

 

December 19, 2008 18:15

4,296 posts(s)

Administator

 

It makes sense Sly, I’ll consider this option too. The main reason for making they stop improving was to reduce the number of friendly matches played nowadays. But there are other ways of doing that, like making players unavailable if too low on stamina.

Cheers!

 

December 19, 2008 14:51

678 posts(s)

 

I believe the “playing officials” should be important but different then said here. I don’t think it’s very realistic if a player improves in friendlies and then after a certain point will only improve in officials still and not with friendlies anymore. I think thats not very realistic. I think a player should simply improve faster or more with officials then when playing friendlies, just like in managersim. It matter if you played vs a good opponent with your youth or let them play international games. International experience in real life football does a player wonders. They grow more and get more experiance from me. I think that should be the case here. Just making players stop improving through friendlies isn’t good enough. I think you should be rewarded for playing young players in official games. It brings the risk of bringing down the skill level of the overal performance and you might end up losing a match or 2 :)

This way you have to make a choice, increasing youth stats and lose a match or win the match but don’t increase your youth stats……

 

December 18, 2008 16:33

4,296 posts(s)

Administator

 

Thanks for volunteering guys! So looks like we’ll start with ekxl, Samir, Philipp and Meninao. thorpedo and Onyros can be our replacements for now…or maybe we’ll find something for you ;)

Cheers!

 

December 18, 2008 14:52

24 posts(s)

Donator

 

Well, there’s 4 or 5 people who have already applied, but count me in as replacement if anyone drops out :)

I’m a strictly Linux user, but I don’t suppose that’s a problem with Ruby tools ;)

 

December 18, 2008 11:12

637 posts(s)

 

You can count on me if you haven’t enough people but first I have to finish the dutch translation.

 

December 18, 2008 10:52

12 posts(s)

Donator

 

Count me in! 3

 

December 18, 2008 10:40

387 posts(s)

 

Count me in!

 

December 17, 2008 22:28

1,003 posts(s)

Administator

 

E-Mail messages should now be in the user choosen language (or english if N/A).

 

December 17, 2008 17:56

55 posts(s)

Donator

 

Count me in!

 

December 17, 2008 17:34

15 posts(s)

Donator

 

I haven’t been active in forums but i’m in this community since soccersim days and i like it. I’d be happy to help if i can.

 

December 17, 2008 15:52

1,003 posts(s)

Administator

 

Anybody?

 

December 17, 2008 11:06

15 posts(s)

Donator

 

I’m playing a few online games and i believe the most important thing is ‘random’ factor.

Random factor makes things interesting and more attractive. If you can calculate ‘everything’, it’s not a game, it’s just a math problem. That’s one of the very good points of ruby: We don’t know which young player will be good.

Thorpedo’s suggestion is good, he really got the point. But even this percentages should be different for all players. Some players should be able to reach their max. potential in the age 22 while it takes till 30 for others. Argentinean star Saviola added something to his football after his 20? Not so much i believe. He’s an ‘early boom’er, reached his momentum early. But for Zidane, it took a bit more than others.

I don’t know much about coding and i don’t have any idea how ‘potential’ factor coded but if thorpedo’s suggestion (with flexible random factor) can be added for that data, it’d be great.

Also it’s nice to be able to in touch with administrators! : )

Cheers

 

December 17, 2008 10:47

637 posts(s)

 

For the first suggestion of ekxl you can make a ratio:For instance:
- youths <20 => max development till 40% of their maximum skills
- players <22 => max development till 50% of their maximum skills
- players <24 => max development till 65% of their maximum skills
- players <26 => max development till 80% of their maximum skills
- players <28 => max development till 100% of their maximum skills

Of course you can multiply this ratio with a potential percentage. There need to be some talents that already reach their maximum skills at a young age but not so much as there are now.

 

December 17, 2008 09:19

4,296 posts(s)

Administator

 

Nice post ekxl. Regarding your suggestions:

1 – definitely gonna do this
2 – interesting suggestion, we’ll discuss that; remember that with more countries more crappy youths will appear
3 – official matches will be required to make players reach their maximum

Cheers!

 

December 17, 2008 04:36

15 posts(s)

Donator

 

And that is the thing that makes the game quite unrealistic imho.

I really really like ruby soccer and it’s unique for me, i never enjoy an online game that much because the best part of being a manager is youth development for me, however it’s bothering to see that it’s that easy. Teams are full of superstars under 20 players and that doesn’t make any sense. I even saw a player with 100 keeping when he was 18 _

As far as i know, there is a hidden ‘potential’ for every player and as he plays matches, player fulfills his potential. In real football, players usually reach their momentum in later stages like when they are 26 or something. That’s how the life is for most of the players -except superstars like Messi or Rooney. Greatest players we all know played their best of football not when they were 20, remember Zidane, Beckham, Giggs, Henry.. list can be endless. Sure thing they shown a glimpse when they were young but they were not >95 in important skills. It takes time to reach that point.

I believe we should have something similar here: Make it harder to reach high levels of skills in early ages. Players should learn in time, with playing official games, high level games, like cup games, champions league etc. Implementation of experience may effect a lot of things imho.

Also it’s not realistic to see youth players are so similar. Not all youth players are that same. Some youngsters should be crappy, should have 40 tackling if defender for example. That’ll make 60 tackling defender youngster more valuable. See the point? Decrease overall player qualities in general and superstars will be harder to achieve.

In sum, this is my suggestion list regarding player improvement:

1- Make it harder to reach high levels of skills in early ages.
2- Make youth player skills more random, less average.
3- Players should learn in time, until ~28, with official and high rank games.

 

December 16, 2008 16:20

637 posts(s)

 

These changes sound good and the game will be more realistic. Now there are teams with all
< 20 year old 90+ players.