This only really seems to happen in the Champions League. It just seems a little odd when you win a game 2-1 but none of your outfield players get a rating over 5.
http://rubysoccer.com/game/match_report/5282238
Here is the size:
http://postimg.org/image/qovd45xhx/
The site is full screen, by sidebar is hidden. The width of the body as shown in the picture is 1305px.
Some players now are very strict during contract negotiations and that must be the case for your player. The best way to avoid situations such as yours is to have the Negotiations investment area with a high level so that the suggested wage you see when offering a contract is as close as possible to a value the player would accept. There is no 100% guarantee the suggested wage will be enough but in practice I’ve had no issues so far (I’m on level 10, but if you have a bit less you can just offer a bit over the suggested wage and still be safe).
It wouldn’t be fair to revert the situation for you because we have declined to do so for other managers in the past. I’ve lost a player this way myself before the Negotiations area was created. The best course of action in this case is try to sell him as soon as possible.
Cheers
You could say it’s a bug, but it can be explained by the way player ratings currently work. Each player start the match with a rating that is based on your opponent’s quality compared to your team’s quality. If you’re playing an easier opponent, your starting ratings will be lower, if you’re playing a harder opponent your starting ratings will be higher. This is to mimic the fact that more is expected from your players if the opponent is worse than your team and vice-versa.
During the match, all player actions add up to the starting rating. If they tackle an opponent, pass successfully, score goals, their ratings go up, if they commit fouls, get cards, miss a pass, etc, their ratings go down. The final rating is then a result of the starting rating plus the actions the player performed during the match.
We know this is a simplistic way of rating players that ignores the overall player contribution to the match and also ignores the position the player is playing, i.e. an attacker missing a tackle should not be a big deal whereas it is a big deal for a defender to miss it. The final rating should also consider how the player contributed to the final match result. For example, if a player gives his team the victory in the last minute, he should get a big bonus to his rating.
All the changes outlined above are already planned to be done, it is good that you brought this up so we can raise awareness of how this works and what we plan to do about it.
Hi there.
I have a player for many seasons, he started his career in my club.
Now, in the renewal process I offered a bit higher salary than he currently has and he doesn’t wish to negotiate anymore and will leave soon.
Can this be changed? I would like to keep this player, it has been an important player in my team and I would pay a higher salary but I don’t have the chance to.
http://rubysoccer.com/game/player_info/480367
Thanks.
Hi.
Yes, it is maximized. It happens on a Macbook Air. I use the toolbar on the left side, which probably means the available resolution is a bit less than that one you mentioned.
Is it possible to decrease a bit the breakpoint from the current 1366 to something like 1200px?
Thanks.
I picked the wrong team, but still, what is going on with player ratings here?
http://rubysoccer.com/game/match_report/5262528
Is this a bug? Seems kind of odd.
Ok, that is fair enough, I haven’t managed the squad well at all. But on a positive side, I’ve not lost the plot and it’s not spite that is causing it. Guess I’ll have a clear out!
In the past week the focus has been on re-designing the player evolution model. We’ll still have evolution steps as we have today but each step will be tied to a requirement (training, playing official matches, playing first division matches, etc). Your coaching role will change, instead of determining how often players improve it will be used to give you insights about how to continue improving a player or how good a player will become for example.
Stay tuned for more updates!
I believe you’re the first one (or at least the first one to voice it) that has fallen into the trap of allowing multiple players to go into critical. When we changed the behaviour of critical players so that they were not automatically transfer listed we also made them negatively impact the morale of other players. That is fine if you have just few critical players, but once you’ve got a high number others will go into critical much easier in a domino effect.
Looking at the effect now for the first time in practice it feels a bit harsh. In order to prevent this you should have either addressed the morale issue once it appeared or get rid of critical players once their number started to go out of control. I’m not saying you can’t get out of it now, you probably can, but it will require selling/loaning out most of your squad by the looks of it.
I’m confused why my players morale in the fast ticker is so horrible. I have played pretty much the same team (if possible) all season, yet everyone, even players that have played every available game seem to hate me! Is it just a personal thing? :)
The match history for morale does not go away from one season to the next, so it’s not only about 3 out of 4 this season. It all looks fine regarding the calculations, I guess it’s just this piece of information that you were missing :-)
Cheers
I’m not sure I completely agree that players should be Neutral or better when a new season starts. I mean, they could definitely get a morale boost, but they should still “remember” what happened in the previous season and be affected by it. The whole morale thing will get better after we introduce the player roles feature, where the manager can set the expectation of what role the player will have in the squad (key player, future prospect, etc) and the morale will be affected accordingly. My plan is to finish the player evolution re-design and the go for the player roles, if nothing else proves to have a higher priority.
Could you check morale of Casado (Sevilla – mediumticker)? He played 3 of 4 matches and went to bad morale. How is that possible?
I had to travel a lot during the last 2 weeks with little access to the game. But I am aware that happened the season ticks defining things for a new season. However, I can not agree with the morale issue. Why do players carry the bad, critical, etc morale into the new season? It doesn’t make sense to me considering that there is (in real life) a pre-season with training, friendlies, etc … to define the starting line-up …
I do not considering it as a bug, but it is definitely not real … I suggest that all the players should start a new season with status neutral or better …
DrG
I’ll change the role of coaching to give you feedback and insights into player evolution instead of directly affecting evolution pace. Similarly to the way you request a scout report for a player you will be able to request a coach report for your own players. This will report will contain two basic pieces of information: how far is your player into his evolution and what you should do to help him improve.
We haven’t finalised the design for this coach report just yet and what influence the coaching level will have, if it will influence accuracy and/or the time it takes to generate the report and/or level of detail. In general lines the coach could tell you something like this for a player:
John Doe still has quite a lot to improve. He would benefit from playing in a higher ranked country for some time, we should loan him out.
Are you planning to make the players evolution profiles secret, public, or scoutable?
Thanks guys, appreciate the support! If you “Like” our Facebook page you already now that I’m currently designing the new player evolution model. I had a chat with Danilo today about it and we have most of the idea consolidated.
It’s going to take a while to fully develop it but it is definitely going to be worth it. Managers need to be prepared to see all their existing player skills reduced slightly once the new model is in place. This is required to reduce the number of exceedingly good players and feel the effects of the new model quicker.
Agree with Joseppi’s edit!
Fabio has made an excellent point, finding great outfield players is really easy now. We need this to change, I feel I’m barely searching for good young players now as there are so many good players just sitting waiting to be bought!
Edit: I’d just like to say I think you are both doing an excellent job on the game recently, it is moving in the right direction! :)
Completely agree with you Fabio and I’ve posted my findings and plans in the other topic about Recent Changes. This is not due to players improving without playing (even though this speeds up player improvement for sure), but due to an old change to allow lower ranked countries to generate good players that had a bad impact over the years. This change has been now partially backed out but it would take another few years for us to see it take effect, that’s why we are going to act soon and shake the player evolution model as it is.
Yep, I raised that issue a few months ago and even created a poll to reduce player skills overall, but the majority voted saying it was good as it was, to just fix it long term. This was a result of a change done a long time ago to allow lower ranked countries to eventually generate good players. What happened them is that only these good players “survived”, increasing the number of good players overall.
I’ll tackle this issue pretty soon, I just want to do one more change prior to that related to how mentality and individual tactics affect the player behaviour during the match. Once that is out I’ll address this player skill issue by doing the following:
- players will not reach their maximum potential without playing, the way to reach their maximum potential will be a mix of things unique to the player that may include training, playing official matches, playing abroad, playing in the national squad, playing against better teams, etc
- add variability to the player evolution model…currently all players have a linear evolution and it is relatively easy to determine whether a player has reached his potential. We need different types of players, some that evolve quickly when young and they stop, some that only start evolving when getting older, some that evolve linearly, etc
- enhance coaching and scouting to match the new model
As I predicted, too many good players around. Just too many. My mystake was to think this was due to the economy – it was not, it was an effect of how the players are improving (without needing to play)
Now you look at an attacker Sho 97 and think “eh…but his Control and Dribble are below 85…”
Just to put some statistics behind my point, it would be nice to know the % of players in the game with Sho >90 (or keeping, tackle, passing) vs. 6 months ago (if the database is still available)…
Too many good players around…building a good squad is no longer a differential
Fast has been like that for over 5 seasons. You see people selling +95 Keepers as if they were rubbish.
The same is starting to happen on Medium (what happened 3 ticks ago was ridiculous…80 players of my hotlisted players were listed)
My suggestion is revert to the way it was in the past: players only improve if they play.
Only thing is that computer teams should play friendlies against other computer teams to ensure their players also improve, even if much more slowly…other than that, I preferred the old system…
CPU teams will now take in consideration player stamina when deciding the line-up for a match. As I’ve said before we don’t want to make CPU teams too smart but this is a basic feature that they should already be doing. Let’s see if they will now pose more of a challenge, especially the ones in international competitions where stamina management can become an issue.
In the current system a player may unlock 100% of his potential without playing a single match. That is unrealistic and the plan is to change that so each player will unlock a different percentage of his potential by doing different activities, such as training, playing matches, playing abroad, playing in the national squad (maybe), playing international competitions, etc.
A player can get a golden star again at any point, he can even keep his golden star for more than one season if he deserves.
You just gave me an idea regarding home advantage. I think each player could have a different maximum penalty when playing away matches, representing how much he feels the pressure.
We’ve known for some time now that a good keeper is too important in the game and the main reason to me is the number of shots that happen in some matches. Maybe the ball is getting to the goal too quickly? :-)
If we change that aspect of the match engine we need to reduce the keeper importance or maybe add a factor to get him “tired” when defending tricky shots so if you have good attackers even a great keeper will have a hard time being the match hero.
I agree with the home and away matches. You need a GK with 98+ keeping and speed to be winning anything! If they have 3 gold stars they are far too good. My team in medium tick is suffering because of a average GK.
I have a couple of questions about the changes in the game recently. For some I asume the answer is somewhere on the forum but I couldn’t find it.
- Does a player unlock 100% of his potential ( in case of 10 coaching department) without playing a single match?
I know he gets development points for every turn and it will take longer before he improves but will he unlock all he’s skills. If so, I think it’s too easy. You need to do something yourself as manager.
In the past I had a formula to spot talented youngsters, now we don’t have a clue and it’s all based on the scouting department.
- Could a player who got for instance a golden star 3 season ago get a golden star once again or does he first have to lose a star for 5 seasons until he had 1 bronze star?
- In my opinion most teams win their home games and can’t win away. For instance in CL Sporting had won home 3-0 and lost away 5-0. It’s nice you does still have a chance to fight back but home advantage is too big. It isn’t realistic to me.
Messages screen looks much better for mobile devices. No scrolling anymore. Thanks a lot.
The messages screen has been modified to display the current message on top for mobile devices. On the desktop version messages continue to be displayed on the right hand side. Please let us know if this works better for mobile devices.
Cheers