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January 03, 2016 21:47

4,311 posts(s)

Administator

 

I believe the issue is that column is being sorted as text instead of number. For example you see 104, 17, 248 instead of 17, 104, 248. Maybe the asterisk (*) that indicates a new contract has been signed is the culprit. I’ll create a bug in our list to fix this.

Thanks Dimitri

 

January 03, 2016 20:55

639 posts(s)

Donator

 

A player screen shows
Player Info – Player Stats – Player History – Coach Report

Click on Coach Report, etc.

 

January 03, 2016 19:50

157 posts(s)

 

How do I request a coaching report?

 

January 03, 2016 18:08

639 posts(s)

Donator

 

Sorting players on contract turns left is not possible (anymore). It is supposed to be possible, isn’t it?

 

January 03, 2016 17:34

157 posts(s)

 

Really liked the new Assist statistics. A former reserve turned out to be by far the one with more assists. Obviously, he secured his place on the 1st team…Nice info to have!

 

January 03, 2016 14:34

4 posts(s)

 

I understand your point Danilo, thanks for answering.
I trust you guys, I hope you are right.
It’s not a negative reaction, but a understandable one. I point the impression of the image that you receive when the game is constantly changing in sensitive places as interface first, economy, scout reports and skills now, as the more important. I’m still trying to understand the variable MORALE to manage it without affect the rest of my players. My list of players seems a Christmas tree (it must be because these days!). Then now I have to manage players that play half time and get Critical in a blink. It’s a hard job for the managers. I’ll have to pay more attention of how the new changes affect the skills increasement and the morale evolution.
Happy new year for everyone and best regards.
V.V.

 

January 02, 2016 09:36

296 posts(s)

 

I’m also baffled by people’s negative comments, the game has needed a drop in skills for a long time. Before this happened buying a 90+ shooting striker was easy as there where 80+ you could buy. Think about it and compare it to real life, how many strikers can you think of should have 90+ shooting? Sergio Aguero, Suarez, Messi, Ronaldo… Not many more.

I think people are panicking because of change, after a month or so this will be normal and you will get used to it.

We wanted a more manager active game, we are starting to get it!

 

January 02, 2016 08:14

1,003 posts(s)

Administator

 

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.

 

January 02, 2016 06:42

4 posts(s)

 

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.

 

January 01, 2016 12:59

58 posts(s)

 

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.

 

January 01, 2016 12:56

58 posts(s)

 

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……….

 

December 31, 2015 23:25

1,003 posts(s)

Administator

 

No Davison, you did not get it right. Read everything again.

 

December 31, 2015 21:54

828 posts(s)

 

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

 

December 31, 2015 14:46

1,003 posts(s)

Administator

 

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.

 

December 31, 2015 14:17

58 posts(s)

 

Para além disso destroem o trabalho de quem anda várias épocas a fazer crescer jogadores.

 

December 31, 2015 12:33

58 posts(s)

 

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?

 

December 31, 2015 07:56

4,311 posts(s)

Administator

 

@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.

 

December 31, 2015 03:04

58 posts(s)

 

Boas,

Qual é a lógica de mudar os Skills dos jogadores a meio de um Campeonato?

 

December 30, 2015 04:14

4,311 posts(s)

Administator

 

I have just reduced player skills as previously announced. Scout reports for those players were also updated to reflect their new current skills.

Cheers

 

December 30, 2015 04:02

4,311 posts(s)

Administator

 

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!

 

December 29, 2015 23:49

238 posts(s)

 

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.

 

December 28, 2015 11:53

4,311 posts(s)

Administator

 

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.

 

December 28, 2015 04:31

4,311 posts(s)

Administator

 

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”.

 

December 28, 2015 02:29

4,311 posts(s)

Administator

 

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.

 

December 26, 2015 21:20

4,311 posts(s)

Administator

 

FastTicker had some issues, I will look into it in a bit.

 

December 26, 2015 08:40

4,311 posts(s)

Administator

 

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:

  • Players will improve at different speeds throughout the ages and there are a number of different profiles, such as quicker improvement when younger, quicker improvement when older, normal curve, etc.
  • Players will have their full potential available at different ages: that can happen as early as 23 or as late as 30. The potential being available doesn’t mean the skills have reached their maximum, it just means the maximum is up for grabs with the proper actions.
  • Players still only improve by “training” or playing official matches, but now there is a limit to how many times an improvement of a specific type can happen. In addition to that, sometimes the player will need to play official matches of a specific type or for a foreign country for example in order to improve.
  • Coaching does not play a role anymore on how quickly a player improves, it is now used for requesting coach reports. These reports can tell you more about all aspects listed above related to a player’s evolution. Be mindful that there is only so much your coaching team can do every turn, so requesting too many reports may not be very effective (unless you’re in no hurry to get the results, in which case it’s a good thing).
  • Scout reports still work the same except that you cannot request scout reports for your own players, only for outsiders. Similarly, coach reports only work for your own players.
  • Loan requirements have been changed to suite the new model. You cannot request for a specific coaching level (as that doesn’t make sense anymore), but you can now request for the loaning team to be qualified for an international competition or for the loaning team to be from a higher ranked country for example.

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!

 

December 24, 2015 03:43

1,003 posts(s)

Administator

 

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!

 

December 20, 2015 01:03

4,311 posts(s)

Administator

 

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.

 

December 19, 2015 20:32

96 posts(s)

 

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!

 

December 19, 2015 01:49

1,003 posts(s)

Administator

 

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.