i disagree charles alot of young players get 1st team play after prooving thier self in the 2nd team. shit even 9 year olds now get contracts look at messi
it was widely known he was going to be a superstar at young as 15. so ya thats bullshit. a Scout needs to do thier job we spend these points for the level we request. how the fuck can a 10 scout get the same accuracy as a 1 scout ive found this out and i have realised it was dirived so fast that it makes sense that this is really something that is ment to seem like something but really does fuck all.
tell me im wrong via facts which non of us know… would gabriel admit to this ? no. scouting at 10 level should be 90% accurate
True, but so far all renewals drop down like a fly.
Also from keepingpotential 96 to 83 in a few months????
It wouldn’t hurt though if the scouting reports are more accurate than random numbers, would it?
IMHO if the scouting reports are to be “very accurate” you shouldnt be able to do so many scouts during a season… even level 10!
Maybe fixing the number of scouts by 3 per season for every scouting level( or another small number), and the level could be used for the accuracy of each skill reported using the " color idea " of Charles…
I don`t trust the scouting system specially in younger players! But it can give you a good idea in older players…
don’t forget, we have to assume that the older a player gets, the more accurate the stats CAN be (provided scouting is at 10).
it would be boring if every report gave a perfectly accurate report… what would the point of that be? in real life, we can’t know for sure if a player will hit their full potential or not…
I think perhaps a color coded addition based on scouting level could help GMs out.
How about color coding the accuracy of a specific rating?
for example, red means not accurate, green means partially accurate and blue means very accurate?
I guess its another addition to the current scouting system that can help improve the quality of the scouting feature.
It can be up to the players to remember which rating was accurate and which wasn’t… I guess it CAN be the same feature as it is now but at least it will allow players to visually see which ratings aren’t really true and which ones should be remembered for the future…
admins can either make the color coding static (meaning only 1 blue max per report) or add more randomness to it, 1 report could have 1 blue and another one can have 2 blue ratings and another 0 blue ratings…
these are just ideas i’m throwing out there, not sure if its complicated to implement or not…
…. for what it’s worth, I love the scouting system and it works EXACTLY the way it is intended to. You have to be a little bit smarter as to how you choose your players. Also, if you don’t like the scouting system… don’t use it. Spend your points somewhere else.
so it works.. ;)
/BK
ELOY NUEVA FOR SALE!!!
Eloy Nueva
Age: 32
Estimated Value: $26,345,644
Attributes
Position: M
Side: RC
Keeping: 36
Tackle: 79
Passing: 92
Shooting: 66
Speed: 88
Dribble: 80
Control: 98
Header: 89
PRICE: 38M ONLY!
He just reached 78 keeping
http://www.rubysoccer.com/game/player_info/424932
i think the scouts were put in place to make it SEEM progress was being made. so far i agree with alex. if your going to do something then do it right…. am i wrong ? i hope that a simple mistake was made with these scouting reports. at least make them consistant
Looks like the first scout report was from a drunken scout and when they sober up they see things totally different:
G 19
Potential: Current:
96 82
32 32
84 71
28 28
82 80
90 84
86 78
73 76
and in the mean time he played every friendly or was on a loan with a 9+ in improvement team (i have 10)
RENEWAL:
Skill Current Value Potential Value
Keeping 82 83
Tackle 32 32
Passing 71 85
Shooting 28 28
Speed 80 89
Dribble 84 89
Control 78 91
Header 76 82
Quoting Alexander: “Then perhaps Gabriel could explain what’s going on and what to expect from this scouting system. I just had another player re-scouted – he’s 19 years old MD and went from potential passing = 94 to potential passing = 79 which is his current ability. If this is the level of inaccuracy to be expected from the scouting system I would rather be without.”
I would also like that. I know “the scouts should give you a rough idea of what the players attribute should look like once he’s fully developed.” but at the moment it just looks random.
Another example of scouting report differences:
73 86 92 90 87 88 91
63 81 75 86 82 82 100
I am wondering if the scouts make better reports than a human would do…
And where do you want help with?
I can help out and i am more then willing, but i am afraid i have the same problem.
Most of the times i have a better team then my opponent but in my eyes tactics count way to hard.
I have seen lesser teams with way to good result only because of their master tactics.
PROMISING 17 YEAR-OLD KEEPER FOR SALE
http://www.rubysoccer.com/game/player_info/424932
I’m wondering if the max +20 points per skill is still on:
Report Generated on season 87, turn 61
Position: D
Skill Current Value Potential Value
Keeping 38 38
Tackle 68 88
Passing 56 74
Shooting 67 96
Speed 65 86
Dribble 67 88
Control 68 70
Header 74 92
Made with scouting level 9.
This would mean that his shotting wil go up with 32 points? Not bad for a DC btw.. :P
Today, in the top match between the two leading teams of the campionato, Siena lost away by 1-0 to Juventus. This is not strange, since Juve is the … usual championship since … forever. The strange thing is that between 70’ – 80’, my team (Siena) had 3 injured midfield (!!!) players (I assume caused by hard tackling) and 1 red card on my attacker (!!!), while the opponent received only a red card for the pressumably hard playing, following the 2nd injured player of my teAm. Siena ended up with 9 players (I had made a substitution by free will in 70th minute-when the masica started)…
I would very much like an explanation on this by Gabriel, but pls avoid comments like random factor, because I am starting to believe that nothing is random in that game….
ya exactly i see no change in the difference between lvl 10 and lvl 1 both are full of shit. youd think level 10 would be 90% accurate AT LEAST
sunderland
Hello everybody, Im looking for a Top Class Defender…. He must be under 32years!
If you have any, lets negotiate =)
Then perhaps Gabriel could explain what’s going on and what to expect from this scouting system. I just had another player re-scouted – he’s 19 years old MD and went from potential passing = 94 to potential passing = 79 which is his current ability. If this is the level of inaccuracy to be expected from the scouting system I would rather be without.
thats because its bullshit alex. ive already figured out that 10 scout is as bad as 1 scout
welcome back
not a coincidence! most of us are from the soccersim community :)
game admins were tired of waiting for SS to come back up so they started their own soccer simulation game.
thank goodness for them!
So I just found RubySoccer today in a google search and couldn’t help but notice the similarities of an old sim game I used to play more than a decade ago called Soccersim.
Is this just a coincidence or is there some correlation here?
A long time playing this game and do not understand how the formation tactic, which may be the types of tactics.
Currently game a 3-5-2 with the midfield in X.
Hi guys
I’m doing second scout reports on several of my young players and there are large differencies between the scouted potenial values. Scouting level 10 on both reports. One player dropping from potential shooting = 100, to potential shooting = 82 or something similar. I can understand that a level of inaccuracy should remain regardless scouting level, but this seems just a bit off. Correct me if I’m wrong but shouldn’t implementing a scouting system (and removing player info like starting value) add to the ability to investigate players? Otherwise it all seems very random?
nothing but shite for sale now except for my players
And check the differences between these scouting reports on the same player:
Tackle 92 81
Passing 95 98
Shooting 90 87
Speed 94 79
Dribble 98 100
Control 90 100
Header 86 96