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December 16, 2008 14:20

4,296 posts(s)

Administator

 

We’ll make no difference between official and friendly matches regarding how much a player improves, at least for now…so from 35 to 90 minutes in any match type is the same.

 

December 16, 2008 11:56

678 posts(s)

 

Wil a player playing 35 min in an official improve the same amount as 90 min in a friendly?

 

December 16, 2008 10:52

4,296 posts(s)

Administator

 

Friendlies and official matches will probably have the same effect on player improvement, the only difference is that after a certain point the player won’t improve playing friendlies anymore. The minimum time required on any match is 35 minutes.

My intention is to start working on these changes soon, probably in the beginning of next week.

Cheers!

 

December 16, 2008 08:49

678 posts(s)

 

Oh and another question. For the future, the playing of officials will improve a player further then letting him play friendlies.

But you can always sub a player to let him play 5-10 min in an officials. I assume this also helps to improve.

My question is, how long does a player need to play ATLEAST to get some decent improvement when subbing in an official match? 5 min is harly enough, but maybe 30 min is just as good as playing 90 min? I think it’s fair that 30 min in an official is just as good and EVEN BETTER then playing a 90 min friendly…..

 

December 16, 2008 08:25

678 posts(s)

 

when will this be implimented?

 

December 15, 2008 22:15

4,296 posts(s)

Administator

 

As I’ve been saying lately there are some important changes planned to the players improvement system. The purpose of these changes are, among others, to balance the game a little, reduce the number of 19 year old fully improved star players and the friendly frenzy done by lots of teams in order to improve their young guys. Let’s go directly to the point.

-coaching department change: instead of making a player improve more skills at once it would make the players improve faster. The average number of skills improved at once would be the same for all teams. A player who plays once every 3 turns, from a team with 0 level coaching would reach his maximum potential at 30 years old, in the average. With coaching 10 this average will drop to 23. Reason: coaching 10 is a huge advantage nowadays, it makes lots of your players become stars and the player market is less interesting;
-youths from second division will start at the same level as first division youths, but will improve slower while their teams are on second division. Reason: balance second division teams and be more realistic…if a country has high quality players it makes no sense most second division players have poor quality;
-friendlies would make the player improve until a certain level, after that only official matches will make him improve. It’s the job of the manager to figure out when friendlies are not useful anymore. Reason: stop the friendly frenzy, make improvements more realistic, make loans become an interesting option when a player is not ready to play in your first squad but still needs to play official matches to improve;
-friendly information will be displayed on player match history. Reason: there is no point in hiding it, friendlies won’t be enough to fully develop a player;

Of course we’ve already received other related suggestions, but this package seems to be complex enough and we expect it to make things become more interesting. It doesn’t mean other suggestions will not be implemented, all of them will be taken in consideration for continuous improvement.

Any comments? ;)

Cheers!

 

December 15, 2008 21:50

4,296 posts(s)

Administator

 

Option 4 it is.

We know more countries will improve the game a lot. As soon as we finish the admin tools and a few other enhancements RubySoccer will be ready to start getting more users and, consequently, increasing the number of countries.

Thanks for your replies. That’s one of the advantages of visiting the forums, you have the chance to give your opinion about changes and new features. Another poll-like post soon, on players improvement.

Cheers!

 

December 15, 2008 15:25

4,296 posts(s)

Administator

 

It probably has to do with the changes regarding face-to-face shots. You must have at least 1 defender on mentalities -1 or 0 WITHOUT advanced tactics telling him to move forward or all forward, otherwise your keeper will be penalized by his dribble skill.

Please let us know if you need more clarifications, we’ll be glad to explain as we don’t have a complete online help yet :)

Cheers!

 

December 15, 2008 14:09

387 posts(s)

 

i guess the only reason is your goalie: bad rating.

 

December 15, 2008 12:01

2 posts(s)

 

Hi,

can you explain me how did i lose this match?http://www.rubysoccer.com/game/match_report/221153

I had more possession, more shots, all my players had good rating. How can it be possible?

I can’t continue playing a game that i can’t understand.

Regards,
Jaime

 

December 15, 2008 10:51

4,296 posts(s)

Administator

 

Your suggestions are welcome Sly and similar changes are already being discussed behind the scenes (I’ll post some updates on these soon). About friendlies, our idea is that after a certain level a player won’t improve by playing friendlies, he’ll have to play official matches. This should also increase the number of loans of those players not yet ready to play official matches in your team but that could perfectly fit the first squad of a weaker team. With the changes we have in mind it would be ok to show the number of friendlies played in the player history. I’ll try to summarize our new ideas in another post tonight. :)

Cheers!

 

December 15, 2008 09:46

678 posts(s)

 

Well, there is something you should change for sure. Playing officials imo should go 2x as fast for improvement as playing friendlies! Otherwise what’s the point of lining up youth in officials with a chance to lose the game? They’ll increase just as much when playing friendlies when there is no risk!

In managersim a youth player increased more in officials then in friendlies and also….when they played vs better players they imrpoved more then when they played vs worse players. Maybe that is also something to take into account?

For now what I think is also pretty annoying, is that you can only see officials matches played in a player history. You don’t see friendlies….and because friendlies are just the same as officials this makes it more annoying. When you see a player in free transfer and has no games in his history….you can’t really tell if he will grow or not. He might have played 100+ friendlies already! This is also a reason why officials should matter more then friendlies.

When it came to free transfer in managersim, you could see both officials played and friendlies played. If a player had like 50 friendlies, but no officials…..chances were he could STILL increase and was worth a try to get him off free transfer. In Ruby there is just no way of really telling…..this makes the luck factor count more then the skill factor. Skill being that the manager puts time and effort into finding a player through all those free transfer lists in all those countries, finding that 1 player who has a more then 50-50 chance of being a star or not….

Sorry for the long post :)….I still think it’s a nice game :)…..It could only still use some tweaking here and there :)

 

December 14, 2008 20:26

4,296 posts(s)

Administator

 

There are some changes planned for player improvement and I’ll ask for some suggestions soon. But the way it works now is how Danilo described, your players will have a random pre-defined potential for each skill and will only earn points by playing matches. In the beginning a single match will make your player improve, then a few matches and finally a lot of matches. Doesn’t matter if friendly or official matches (for now). There is no age based unlocking of skills and the only age limit for player improvement is 30. With 31 years old his stats may start decreasing.

Hope this helps :)

Cheers!

 

December 14, 2008 17:56

375 posts(s)

 

Sly, it’s random. Perhaps a guy who stops at low 70s wont reach 90s, but I had some players who jumped from 80 to 90 in like 3-4 ticks. It is difficult to guess, of course, that is why I try not to put guys on the free transfer list before they play like 1/2 of a season without growing

 

December 14, 2008 16:32

678 posts(s)

 

So, if a player is increasing slower…. it has nothing to do with a time limit? Is there a number of games locked into the unlocking of stats?

Also… if a player increases slower….is that a sign it won’t grow much anymore? So if he is still in the low 70 stats…. he won’t make it to 90+? :)

Also…. if increasing stats is only done by playing lots of matches, how is the comparisson with friendlies vs officials?

 

December 14, 2008 15:24

1,003 posts(s)

Administator

 

Sly, the player improves only playing matches. In the beginning the improvements are faster (they happen in less matches) but, after a few matches, your player starts requiring more matches to continue improving.
Also, at age 30 your player may start to “get old”. In other words, decrease some stats. But even at age 30 he still can “learn things” and continue to improve.
There is an improvement limit, and that is only reached by playing games.
Gabriel, please add here if I forgot something (Gabriel changed some of that code recently).
cheers!

 

December 14, 2008 14:44

678 posts(s)

 

Is there a time limit for unlocking player stats? I ask this because I’ve been messing around with youth alot, and saw some strange things.

For example, I;ve already seen 24 year old players of mine increase in stats.

Also, I had youth players playing officials and friendlies to a point they didn’t increase anymore (but are still only 18-19). Then I had them on the bench for like 4-5 games. They didn’t play friendlies or officials. Suddenly when I played them again they increased 5 stats.

Now I wonder is there a timeframe connected to unlocking stats? So more isn’t better? Patience is the right word for it?

For example:
A youth player who is 17 years old has the potential to becoming 90+ on let’s say shooting. Het started with 70 shooting. In 10 games you get him to 75 shooting, but suddenly he stopped increasing after 10 games. Is it possible that when he either hits 18 or something he will increase another X amount of stats and so on and so on, untill eventually he is 20+ years old and finally reaches 90+ shooting?

What I’m wondering is, that if a player has a certain potential it will eventually be reached over time and it doesn’t always help to let a player play games over and over and over untill you totally kill his stamina? Sometimes it just takes time before a new series of player stats is “unlocked”?

Intrested in seeing an answer to this maybe complicated question :)…didn’t know how to formulate it otherwise without making myself totally clear :)

 

December 14, 2008 09:29

375 posts(s)

 

I have 26 players with 10M+ value and 4 more promising guys in squad. The situation is tricky and leaves me without any possibility to buy any more promising youngsters and even promote my own youths.

Please, buy my players or I will lose my youths !

 

December 13, 2008 17:38

4,296 posts(s)

Administator

 

His skills are not affected during the match, except for speed. The low stamina won’t affect his growth, even though I guess it should ;)

Cheers!

 

December 13, 2008 16:24

678 posts(s)

 

so the player doesn’t play worse? It only affects the chance of an injury? So a low stamina on a youth player won’t affect his growth? He can still increase stats while being below 50 stamina for example?

 

December 13, 2008 10:09

4,296 posts(s)

Administator

 

The explanation for that result is simple Dr. Gullit, you were using only one defender on mentalities -1 or 0 and this defender had a move forward individual tactic, making your goalkeeper vulnerable to the opponent shots, so his defensive power was affected by his dribbling skills (defensive power * dribble / 100). The purpose of this enhancement is to be more realistic and punish teams with no real defenders. In order to not receive this punishment you must have at least one defender on -1 or 0 mentalities with no individual tactics telling him to move forward to +1 or midfield.

Hope this helps.

Cheers!

 

December 13, 2008 09:59

4,296 posts(s)

Administator

 

A low stamina player can get injured more easily (even though I think we should raise the odds) and is slower during the matches.

Cheers!

 

December 13, 2008 09:35

678 posts(s)

 

In soccersim/managersim when players had low stamina they could get injured easier.

What does a low stamina effect in ruby? Do they play worse (get -x on some stats?)

Does it effect player growth? If a young player had <50 stamina he won’t increase in stats?

I hope to get some answers from the developers :P

regards,
Sylvain

 

December 13, 2008 01:16

37 posts(s)

 

OK. You deleted my posts in the other forum. I accept it. However, I believe that the recent modifications in the game engine did not contribute to a positive development of rubysoccer. Have a look at recent matches and their outcomes … I only cite Karlsruher SC – Hoffenheim 9-0 in medium ticker … There are several outcomes of matche in other divisions … This is not real and I believe that the recent changes in the game engine were not tested before publishing.

I am participating in rubysoccer for a long time. I enjoyed the game and I also accept that the rubysoccer is still “beta” … Several modification for improving it have been posted and I agree with most of them. But the adopted changes to the game engine should have been tested before in some “gamma” or “omega” version.

My point is: Please do some tests elsewhere with the game engine before publishing it.

Sorry for posting some messages to the other list …

DrG

 

December 13, 2008 00:42

1,003 posts(s)

Administator

 

Deleted some posts from Dr.Gullit. He says he is not satisfied with the latest changes in the match engine. Dr.Guillit, feedback is always welcome, but 2 things:

1) do not post things on the [admins_only] forums. We could code something to simply block non-admins to post there, but we thought that asking would be enough in this “beginning”.
2) We will not tolerate disrespectful behavior in our game. Feedback is always welcome and greatly appreciatted, if done in a civilized manner.

Match engine changes are deeply necessary and we will continue to implement them. When something goes wrong, we will investigate and fix – and we count on you guys to help us finding the problems and potential improvements.

cheers

 

December 12, 2008 23:31

24 posts(s)

Donator

 

Hey, thanks for doing a great job, as always! If I get a good Christmas bonus I’ll try donating again – as everyone here who can should! – , the game is great fun, always getting better and everyone spending as much time here should be giving something back to you guys, at least for starters to help maintain the server.

Adsense it up, if at least everyone here would click a few ads every time they got here, I suppose it would help :)

 

December 12, 2008 21:35

4,296 posts(s)

Administator

 

It worked on mine after updating to Java 6 update 11. The page said it’s not fully supported on Chrome yet so we may have to wait if you still have problems.

Cheers!

 

December 12, 2008 21:34

4,296 posts(s)

Administator

 

Fixed. But I’d say it’s safer to keep the players at least 35 minutes in the match (as you’re already doing), I found out that sometimes he can still lose some seconds. I’ll update the game help ;)

Cheers!

 

December 12, 2008 20:06

1,003 posts(s)

Administator

 

We need about 4 people to be game masters. Those would help us to find potential cheaters, using tools that we are developing and will gradually improve. Those interested in the task please post an answer.
cheers!

 

December 12, 2008 19:49

4,296 posts(s)

Administator

 

I know what’s happening. After I added the enhancement where some time is spent on player positioning before free kicks, corner kicks, etc, this time spent is not being accounted as time played.

Sorry for that, fixing it now.