Fixed, the tooltip is now correct for the substitutions arrows. An arrow pointing to the right says the player left the field, and the one pointing to the left (towards the squad) says the player entered the field
I was looking the time ticks, and for coincidence… While beta1 was ticking now, the tick time on beta 2 was incorrect… It was supposed to shown 2 hours, but i appeared: 3 hourd and 0 minutes… I waited a little more and it appeared 2 hours and 59 minutes… But in the next minute, it fixed and appeared 1 hour and 58 minutes hehehehe
It’s ridiculous, I know… But it’s a bug hehe
OK. That´s what I wanted to know, Gabriel. Thanks.
No, it will interfere at the sponsorship, when we implement it ;-)
I have a suggestion: make a top killers list between the divison table.
A list with numbers of goals, name of player and team.
thanks
And there is no such things as players that don’t to play for you. If you can afford the transfer price and offer a good wage the player will be yours, no matter how poor is your current squad.
Well.
It´s normal to be pacient to sell players because we don´t know how their improve skills, and it´s normal no sell because there aren´t good players to buy.
I had bought 2 players and selled only 5 (medium players).
It isn,t like mangersim with a long buy period, if you bet for a player a noone bet for him too, this player will be your quickly.
You have to notice when a good player is in the trasfer list.
I was taking a look at the wiki about the economy and I read the merchandising depends on the team’s players quality… If I’m doing good in the league and national cup, it won’t interfer at the merchandising???
Thanks.
I was looking the first matches of the italian league on beta2… The match between Atalanta x Milan, Domenico Astorri from atalanta got injuried, and Massimo Molinaro replaced him… But the information near to their names are inverted… It’s saying that who got injuried entered the field and who replaced him, left the field.
This is something that I still have not been able to test as I have a decent team and there are not good enough players on the market that I could try it out with. Or if there were, the sellers would not accept the prices I can afford.
I mean, in MS trying to buy players “too good” for your team was difficult. I don´t know how it was done but when I tried to make my team better I had to buy only a little better players than the ones I already had at the moment. The players didn´t want to play for my team.
So if I had a team which had average primary skills around 90 then it was almost impossible to buy a player with a primary skill of 96. I had to first hunt down a few players of 92, then 93, 94 and so on. Step by step going up. So I couldn´t just save 300M and then buy 11 good players.
I know it probably was not about the primary skills but you get the idea…
Is there something like this in RS now? If not, are you guys thinking of adding it?
I’m not saying it’s a bug, but I’m pretty sure no team has ever scored 17 goals in a Premiership match. ;)
Congrats to Blackburn!
Looks like your attackers are not that good :-)
Anyway, it’s clear for us that the match engine must be reviewed asap. Me and Danilo will try to find sometime to do that together next week.
Sherman is right, we assume the price you paid is the real market value for the player, but if the player worths more it will slowly have his value increased as he evolves. If you pay more than the player’s estimated value, the value will also become the amount you’ve paid, but it won’t decrease unless you sell him by a cheaper price. Still have to implement the player’s value depreciation :-)
Gabriel, not sure if this is a bug, but it shouldn’t happen. He played with 2 defenders, I had 52 shots on target, the score was 0-0. :)
Fiorentina v Napoli (Beta 1)
2-4-4 formation 4-3-3
11 shots 65
10 shots on target 52
The best player i’ve seen so far is Napoli’s keeper, a 99, in beta1. Is there any better, or equally better?
I don’t know how it works here yet… But his estimated value will probably get to his real value with time, when you buy someone the estimated value worths what you paid for.
I’ve just bought a player that was listed for 1.7M, and estimated value around 3M, now estimated value its the price I’ve payed for him (1.7M), its suposed to be like this?
Cheers
Yeah, that was suggested right after our stamina logic started working, we’ll work on it :-)
Hi dias,
I’ve just looked on these two matches you mentioned, looks like you used your best players while your opponent used his youths and second squad players. Even though the result is still very convincing, that explains it a little :-)
hi all,
I’ve seen that it’s impossible to cancel the friendly matches after you’ve accepted them…
So imagine that you have your team very tired or full of injuries and you have to play two
friendly matches instead of resting… pufff… :)
Is it possible to add some control or option to cancel those matches?
Thanks a lot and best regards,
Javier.
Hello guys…
Here´s my last result:
Roma x Athletic Bilbao
15 – 0
Shots: 86-3
The previus game was:
Athletic Bilbao x Roma
0 – 14
Very strange!!
Hi all,
I would like to create a thread to discuss the tactics as it is somewhat difficult to understand the engine of the game. I know that several tweaks are going to be made but i still find interesting to discuss it here.
First: I understand the concept behind the mentality -1/0/1 but does that affect a lot the gameplay? For instance: I’ve played with 4 defenders with M:0 and then with 2 M:0 and 2 M:1 (these ones on the side). What should be noticed with these diferences?
Do you see actual progress if you vary the mentality of the players on the midfield or defense?
Second: Which is the best tactic?
My responses:
First: I haven’t seen a lot of difference between playing with 4 defenders in a row or the side more up in the field…
Second: The best results i’ve had is with 4-3-3 (side defenders on +1, three central midfielders – one on M:-1 and two on M:0 -, and three attackers – two on the side with M:-1 and ont in the center with M:0), passing short/often, shooting medium and tackling medium.
I also tried variations on 433, 442 and 352…
Let’s talk about soccer! :)
And onde more: great jog with RS! ;)
Best regards,
AP
Just wanted to let you guys know that this game was written, since the beggining, with internationalization concerns. The plan is that, in future, players will see the game in the language they prefer to see it.
Drag and drug? Must be fun o.O
Sometimes rubysoccer experiences speed problems. That is a technical issue on our host (westhost). It seems that some process (not on our account) is taking more resources than it should be – at least that is what their technical staff tells us.
I wanted to let you guys know that we are taking care of the problem.
I’ve noticed that many of you think that the formations screen is not that fast. You have to remember that drag and drop is an asyncronous operation. s###, what the heck he means with that???.
Well, in practice that means you can drag and drog as many players you want. One after another, without having to wait for anything to end. The result may take a little while to appear, but all the operations will be performed. Try it!
yes, we have been analyzing some numbers and behaviors and will tweak match very soon. on the other hand, we have lots of good results too!
we are coding things in such way that, in future, we will show what really happened during the match. that is possible because the match is really played, since our first algorithm version, and with a good level of granularity.
Internacional 0 – 1 Santos
3-4-3 formation 3-4-3
44% possession 56%
4 shots 73
4 shots on target 51
75% accurrate passes 46%
48% effective tackles 59%
0 corners 4
0 offsides 11
16 fouls 10
Shots are rising and way too many for Santos.
Paulista 1 X 10 CRB
1 × 10
5-3-2 formation 3-5-2
38% possession 62%
3 shots 65 <—————————————————————-
2 shots on target 47
42% accurrate passes 51%
46% effective tackles 61%
1 corners 2
2 offsides 9
2 fouls 4
Formation (4-4-2, 3-5-2,…) is displayed on match report screen.