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
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.