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July 05, 2008 02:42

27 posts(s)

 

Option 3 is better i mean looking for players is enough i dont want to be spending to much time looking for a scout etc. I also agree with Phillip’s idea were we still have to pay a fee even if we have upgraded them.

 

July 05, 2008 02:28

1 posts(s)

 

I’m 100% behind option 3, sort of lets you tailor what you want trained and still keeps your time free for player hunting. Also keeps it simple which I imagine is nice from the coding side ;)

 

July 04, 2008 23:19

11 posts(s)

 

That would be great.

I can’t wait to be able to put a few guys on my bench as subs without resorting to tactics to every single occasion. :)

 

July 04, 2008 23:10

130 posts(s)

 

Taking Phillip amd Thorp’s idea, if the value was progressive (making it REALLY hard to maintain the “coaching performance” at 100%, we would have to spend more and more, making it a good way to take money out of the game, if having 100% at coaching would mean better youths, or faster developing in players. I believe everyone would be willing to pay, having those in exchange.

Lets say that you’d start noticing a deficit in coaches work when their “potential” was below 90%. That could be a few weeks after you started investing on your coaches less that X% of your monthly revenue. I think the value should change depending on various factors, including country, club’s financial situation, board expectations, etc.

Cheers.

 

July 04, 2008 23:04

11 posts(s)

 

Hi Gabriel,

I loved having staff in SoccerSim and would love to have it back. Option 1 is a must. I don’t particularly agree with Option 2, as I’d like coaches to be realistic as well with their skills and talents increasing and decreasing accordingly with age, experience, hidden potential. Also, coaches might not WANT to coach for a smaller league forever and maybe would like to have a chance to change their work environments. Option 3 is perfect.

I have a 4th suggestion, what about personality types? Ambitious, Greedy, Patriotic, Patient…etc?

 

July 04, 2008 21:44

55 posts(s)

Donator

 

I would preffer option 3.

[]

 

July 04, 2008 20:07

4,300 posts(s)

Administator

 

Teams will now have some discounts when expanding their stadiums with a larger number of seats at once. It will work as follows:

100 seats – 0%
200 seats – 1%
300 seats – 2%
400 seats – 3%
500 seats – 4%
600 seats – 5%
700 seats – 6%
800 seats – 7%
900 seats – 8%
1000 seats – 9%

 

July 04, 2008 19:17

637 posts(s)

 

I like Philipp’s suggestion. ’Cause otherwise all clubs have 100% improved staff departments after a certain time.
And maybe they can improve by experience. So the longer they are coach, the more experienced they are. With this experience they can coach more effective.
So coaches (or other departments) need to be financed to stay at the same level and can improve by experience.

I also think there has to be no difference between big and small clubs

 

July 04, 2008 18:47

387 posts(s)

 

i find all option all right.
for option 3 i would suggest:
for stadiums you have a 1-time investment & a constant output (=capacity). But for staff (&their equipment) i’d prefer a certain fee (a month or year) you have to invest to keep the level of quality service and infrastructure. otherwise the quality in general and of the certain staff members will decrease.

i wouldn’t make a diference between small & big clubs – that’s always an easy suggestion by those who have minor clubs. buit it’s not what’s real life. Bigger clubs pay more (than minors) for better services (than minors can provide) not for equal (to minors) services …

 

July 04, 2008 18:35

37 posts(s)

 

In managersim, the staff markets were crowded by a huge number of awful coaches, scouts, and physios. It was hard to get good coaches. Therefore, I like the idea of improving the departments by own investments. It might also be interesting to use the experience of one or the other player who is retiring as a scout, coach for keeping, or other, observer of opponents, or auxiliary coaches …

 

July 04, 2008 18:10

375 posts(s)

 

I would like to have departments, but only if it helps. For example, if coaches will help my players to improve faster or help me get better youths.

And it should be made using a progressive scale, so that bigger clubs have to pay more or much more than smaller. Or maybe it is better to be able to concentrate only on 1 department and invest 100% in it (you choose your path yourself)

 

July 04, 2008 18:09

4,300 posts(s)

Administator

 

Just so that you know, I was working towards option 1 (maybe 2), but I now prefer option 3, suggested by one of my co-workers.

 

July 04, 2008 09:57

1,003 posts(s)

Administator

 

i want to reach 500 messages in the forum. :D

 

July 04, 2008 09:54

4,300 posts(s)

Administator

 

The same PC or network negotiation block is back since yesterday. :-)

 

July 04, 2008 09:52

4,300 posts(s)

Administator

 

Let’s talk about new features! I’m currently working on adding staff (physios, coaches and scouts) to RubySoccer. There are lots of ways of doing that and I’d like to hear your opinion about this subject. My suggestions are:

1) ManagerSim-like: every country has a staff market (similar to the player market) where you can find staff to hire. When negotiating with a staff guy you offer a wage and the term of notice (from 12 to 144 turns). The wage is 3-turn based like the players wage. The term of notice is used when you want to fire the guy. If you want to fire him using the term of notice he will leave after the number of turns agreed, if you want to fire him instantly you’ll have to pay him 25% of the wages he would receive if you have used the term of notice. There is no need to renew staff contract, they will be yours until they are fired or retire.

2) Staff market as above but negotiation is around wage and seasons, like what we have for players today. This would require contract renewal when their contract is near the end. Firing them before the contract ends would work the same way firing a player works today.

3) Staff departments: each team would have 3 departments, one for physios, one for coaches and one for scouts. They’d have a rating and cost you money every 3-turns. You could spend some money to improve a department the same way you spend money expanding the stadium.

4) Another suggestion.


How you use each staff or department and what is the limit for how many staff guys or rating you can have are subjects for another topic. For now let’s stick with this first approach.

Cheers!

 

July 04, 2008 09:50

1,003 posts(s)

Administator

 

I had a bad feeling about removing this… :)
cheers

 

July 04, 2008 09:04

4,300 posts(s)

Administator

 

The explanation for Hannover 96 and Derby County managers was they are cousins. I sent another message to Hannover 96, let’s see what he has to say.

Thanks Stramazi.

 

July 03, 2008 22:51

53 posts(s)

 

Hy Gabriel,

Certainly the Hannover 96 is a cheater trying to make some irregular transfers. This insane manager tried to put his bests players for sell at the very last update in fasttiker and cancelled all of then in a few minutes before the update!

Thanks
Stramazi

 

July 03, 2008 22:25

11 posts(s)

 

HEY GUYS!

Long time no see. :)

 

July 03, 2008 18:50

4,300 posts(s)

Administator

 

@Henrique

Already notified the manager, waiting for a reply. Unfortunately looks like we’ll have to put back the same IP transfer block. Thanks for reporting!

 

July 03, 2008 18:08

85 posts(s)

Donator

 

Or do it like in the real hard world…
If a player has a contract with a club the first part is the transfer amount, like an awktion. Allow managers to bid higher transfer amounts! After 3 ticks the biggest one or ones are opened to negotiate the wage with the player…
For free transfers wage is everything…
This way the seller team will suffer less $ damage, and it’s probably the way it is supposed to be.
Cheers

 

July 03, 2008 17:20

42 posts(s)

Donator

 

Something is also wrong (or right for who hire the players) with Hannover 96…

 

July 03, 2008 16:44

130 posts(s)

 

I started playing Soccersim when Fulltest was already ruined by the 100k plus seater stadiums, managing Hartlepool for a couple of seasons.
Then Challenge One began and that was the universe i liked the most, took Igea Virtus from Serie F to 2nd place in Serie A… never got to win it, the almighty Spal was invincible. Only got to win a couple of Italian Cups. That 12 ticks a day thing was great when all i had to do was study… :)
Then, in Challenge Two, i kept taking teams to their countries 1st division and changing, never really got attached to one. What i really liked there was grabbing young players and turning them to top notch ones. Stayed there until a few months before the game died, it was still fun but not the same with the stagnant development and the constantly growing tick time.

Now, at Wolfsburg, im not sure when (or if) the time for a new challenge will come. Maybe when (or again, if) i manage to win a CL… :)

Cheers.

 

July 03, 2008 15:54

4,300 posts(s)

Administator

 

These are the kind of restrictions we are planning to add, Philipp. They make sense.

Cheers!

 

July 03, 2008 13:34

387 posts(s)

 

Ups, i now just recognized Henrique bought this superb AC 92 shooter … congrats.
Everything went with the rules.
But even this splayer was 3 turn on TL, no one would look for brilliant players in the bottom section of the TL to find them. That’s the dissatisfying part of the action!

i would suggest to set the minimum sales price around 25% of the value. Otherwise the board would intefere. For player older than ~32 yro the minimum should be decreased to ~10%

 

July 03, 2008 04:35

42 posts(s)

Donator

 

I also agree with Dave, but I think it’s difficult to control the transfers value. A restriction not allowing a manager to sell players bellow their value couldn’t protect the great players from being sold; these players sometimes are worth 10 times their value. Value and real value it’s a complex issue and I’m afraid I can’t think of an automatic solution for that…

And Dave I am really sorry to see you part from the premiership…

 

July 02, 2008 20:07

4,300 posts(s)

Administator

 

I totally agree with you Dave, we’ll work on that :-)

 

July 02, 2008 18:49

120 posts(s)

Donator

 

Henrique absolutely did NOT cheat. And I don’t think the Fulham manager cheated either. The problem is that some BRILLIANT players went up for sale, from a quality Premiership team… and hardly anyone knew about it… and they were sold for an insanely low price. In “real life” that does not happen. And while this game does not, and should not, behave in a “real life” manner at all times… this is one time where I believe it should more closely follow a realistic expectation. Those transfers are completely legal… but completely against what the spirit of this game should be. And the game needs to be amended so that something like that can’t happen again. It puts even great managers like Henrique in an awkward position. That shouldn’t happen.

 

July 02, 2008 16:21

4,300 posts(s)

Administator

 

Don’t worry Henrique, buying cheap players is fair, everybody has 3 turns to find those players and make an offer. Of course there is a cheating aspect involved, but so far we’ve not found anything against you. In fact there isn’t anything concrete yet against nobody. We’ve contacted a few people in game to ask for some clarifications but the only action taken so far was remove Fulham players from transfer list yesterday.

Cheers!

 

July 02, 2008 14:17

42 posts(s)

Donator

 

I “bought” 3 players from Fulham for those very low prices but I don’t know who is their manager.
I wasn’t the only one bidding on them but if you think that’s unfair feel free to take those players from Liverpool.

I’m not cheating but it’s a fact that I took advantage of someone who was trying to cheat…