Old economic sistem, old marketing tecnic :D
All players for sale:
http://www.rubysoccer.com/game/team_players/592
I dont think you should change it right now. People are saying you should because the budget this season is too low. You should only consider the values next season, as this one has the big reset in it.
My team has 27M this moment, and the board estimates to give me 20M budget with a 10 investment level. I think is more than enough, maybe even too much…
Great improvement Gabriel and Danillo, it was the most painful thing I had to do playing the game.
Now, if I got it correctly, friendly matchs wont give experience to players anymore, but official matches still do right?
What is your opinion about the club money return so far?
26% I like it the way it is.
23% No Answer
21% I prefer the game the way it was before.
13% I like it but we should have no transfer budget.
13% I like it but we should have a higher transfer budget.
4% I like it but we should not have wage limit.
Let’s crunch some numbers. If we group the “I like it” answers we have 56% of the managers saying they like the return of the club money against 21% who prefer the way it was before and 23% of undecided, don’t know yet, either way is fine. It saddens me to see the high number of people who didn’t like it, but at the same time we have more than twice that number that liked it, which shows me we are on the right track again and with a few more tweaks we can make those 21% happier.
Now, within the 56% happy ones, a little bit more than half would like to see some improvements, mainly with regards to the transfer budget. I could probably see it coming and I’ve said multiple times the numbers used were experimental, so I’m more than happy to experiment a bit more and increase it, for the next season if possible. Please keep your feedback coming, there is always room for improvements!
Cheers
The automatic scheduling of friendlies on season start option has been disabled. Players will now improve even without playing, to simulate improvements from training. In summary a non injured player with stamina 100 will improve during a turn as if he had played a friendly on that turn.
Having friendlies during the whole season was not realistic at all, but a necessity due to the way player improvement worked so far. Hopefully now managers can focus on official matches and play friendlies only when they feel like it to play against a friend or to test some specific tactics.
Cheers
Last 3 ticks have run ok and the times displayed until next tick are behaving correctly. All reported issues seem to be fixed now. Thanks everyone for pointing out the errors, enjoy!
This is not going to make a huge difference, but I’ve improved the way message contents is handled. When you respond to an user’s mail, you should now not see a lot of pollution in the text (html tags).
League form table fixed!
Most issues caused by the last update have been resolved. Tick times have moved a bit and we are still resolving related issues, so the time displayed until the next tick may not be accurate 100% of the time and ticks may occasionally run out of schedule while we resolve this. Thanks for your patience ;-)
Thanks Dimitri, we’ll look into it. Davison, what are you scared of? :-D
im scared… hold me
Good work! One more bug: form (in division table) is not working.
I’ve just fixed this. Please let us know if you still see anything weird.
Cheers
I’ve fixed the messages, posts and hopefully the tick now. For the tick I will need to wait to confirm.
No Armageddon, just the latest big pack of technology upgrade that was introduced a few hours ago :-)
Thanks for reporting the issues guys. The tick has been fixed and we’ll look into the other two, mail content being the top priority. The other know issue is the player order in the match report, we’ll look into that as well.
Cheers
It should be all good now, even though the schedule has been shifted by 4 hours.
Cheers
Thanks for reporting. It seems players are being sorted by position alphabetically (A, D, G, M) instead of logically (G, D, M, A).
It also happened to my team at FastTicker.
I just checked. Two minutes ago it said 3 hours 58 minutes, now it says:
FastTicker New countries aboard! Who will be the first league winners for the new countries? Choose your team from more than 10 different European and South American countries.
4 hours and 0 minutes 6 856 / 936 31
I think this has been happening since the last update. Also for mediumticker, there it goes from 1 hour 59 to 2 hours.
Hi, on the match reports the players name are in the wrong position. Instead of GL being first he’s lie half way down the list and my midfielders are at the top :)
No tick, match report 77, youth contract expires 94, match report messed up; is this rubysoccer’s Armageddon?
Also not working (but less urgent):
http://www.rubysoccer.com/posts
“We’re sorry, but something went wrong.
We’ve been notified about this issue and we’ll take a look at it shortly.”
Mail is broken
open match result = 77
new youth player = 44
lol
This is definitely the biggest pack of changes in years. Though we did our best to test everything, bugs are expected. So please be patient and report.
- Upgrade of the framework and libraries rubysoccer uses to their latest versions
- Due to the upgrades to the most recent and powerful javascript libraries, we won’t support Internet Explorer versions < 9 any longer (please use a decent internet browser)
- Added link to monitored topics to forum
- Added link to my posts to the forum
- Upgraded facebook/google auth functionality to their latest (google for instance deprecated the support for our prev approach by the end of april/2015)
- Upgraded bugzilla to its latest version
- Fixed all bugs that were preventing our Admin area from working (this is for our GMs). Still need to discuss some of the new aproaches that we will use to detect cheating
- Latest Portuguese Translations
To those using google to login into rubysoccer: this is not working at the moment. Google has phased out the API we used to do this. I have already implemented the replacement, but need time before applying it to the server. Meanwhile, use the “I forgot my password” link to create a password for you, and you will be able to login using your email.
I haven’t looked at your tactics yet but I would say it is very important to have a defender on DC0, the most central position. I know it ruins a classic 4-4-2 or 4-3-3 formation, but this is something we need to improve in the match engine to allow such classic formations to work better.
Cheers
Hi there, have you tried to do some research on which teams are the “least leaked”? Maybe contact the manager of that team and ask him to come here to the forum and give his two cents ;)
Right then guys I need some tips
So I have a reasonable set of defenders but seem to leak goals like a sieve
I play a 4-3-3 and all 4 defenders are played at D ‘0’
For both ‘team has the ball’ and ‘opposition has the ball’ they all individually ‘play position’
I’ve played and tinkered so many times but with no results and still leak goals
Any tips on what I should try or any ideas that could help
Working on some important software upgrades before we can move forward in terms of features. Lots of new things planned but most importantly we are trying to bring some structure and organization to the way we introduce new things in RubySoccer. Stay tuned!
What is/would be your preferred way to interact with the game developers and the RubySoccer community?
41% Game Forum
24% In-game Messages
16% Chat (to be developed)
10% Facebook
7% No Answer
1% Twitter
Interesting, looks like people prefer to stay in the website when interacting and don’t really bother about getting updates from external sources such as Facebook and Twitter. That’s actually good news as we can stay here longer and focus in the forum for announcements and discussions while using Facebook for less important stuff or as a second source of news.