Hi Vogul,
While your points are mathematically correct, they bear no significance in the match simulation or in any other aspect of the game that matters much.
To be honest we are a bit baffled by some of the reactions we have seen around this. We know the mechanics of the game inside out, and honestly can’t understand what’s the big deal. Whoever put in a lot of effort to build a nicer team around one or more specific aspects will still have the same advantages that were in there before this change – in relation to all other teams in the game, of course (which is what matters). The only thing that will impact everyone is: your current situation won’t last as long as it would, because new players will come in and be competitive sooner than they would have been otherwise. But not that sooner! You will still heap the rewards for your effort in building a better team for a while before that happens.
To conclude, we always thought that game improvements beat all other priorities. Specially because Rubysoccer had been stale for a little while. We don’t want to wait for a season to end before introducing new functionalities we think are nice, at least not if that is not absolutely a must (technically speaking). If RubySoccer was paid, had ads or whatever – therefore giving us some sort of income – we could look into options that would allow us to do this part differently. But we are where we are.
Hopefully you guys will rethink your positions in relation to this, and agree with us that RubySoccer needs to evolve as quickly as it can. Rest assured we will never introduce features that wouldn’t impact our players as evenly as possible.
This is what I think: If you reduce a player skill from 95 to 90 the player loses a 5.27% of that skill but if you reduce from 90 to 85 the rate is 5.56%, while you are going down in the state of the skill, the dimmed percentage is higher, and some trainers take these numbers very seriously. Now my team is a mess. The problem is the reference that the users had when they made their formations, psycologically is not the same to trust in a player having 92 than having 87, so the impact in the state of mind and dedication that users had put in the past to build their teams is very high.
I have spoken with a couple of them and the sensation is the same than the one I feel. I dont understand why is so necessary touching the game all the time. When we are used to an economy or an interface or some kind of skills… Then PLOF! Somebody gets a bit bored and changes everything. Regards.
Para além disso, como já referi defendo que este tipo de as alterações devem ser sempre realizadas no início das épocas para que todos os jogadores possam pensar nos seus objectivos e decidir o plantel que vão formar.
Boas,
Em primeiro lugar quero dizer que vim aqui apenas expor a minha posição pois não considero que o tenham feito da maneira mais correta.
Passo a explicar o que me parece ter sido o problema de desenvolvimento dos jogadores. Exemplo: Um jogador que tivesse nos últimos 2 anos de desenvolvimento com 90 por exemplo poderia ser um jogador bom com 95/96 e agora passa a ser um jogador de 90/91….
Para além de jogadores de “2 linha” que habitualmente todos temos nos planteis que eram jogadores médios 90´s agora passaram a ser jogadores banais….
Quando falo em justiça, é porque quem tenha sido apanhado a fazer uma equipa toda de novo é bastante mais prejudicado do que quem tenha uma equipa com jogadores todos com mais de 30 anos……….
No Davison, you did not get it right. Read everything again.
so let me get this right i spend time and effort in finally making a club with solid top attributes …and you reduce my clubs skills ?
fuck me
Ninguém teve o trabalho destruído, o decréscimo foi igualitário. Ou seja, todos os jogadores perderam pontos igualmente. Por exemplo: se dois jogadores tinham chute 95 e 90 e aí foram para, respectivamente, 90 e 85, o que era melhor continua sendo melhor – e pela mesma diferença de pontos.
A única coisa que vai acontecer é que o sistema novo vai começar a fazer diferença mais cedo do que faria, caso o decrescimo não tivesse acontecido. Achamos que isso seria muito mais interessante do que a alternativa.
Para além disso destroem o trabalho de quem anda várias épocas a fazer crescer jogadores.
Pois mas não faz sentido nenhum fazer alterações a meio das épocas…..e a justificação também não faz sentido…….. se a ideia é haver melhores jogadores porque piorar os existentes?
@Dcaniva: o motivo de diminuir as skills dos jogadores é para acelerar o impacto das mudanças recentes que ocorreram na geração de jogadores de forma que em algumas temporadas os jovens gerados no novo sistema já se tornarão melhores do que os jogadores mais experientes atuais. A mudança não deveria prejudicar ninguém ou ao menos ter um impacto mínimo, já que todos foram afetados igualmente.
English version
The question was about reducing player skills in the middle of the season. I explained the reason behind the reduction is to bring forward the impact of recent changes in the player generation logic so that in a few seasons the younger players generated after the changes have a chance of surpassing the exisiting experienced players. The change should not negatively affect anyone as everyone was equally impacted.
Boas,
Qual é a lógica de mudar os Skills dos jogadores a meio de um Campeonato?
I have just reduced player skills as previously announced. Scout reports for those players were also updated to reflect their new current skills.
Cheers
This result can mean one of two things:
1) The coach failed to do a proper evaluation of the player
2) The player has already reached his full potential
It is important to notice that existing players reached their full potential too early when compared to the new model, so these reports may indeed be useless for such players. As younger players start replacing existing ones they will make more sense and will also give you an idea of the diversity we now have in terms of player evolution. I understand these changes may take time to have a real impact on the gameplay, but I’m sure you’ll appreciate the improvement once they do.
For now I’d say it’s best to focus the reports on younger players. For older ones (and by older I mean even 25 year old players sometimes) you may get results such as your for most reports and a result of “This player is close or has reached his full potential” to the Evolution Stage report, meaning the player has truly reached his full potential, most likely even before the new model was put in place.
Hope this helps!
My recent report for a player with a star:
Full Potential
I am not sure about when this player will reach his full potential.
This report is not adding value, not much point having it as an option.
I have just started adding more player statistics to the game and the first two additions are goal assists and effective tackles average per match. You can find the assists information in the match report and in the player and team players statistics screens. Effective tackles average per match can be found in the player and team players statistics screens.
Bear in mind that existing statistics have not been updated and this data will start being collected from now on. That means your averages for the current season may be inaccurate if your team is in the middle of a competition at the moment and that for old seasons and existing match reports these new values will show as zero.
Players now have a new attribute called “pressure handling” that can be seen in the player info screen. This will be used instead of stadium level to determine the penalty the player will receive when playing away matches. For now this attribute cannot be improved and in all existing players it has been set to “Poor”, whereas newly generated players can also have it as “Reasonable” or “Good”.
We will reduce the player skills of existing players to speed up the effect of the two main changes done to the player generation process: reduced likelihood of great players for lower ranked countries and new evolution model. Without this skills reduction it will take too many seasons for these changes to have a real impact and there is no real negative effect in doing them as everybody is going to be affected the same and whoever has the best players today will continue to have the best players after the change.
The reduction will be of 5 points in all skills for players 21 years old and over on FastTicker and 19 years old and over in MediumTicker. You can expect this to happen some time in the next 48 hours.
FastTicker had some issues, I will look into it in a bit.
We’re a bit late but RubySoccer’s Christmas gift to you is the new player evolution model. We’re still working on finishing touches related to CPU behaviour and proper game help about the new system but as the mechanics are all ready to go so I’ve decided to release it earlier. As usual, your feedback is important to fine tune the system and make it work better for everyone.
Here is a summary of the changes:
Hopefully that’s enough information to start with. Please write in the forums or in our Facebook page if you have any questions about in the new system so we can make sure the answers go out to everyone and also make sure the system is working as intended.
Enjoy!
From now on, you will be able to know how long each team spent on each area of the field (defense, attack or midfield) – when in possession. The information is on the match report. Old matches will show 0% everywhere, as these calculations were just added. Merry Christmas!
Well, most clubs in real life use only one GK for years and only use subs if their main one is injured. Given that, it seemed unfair to have them complaining in RubySoccer of lack of playtime. Maybe after the new player evolution model is in place we can come up with a way to have morale for GKs.
Why are GK’s excluded from morale? They seem to be the only people I can keep happy, maybe I should get 11 of them!
Bummer, just below the threshold. I will see what can be done, but the danger is changing this and breaking stuff for other devices… Thanks for the screenshot BTW, it really helps.
New player evolution model development update: the foundation of the new model is ready, meaning all the logic to determine the player evolution profiles, evolution steps and player progression is tested and working. Before releasing that though we need to finalise the changes to coaching and scouting, not to mention CPU negotiation behavior. Without this additional changes these other aspects of the game will be “broken”.
In the past few days some users reported strange player rating in international cup matches. After some investigation I’ve found out it was related to the team expectation generation for international cups. The issue has now been rectified for the current season and shouldn’t happen in future seasons either.
Cheers
Found what the issue was, it shouldn’t happen for next season. I’ve also rectified the values for the current season, please let me know if it happens again.
Cheers
Ah, I see what the issue is now! It is a bug in the way we determine the team’s quality/expectation for international competitions taking into account the previous season’s performance. For teams that were not part of international competitions in the previous season the calculation went wrong and the numbers are too low, causing the starting rating and board reactions to be exaggerated.
Thanks for reporting guys, I’ll have a look into it.
I had it twice, both times in a CL match. Also in both cases it was a bad result according to the board though.
Happened again in my next CL game.
http://rubysoccer.com/game/match_report/5282242
Gabriel, it is most likely a bug. Same thing has been happening on Copa Libertadores
Check this, just to give a few examples:
http://rubysoccer.com/game/match_report/5282472
http://rubysoccer.com/game/match_report/5282434
http://rubysoccer.com/game/match_report/5282432
http://rubysoccer.com/game/match_report/5282424
http://rubysoccer.com/game/match_report/5282420
http://rubysoccer.com/game/match_report/5282436