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November 19, 2007 06:15

637 posts(s)

 

Ok thanks. Some of my players have very ratings match after match so I was wondering what the reason was.
Let’s hope they play better in the up coming matches.

 

November 19, 2007 05:29

55 posts(s)

Donator

 

Of course I was talking about the players on RS. You guys have great players on real life, but as Danilo said, RS is not 100% reality. If it was, Brazil would have a lot of good players, but none on Brazilian teams.

[]

 

November 19, 2007 04:57

4,300 posts(s)

Administator

 

In terms…if you put a defender with poor shooting to play as an attacker he is likely to have a lower rating than another attacker or than he would have if played as a defender. What Danilo meant is that we don’t have any penalties for players who are not playing in their ideial position.

Cheers.

 

November 19, 2007 04:55

4,300 posts(s)

Administator

 

I’m sure the great players will show up over time, we just changed that because the number of great players was too high in a game that had just started. As Danilo said, it will take a while for this warm up phase end, but when that happens I think it will be worthy.

Cheers.

 

November 18, 2007 22:09

1,003 posts(s)

Administator

 

Ricardo, no consequence at all. We dont have a “morale” yet, so the only impact of wins or losses is financial.

Toni, this is the way we were going to implement initially. To be honest, we only did not to save time, as we had some other stuff we wanted to implement too. We sure will implement something like that in future, as I agree it is a good idea.

thanks and cheers

 

November 18, 2007 22:06

1,003 posts(s)

Administator

 

hmm, i dont see a problem with that. we will discuss the subject and share our thoughts with you guys.

cheers

 

November 18, 2007 22:04

1,003 posts(s)

Administator

 

for now, the position does not affect the match performance.

cheers

 

November 18, 2007 21:59

1,003 posts(s)

Administator

 

Yep, a lot to go, indeed.

Unfortunetely, we have a limited amount of time to code on rubysoccer and, everytime we implement something, we have to think about priorities x time x resulting tilt (fun).

The lack of medical staff is something bad, but i dont see this as a huge problem, since everybody “pays the same price” for injuries. It is not something that will harm a particular manager alone and, personally, I dont see this giving the same tilt as international competitions, for example.

I will come up with an old argument here: if we really wanted to make this game stick 100% to the reality, brazilian clubs would start on bankrupcy and the managers would be fired even if they won a lot of games. Instead of that, we made all teams start with a low amount of money and players with development potential (compatible with their native country). We thought that this would give all managers an additional challenge: to learn and improve their teams on a fresh start. The real world was an inspiration and, from now on, everything is on your hands. With our dynamic country base skills, things here tend to gain even more differences from reality. The economy slowness on the initial ticks is a side effect of those decisions. The market takes time to warm up. We will always keep a close eye on this and count on you guys to report bad economy behaviors.

As for the player generation (and that includes their quality), they are only taking more time to develop. This was an issue before, and now it seems to be working better. The issue was that the players were getting to their maximum level too fast. In our oppinion, slower is nicer in this case. But we are counting on your feedback to double check / change our minds. We are also going to implement the age impact on skills, and that may rock our world.

To conclude, thanks for your feedback. We sure took it positively. Keep sharing your thoughts with us and, in particular, keep an eye on the next couple seasons. I think they are going to give us the stuff we need to properly discuss some of the subjects you mentioned here.

cheers

 

November 18, 2007 17:13

33 posts(s)

 

I also agree with Ricardo. For me, the biggest problem is knowing where we are in the weekly cycle so you can make sure you are not fielding suspended/injured players for the next game.

Rather than use real world dates, perhaps split the turns up into weeks? ie. 48 weeks of 3 turns, so you could have for example “Week 3 Turn 1/2/3” (pretty much what Ricardo suggested) or use days of the week like in SS, “Tuesday/Thursday/Saturday, Week 3”.

 

November 18, 2007 14:31

637 posts(s)

 

Do bad ratings like 2,4 and 2,6 say something about the position the player is playing. That he is not playing on the right position. Or is it just the form of the day.

Regards

 

November 18, 2007 12:30

58 posts(s)

 

Well, one the major problems of the game was not solved in the new dimensions, and it was the lack of medical staff.

Now you say fatigue will make injuries more likely to happen but we don´t have how to cure injuried players.

Also the players generation was too poor in both new servers. It is totally unrealistic for european leagues, and the youth players in south american suffer for the same problem. It is ok that brazilian clubs don´t have so many good players, as in the old betas had, but at least a more constant offer of youth players with some quality is needed in my opinion.

Not to mention the players slower improvement.

Finally, the economic situation of the servers contribute for making the game less interesting. We don´t have economy flowing, we´ve got poor players and bad finances.

Well, it is my opinion and I hope you guys take it as constructive critics.

Lobba

 

November 18, 2007 11:46

124 posts(s)

 

I think league and cup matches should give you a slight bonus if you get good results. (wins in a row or maybe a draw/win against a top team if you are one of the bottom teams or something like that) But not friendlies.

But maybe “real” matches could affect youth development more than playing them in just friendlies.

 

November 18, 2007 11:37

40 posts(s)

 

Is there any consequence if I lose a row of friendly matches? Does this influence my team in the league/cup matches? Is it better not to make friendlies against making friendlies and loose?

thanks.

 

November 18, 2007 11:28

124 posts(s)

 

Good!

I also like it when I check my scheduled matches the “cancel-button” makes it easier to spot the friendlies so I can check that I have not forgotten to set my reserves squad for the match. Nice.

 

November 18, 2007 10:36

4,300 posts(s)

Administator

 

Stamina: if you play only 1 match per “week” the players stamina will always be the same on the match turn, if you mean it should recover a little then you’re right, it doesn’t happen. I don’t know if people stopped complaining about stamina because they learned how to handle it by rotating squad or if they gave up. If the answer is the second option, please don’t give up, we need your feedback :-)

Friendlies: I’ve changed the logic to allow friendly cancellation until 2 turns before the match.

Cheers.

 

November 18, 2007 08:36

123 posts(s)

 

About cancel friendlys, good
But 2 ticks before, not in the last minute!!!!!!!!!!!

 

November 18, 2007 08:24

123 posts(s)

 

First, who just play one time a week, cannot loose stamina in normal conditions (i think allways 100% in that situation)
Here, that not happen, and its wrong
So, that 2 or 3 stamina points per game, not fair
The best is that we have coachs, for dont need to play friendlys
Because the stamina issue, here, is very bad
Just a suggestion

 

November 18, 2007 06:52

4,300 posts(s)

Administator

 

November 18, 2007 06:20

4,300 posts(s)

Administator

 

Hidden or not I guess a “fitness” attribute would improve gameplay Ricardo. Also, we could associate training and long periods without playing matches with that somehow ;-)

 

November 18, 2007 05:24

130 posts(s)

 

What about a hidden attribute to every player that determines how many stamina points he loses per match, and how many stamina he regains after each tick? Something like “natural fitness”… i think that way our squads wouldn’t have such a “robotized” feeling.

Cheers

 

November 18, 2007 04:49

4,300 posts(s)

Administator

 

Done.

 

November 18, 2007 04:49

4,300 posts(s)

Administator

 

Accepted friendly matches can now be cancelled.

 

November 17, 2007 19:50

4,300 posts(s)

Administator

 

Answers:

1st: No, players development is the same on oficial and friendly matches.
2nd: Yes, but we’ll make injuries more likely to happen on tired players though.

Cheers.

 

November 17, 2007 15:20

25 posts(s)

 

Hi,

Just a few question about players evolving,
1st ¿Do players develope faster playing “oficial” maches or is the same if they play friendlies?
2nd ¿Do players develope when they are out of fit, for example when they have less than X in stamina?

Thank you!!!

 

November 17, 2007 06:29

4,300 posts(s)

Administator

 

Good luck manuel!

 

November 17, 2007 06:28

4,300 posts(s)

Administator

 

That’s a good question Ricardo :-)

I think it still worthy, you have enough time to enjoy your player before we implement the “old” logic. In fact, without this logic he will still be able to evolve.

Cheers.

 

November 16, 2007 23:02

123 posts(s)

 

Its ok Gabriel, i,m managing Levante (spanish) now, so, will see :)
Good luck against the others:)

 

November 16, 2007 18:33

40 posts(s)

 

Gabriel is it still worthy to buy a player with 30 years? When will you implement the “old” logic? eheh

thanks,
Ricardo Marques

 

November 16, 2007 14:20

4,300 posts(s)

Administator

 

Don’t worry LeeHamo, we don’t expect to reset it so fast as we did. In fact we’ll only reset if we have a great change that requires it or if the things get too messed up. And when (and if) we do that, we’ll try to keep the mangers on their teams.

Cheers.

 

November 16, 2007 13:37

50 posts(s)

 

I will Alexandre, thanks. :P