Recent Posts

Subscribe to Recent Posts 18,542 posts(s) found

December 22, 2008 17:43

387 posts(s)

 

nice suggestions. looking forward.

two remarks:
what’ll the logic for the decreasing of older players. currently it’s ~1 point each skill down per season for all >30 year olds. with the new additions a some players shouldn’t decrease until they are ~33/34 yo. or just in speed.

also there could be an extra skill like cleverness, leadership or routine that boosts by many league or international matches and winning trophies (and the age). That’s an important addition to big teams in RL. Captaincy could be directly related to this …

 

December 22, 2008 17:30

678 posts(s)

 

Some decent players for low level teams !!

Wayne Ludlow
Position: D
Side: R
Keeping: 56
Tackle: 80
Passing: 68
Shooting: 71
Speed: 66
Dribble: 59
Control: 86
Header: 80
Aggressiveness: 35

Price: 500.000

Jorge Correia
Position: A
Side: L
Keeping: 46
Tackle: 64
Passing: 60
Shooting: 82
Speed: 75
Dribble: 71
Control: 71
Header: 80

Price: 500.000

Ernesto Serralheiro
Position: A
Side: L
Keeping: 47
Tackle: 65
Passing: 69
Shooting: 80
Speed: 78
Dribble: 77
Control: 77
Header: 80
Aggressiveness: 41

Price: 571.000 (I couldn’t make it 500k, my board wouldn’t let me :P)

 

December 22, 2008 17:20

387 posts(s)

 

it should relate to the real importance of the skills for the type of player. if you have a formula for the defenders quality, adapt this to the value calculation.

on the other hand the value is partly subjective and depends on what the manager needs. e.g. in reality a defender with superb tackling and speed but avarage in the others can be very usefull for certain tactic/formation. other coaches prefer an allrounder who’s a good average in all skills.

 

December 22, 2008 17:14

387 posts(s)

 

here’s what you’re looking for: http://www.rubysoccer.com/forums/6/topics/623

btw: yes, it got harder to sell players. i guess it has to do with the increased number of excellent young players.

 

December 22, 2008 15:05

678 posts(s)

 

Why do I find it so hard to sell players? I see some insane TL prices here and there. People trying to sell players for 50+ mill who in my opinion aren’t really worth that much.

I currently have 2 attackers for sale in France at Brest (fastticker), 80 shooter and 82 shooter with decent secondaries and I’ve lowered the prices to so far that they are listed for 500k and 570k and nobody seems intrested. Why is it so hard to sell players? Are simply not enough people playing this game or what?

Couldn’t there be an easy way to report that you have a player for sale? Managersim for example had a special forum called “player market” where people were allowed to put in requests or report there players they are selling. Sometimes it’s hard to make your player “stick out” on the transferlist between all those other players?

Is there anything like this possible? I don’t want to resort to sending PM messages to all the teams that might be right for these players, but if that will help I see no other choice but to do so….

 

December 22, 2008 14:44

4,300 posts(s)

Administator

 

I don’t think dribbling is useless for defenders and tackling useless for attackers, they can be helpful in some situations. Anyway, I got your point. Main skill already have a higher importance on value calculation, like a defender with 90 tackle and 80 dribbling is worth more than another one with 80 tackle and 90 dribbling. If it’s common sense that it’s not good enough we could increase the difference ;)

Cheers!

 

December 22, 2008 14:40

4,300 posts(s)

Administator

 

We have received some similar suggestions. Basically we need an easier way to schedule friendly matches. We’ll work on something.

Cheers!

 

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

4,300 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

4,300 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

4,300 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

4,300 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

4,300 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

4,300 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

4,300 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!