Recent Posts

Subscribe to Recent Posts 18,548 posts(s) found

October 05, 2015 03:22

4,306 posts(s)

Administator

 

Glad to see this back to life after trial phase 2 started. First of all let me reinforce that nobody is at risk of losing their players during the trial, they will still renew their contracts even if they are at Critical morale level and I doubt anyone will pay the transfer price currently being set. That said I’ll give my directed responses as usual:

@midcheshire: don’t worry about losing players just yet, we will announce when morale is there for real and reset the values once again. Regarding friendlies…no, they don’t count for morale.

@Joseppi: from a starting point (when morale is reset or a player joins a new team for example) it takes between 3 and 5 matches for the player to first evaluate his match participation and his morale to move accordingly to Good or Bad and it takes between 7 to 12 matches for the player morale to go to Critical if he has not played enough in that period. From that point onwards each match will be included in the calculations and the morale may change after every match. Remember this is done as “percentage of last x matches that I’ve played”.

@Filipe: took the words from my mouth…or from my fingers in this case

@Northstar: as I’ve pointed out in a different topic and poll, there are too many good players so I think most teams end up hiring instead of loaning. I’ve changed the player generation process to rectify this, but it will take some time to see the results as existing players start to age. CPU teams may loan some good players but then we may have another issue related to how they evaluate if a player is good for their squads…this is going to improved soon.

Is this second phase of the trial any better? I feel I’m able to control morale a bit better…I still have 2 critical players that I wish were not critical but that’s because I didn’t setup my team properly over the weekend and used my default formation in most matches. I still have to field some really unskilled players from time to time so that they won’t go to critical, but that should be ok.

I have some additional ideas to put in place (apart from what has been suggested already) but I want to have further feedback before either starting the morale for real or starting a trial phase 3.

 

October 05, 2015 03:06

4,306 posts(s)

Administator

 

Morale is still under trial, that’s the only reason why the players accept renewals and the transfer prices are silly. Once we are happy with the parameters and the trial is over the transfer prices will be what you see now divided by 10 and the players will NOT renew contract. You’re right, that’s the whole purpose of the thing :-)

 

October 04, 2015 21:52

96 posts(s)

 

Not sure if this is a bug or just how morale is implemented, but I believe that something is wrong/incorrect.

A player with critical morale automatically gets listed for a silly price (which is something I dislike, but that’s another story). However, if a player has critical morale and is listed, but their contract is running out, you can still get them to re-sign for you. Surely this defeats the whole purpose of critical morale levels? If I’d not played any games and my morale was at a critically low level, why would I sign a new contract?

If this were to be implemented in a slightly better way, managers would actually have to manage their squads and if they failed to do so, players would leave or want to leave and this might finally spark the transfer market into life as managers would be forced to sell players that they probably wanted to keep as squad players. Therefore the more active managers would be able to make offers for players that would otherwise be unavailable and possibly we would have an active transfer market.

 

October 04, 2015 14:34

68 posts(s)

 

Id happily loan players out however no club ever wants to loan my players even when they have good stats!

 

October 04, 2015 12:27

803 posts(s)

 

I really liked both player morale and contract renewal changes. It makes player relation to the team more challenging, before this we could say players were like robots, used them as we wished and they would always behave the same…

In real life, if you dont plan to use a player, you either loan or sell him, in RS we can do this any time in the season…

 

October 04, 2015 10:57

296 posts(s)

 

Yeah there’s def still improvements to be made, morale changes far too quick most of the time.

 

October 04, 2015 09:21

6 posts(s)

 

This morale rule is horrendous, I am going to be left with no decent squad players, two more want to leave, I had to loan out some of my squad. How are you supposed to keep up and coming players and field your best team also? Not for me I’m afraid. I can understand if these are playing no games at all, surely the friendlies must count for something? I will have to use youth players for injuries and red cards :(

 

October 04, 2015 06:04

4,306 posts(s)

Administator

 

@Davison: the last couple years don’t count, we did virtually nothing on them
@Sniff: this is a result of the poor way in which the board evaluates your squad in comparison to the others. In your case your team seems to be highly rated by the board, as a result every victory gives you a little bit and every draw/loss takes a lot, making it too hard to recover from a bad board rating. What I’ll do is I’ll bring forward the task to review the way squad quality is calculated and see if that improves the expectation and performance calculations. If it does not or is not enough I’ll bring forward the task to revisit the way the board evaluates the performance until we get it right.

Thanks for the feedback guys.

 

October 04, 2015 01:01

828 posts(s)

 

dont hold your breath ive been bringing this very topic up for years

 

October 03, 2015 22:44

96 posts(s)

 

6th in PL, top of Europa Cup group and still the board hate me. (Fast ticker – Blackburn)
Your Performance: 3%

This is ludicrous, please can we look into improving how the board view the manager? I mean if I was bottom of the league and out of Europe it would be fair to be at 3% or below, but once you get to a low % of approval with the board it appears to be virtually impossible to please them.

 

September 30, 2015 13:00

4,306 posts(s)

Administator

 

As I usually say, the rules are the same for all so you’re not the only one losing players. That’s not to say the rules are good as they are, it’s just to reiterate that nobody is being treated unfairly. The reason to introduce such change was to make contract negotiations something to give some thought about instead of simply offering any wage to start with and wait for the player to reply. There is no fun in that at all and it is also unrealistic as the players had very little say in the process. Now if you give him something that he consider far from his expectations he will have a say.

Morale was introduced as a trial exactly for this reason, so it doesn’t negatively impact anyone while it’s being tested. Unfortunately RubySoccer is not our real work at the moment so we cannot invest as much time as we’d like to thoroughly test all new features. We rely on live tests more often than not.

 

September 30, 2015 12:53

4,306 posts(s)

Administator

 

A new investment area has been added: Negotiations. This area of the club will provide you advice on how much to offer a player you are negotiating with. The highest the level more accurate the suggestion. All clubs have the maximum level on this area to start with so they can experience the full benefits of it. Next season you will be able to decide how much to invest in this area as you do for all others. Hopefully this will mitigate some of the negative impacts of the enhance player negotiations.

You will see the suggested wage when offering a contract to a player and the wage field will come pre-populated with the suggestion (except when you are looking at an existing negotiation, in which case it will come populated either with your own offer or with the player’s counter offer as usual). I am yet to add the suggested wage to the mobile version of the contract offer screen.

 

September 30, 2015 12:02

68 posts(s)

 

I dont even know why uve changed the way contracts are renewed becos there was nothing wrong with the way it was. You started negotiations with an opening offer, they came back to you with what they wanted and u then had a choice of either continuing to negotiate or offer them what they wanted which was then accepted. Now u dont know what they want and if u dont hit on the right number they cancel negotiations and u have no option to try again. That is plain stupid and unrealistic. Yes the new investement area will perhaps help but shud of been implemented with the contract changes so that managers arent loosing players right left and center.

Both the contracts and moral changes should of been tested first to make sure they work properly and fairly rather than just thrown into a live game were they are now messing up peoples teams.

 

September 30, 2015 11:31

4,306 posts(s)

Administator

 

Wrong topic but I can reply anyway. 3k increase is too little, just have a look at similar players and it will give you a reasonable clue. I’m already working on a new investment area that will suggest a wage in the contract offer screen so you have a starting point.

 

September 30, 2015 11:13

68 posts(s)

 

Well yet again ive started negotiations to renew a contract and offered 3k wage increase as my first offer. The player has cancelled negotiations straight away saying im too far away from what he wants even tho i havent a clue how much he wants. Now i cant even try again and so im now going to loose the player! Its really getting beyond a joke Gabriel!!

 

September 30, 2015 06:25

4,306 posts(s)

Administator

 

The parameters for morale calculation have been relaxed a bit and morale has been reset for all players. It was clear from the discussions in the forums and from personal experience that players were being too demanding. I have not yet done any of the suggested enhancements to the system apart from changing existing parameters, let’s see how this works out first and move on from there. Oh, and this is still a trial so you won’t lose your players due to morale just yet.

 

September 30, 2015 04:04

4,306 posts(s)

Administator

 

Let’s see if you need extra levels once I change the parameters and reset the morale, I’m thinking it will be easier to manage. And we are definitely going to add the expectations thing when negotiating with a player, that makes a lot of sense! But that will come in a future enhancement, for now I just want to introduce the system in a manageable but interesting enough way ;-)

 

September 29, 2015 17:31

157 posts(s)

 

I like Joseppi’s suggestion

I also think it is critical to have clear roles for the players by setting expectations – age is far from being enough (and stars level is a good but not sufficient proxy). When you buy a player or renew the contract you set the role the player will have on the team (star, important, backup, youngster) and the morale would be affected by this. This should be fairly straightforward

When in a competitive bidding process, players should choose the team they are going to play in based in a combination of contract terms, team ranking and playing role (this is harder to create…)

 

September 29, 2015 14:38

296 posts(s)

 

My 20 year old players are all critical now and I can’t loan them out cause no one will take them!

Anyway I wanted to make a suggestion.

Would it be possible to add more morale in? Eg, instead of only Good,Neutral,Bad and critical, would it not be better to have Very happy, Happy, Good, Neutral/Content, Poor, Very unhappy, Critical.

This way you might have more time before players become critical and would be easier to manage, although not really easy.

 

September 29, 2015 12:52

4,306 posts(s)

Administator

 

I’ll introduce the Negotiations investment area soon to provide advice on how much to offer a player during contract negotiations. Keep an eye on the announcements in the next few days.

 

September 29, 2015 12:44

4,306 posts(s)

Administator

 

Stars and relative quality are not taken into account yet. When you are on holiday morale will still be calculated the same way so you will have to plan ahead your squad rotation or ask someone else to babysit your team (as long as you let me know in advance). Loaned out players will still have their morale calculated based on the matches they are playing or missing in their loan team and when they’re back the calculations will continue on the owning team as usual, seamlessly.

In the first few years as a professional the player expectations will be lower. They already are in fact but certainly higher than they should be. I’ll do some changes and a reset on morale soon.

 

September 29, 2015 12:12

639 posts(s)

Donator

 

An 18 year old player should be happy if he can play a few games in a season, I think?

 

September 29, 2015 09:20

637 posts(s)

 

I think a manager playing the game once a day must have the chance to manage his players morale. With an evaluation after 1,2 or 3 games this isn’t possible. I would make it 3,4 or 5 (at least for fastticker).
Do you take stars into count? A player playing on the same position as Messi or Ronaldo wouldn’t complain as much as a player who knows he has the same qualities.
A player knowing there are a couple of players better on his position?

What happens when you are on holiday? What happens with players who come back after loaned out?

Many questions but we are in a testing phase anyway.

 

September 29, 2015 05:16

4,306 posts(s)

Administator

 

Even though most of you haven’t replied directly to my questions this is great feedback! I’m working on something else and once I’m done I will reset the morale trial with less demanding parameters so we can re-evaluate. I’ll also add some of the feedback below to the planned enhancements to the morale system. Individual replies:

@Samir: good point on stamina, this is not currently taken in consideration

@Joseppi: not sure if we want to wait that long to evaluate morale, I prefer the every match evaluation especially on MediumTicker where a season takes 48 “real” days

@Rui: the first time the player alerts he’s in bad morale he should get back to neutral by playing a single match, that was one of the things I considered in the calculations. If we adjust the numbers though I won’t guarantee that will be the case. To give you a real example, let’s say the player tells you after one match that he is in bad morale and his profile requires 50% of match participation to be in neutral. If you play him in the next match he’ll go back to neutral, but then if you don’t play him in the following one he’ll go back to bad. This is the most extreme example we have at the moment. Restoring critical morale is much harder as the rule is he needs to play at a good morale level just to be back to neutral. Example, let’s say a player is in critical morale after not playing 5 matches and he requires to play 66% of matches to be in good morale. You will need to play him in 10 matches in a row (so he will play 10 out of 15) to get him out of critical and back to neutral. When that happens, the morale is basically reset meaning the history is lost and starts the counter again.

@Sniff: we ddin’t want to pollute the main player skills tab even more, that’s why I’ve added a morale tab. Maybe if we color code the player name itself in the player skills tab it would help?

@Davison: 1) agreed 2) what do you mean by that? 3) we can certainly factor in the match result to simulate the fact that the player realizes he’s not ready yet to be playing if he is losing too much when on field

@Northstar: hopefully we won’t get to that, certainly not during the trial. Once we reduce the demands and restart the trail we can re-evaluate, but we don’t want that scenario to happen!

@Dr. Gullit: they already have a less demanding profile but I agree we need to make all profiles even less demanding. Injuries and suspensions are already taken into account and morale is not reduced if the player was ineligible for a match.

 

September 29, 2015 01:05

37 posts(s)

 

Young players should not be affected by the morale issue in the same way. They are happy with the contract and will wait patiently for any opportunity in the line-up. Another issue is the pace of reducing the morale to bad. Injuries, suspensions, overall team success should be included. Although, participating in friendlies should lower the pace of decreasing morale, but friendlies are not welcome anymore in this game.

 

September 28, 2015 22:15

68 posts(s)

 

So what happens when u dont have any players left to field a full team cos the way its going i wont have any players left becos half my team is being force sold and more will follow!

 

September 28, 2015 17:50

828 posts(s)

 

sounds good gabriel lol you know ill stick through it all… just quite frustrating tbh… thankfully i have managersim whom seem to have sorted themselves out quite well atm…but i still think this game could be better than MS….but needs to add the simular features ms has and expand on it… ill be patient ( but still will voice/vent my opinion)

i dont think a player should complain about being benched if 1) low stamina 2) poor work ethic 3) loses to many games when on pitch

this is why i think a praise system is necessary…as well as a punish system…. play well manager has option of giving that individual player a lil $ bonus check
play shittyass and the manager has option to suspend player from pay…. too many cards….poor performance…ect

 

September 28, 2015 16:13

40 posts(s)

 

I agree

Now I don’t know how much offer, so simple double: in a couple of years my players will gain more than Cristiano Ronaldo…

 

September 28, 2015 13:07

96 posts(s)

 

Can the morale feature be represented like the player skills? So it’s visible when looking at other skills, rather than having to click on each player to see their appropriate moral levels?

 

September 28, 2015 11:57

24 posts(s)

 

How many matches does a player with bad or critical morale needs to play, to “restore” is morale?

Like someone already mentioned, maybe the speed that players get bad morale is higher than expected.