danilo, i suggested before selecting a pool of 14 most valuable players which you cannot fire. may be we can also select a captain.
and it is also ironic that you can’t sell a player for less than X amount, but you can easily fire him paying some fees… correct this situation first…
We are trying to reach a less conservative approach here. We want you guys to really be the managers of your teams, and this is the kind of limitation that could spoil that. We have to find a balance between the limitations and the functionalities.
managers will still have 16 players to fool around with… and those 14 players will be the best players… you can sell them, but not fire…
what happens then if my best player is a 32 year old i cant get sold but i don’t wanne pay his wages anymore? You say i can’t fire him, tbh i think managers should have that freedom.
its between eggs and chickens…
well, according to my idea, in that case, you have to stick with him:) same for everyone else:) ( but we can have a clause in that case for players above 30)
I got an email saying “player skill increased” did you add some new functionality and didn’t tell us about it? :P
@Charles: yes, I was waiting for someone to notice. Messages are sent whenever a player gains or loses skills. :)
i thought you forgot to add a comment to your source code, which would send this message….
It would be more usefull if you tell which skills has changed and how much.
I thought about it…what I’ll do is keep the skills blue (or red) for 3 turns instead of just one and add a tooltip to the skills saying how much they increased/decreased. Adding this info to the message would be complicated for translation purposes…we’d have to create a single message with all skills (and some would display an increase of 0) or lots of messages for all combinations of skills possible.
that would be better… otherwise, it would just be one more job of deleting messages….
sorry if I missed something,
Can you see the individual stats per players in the match report?
Thats now cool you can actually see how many passes a player did and how many tackles he had in the game?
Special thank you for this detailed player statistics updates…
i would love to see number of saves for goal keepers
“-players can pass the ball to teammates behind when there are no suitable teammates ahead”- thats why my midfielder was continuously passing to my defender… realized at once when i saw the replay… i was playing with short passes and moving all players ahead whenever i had the ball, which meant that the defender behind was the closest guy to the midfielder…
logical change… i updated my strategy ;) valadolid got lucky :)
EDIT : “… since now the shot can be intercepted”, does that mean there is a possibility for deflected shots too ?? ;)
We already had shots deflected by the goalkeeper, now the ball can hit or be intercepted by a defender on a shot. That’s the difference.
i meant shots deflected by a defender which would confuse the goalkeeper…
-players can pass the ball to teammates behind when there are no suitable teammates ahead
check the following replay from 10:24 to 11:34 ( this is just an example) http://www.rubysoccer.com/game/match_replay/599961
In this case I have 3 of my strikers passing the ball among themselves in front front of the goal and not shooting at the post… is this the problem because of my poor strategy or some sort of by product of recent changes??
Are there any plans for defenders to play in line? I’ve been trying to use a high defense recently but there is always a stupid defender who stays behind making the oponent atakers not offside…
@Nirabdha: the goalkeeper won’t be confused yet :)
regarding the other problem I’ll have to look into it carefully
@Filipe: yes, there are plans, with the options currently available it is really hard to do that
We are having more “cold” matchs now. Last turn at Primeira Division (Spain) we had 3 matchs 0 × 0
I think your changes have been quite drastic on my team results…I mean, losing 3-0 versus the bottom team is pathetic on my behalf…especially considering that I haven’t changed my tactics.
Going from undefeated (in 10 games) to losing every match I’ve played since you’ve implemented your changes isn’t very realistic.
@Ulisses: glad to hear that, this way we’ll be able to reduce keepers effectiveness ;)
@Patrick: some changes were drastic so I kinda expected something like that…sorry :P
why do midfielders have now more shots done then the attackers? Atleast, in alot of matches.
and please, let me fire some ppl in my new team! 1 per tick…ouch!
vaughn, i have been asking the same question myself…
Midfielders are shooting more because they tend to run towards the goal and try a shot when there is nobody marking them.
You should blame the freaking cheaters for the addition of the 1 player fired per tick rule :)
Unfortunately more restrictive rules shall come.
why are my strikers running backwards? why are my midfielders always ahead of my strikers ???
Since the changes:
In fulltest
Defenders: 4 goals
Midfielders: 12 goals
Strikers: 18 goals
In Midtest
Defenders: 1 goal
Mids: 1 goal
Strikers: 2 goals
This is a welcomed change for finally the rest of the team can contribute in scoring like it should be. Let’s see if we can’t find the right tactics now
@Nirabdha: sometimes strikers run backwards to try and find a better position for a shot.
@Dhimitri: I agree with you, just a correction, it’s FastTicker and MediumTicker, I know you’re using ManagerSim names :D
automatic friendly invite on season start
- which lineup does it pick? The default? Isn’t there a way to set a lineup?
- does it invite 1 friendly per 3 ticks or does it invite to play 1 friendly per 3 ticks?
For now it won’t set any specific formations, so if you don’t set it up it will use the default. We need to add a way to mark a formation as default for friendlies :P
In fact it will not send invitations, but create 48 friendly matches for you on season start, on turns 1, 4, 8 (7 is cup), 10, 14 (13 is cup), 16, 19 and so on.