[admin_only] Improvements

Subscribe to [admin_only] Improvements 570 post(s), 10 voice(s)

 

June 30, 2008 20:37

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Some users suggested we should give a manager the ability to swap the player’s positions (turn a DM into a MD for instance) so that he could be displayed in the “right” list on formations screen. Well, now it’s possible. A swap position action is available right beside the player position in the player info screen. Give it a try!

 

July 04, 2008 20:07

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Teams will now have some discounts when expanding their stadiums with a larger number of seats at once. It will work as follows:

100 seats – 0%
200 seats – 1%
300 seats – 2%
400 seats – 3%
500 seats – 4%
600 seats – 5%
700 seats – 6%
800 seats – 7%
900 seats – 8%
1000 seats – 9%

 

July 12, 2008 17:31

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Player history now records when players left or join a club. Maybe in future we will also record loans, but for now all the player history functionalities that were initially designed are done.

 

July 14, 2008 21:13

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The amount paid on a player transfer will always be the transfer price, no matter how much a team have offered to the club on its proposal. The purpose of offering a value higher than the transfer price is to make the team which is selling the player raise the transfer price in order to force other interested teams to raise or drop their proposals.

 

July 27, 2008 21:21

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This was a big package of changes, and it is still incomplete (scouting department yet to be implemented)! To make things easier let’s make a list:

1) Sponsorship values have increased and will now increase or decrease gradually as your performance gets better or worse. Previously the sponsorship value

would go from 80 to 100 or from 100 to 200 instantly when you reached a certain performance level.

2) All youth players will now start at the age of 16.

3) New generated players will have a higher potential than the current ones. There is no guarantee they will reach this potential (specially if you don’t

have a coaching department, or have a poor one). Different from what happened so far, the player won’t receive all his remaining potential points when he

reaches the maximum level we defined, he will have a limited number of evolutions to improve his skills, after evolving this maximum number of times he won’t

evolve anymore and any extra potential will be lost.

4) Staff departments: in the stadium page you’ll see your team’s departments in the right side. Everybody will start with level 0 departments and will have

to spend money to upgrade them. The higher the department level more you’ll have to pay to maintain it every 3 turns. You have the option to downgrade a

department and receive 25% of what you’ve spent back. The Board won’t allow a department to be upgraded if it will turn the fiancial situation bad.

5) Physio department: helps you in healing your injured players faster. A top physio department will make everybody heal twice as fast.

6) Coaching department: increases the chance of your players improving more points at once. Previously a player earned from 1 to 3 points every time he

improved, now this range goes from 1 to 6.

As always we are open to suggestions. We tried to keep it simple and add something interesting to the game at the same time. Only time will tell how these

changes will affect the game, if bad things come out of this don’t worry, everything can be improved :-)

Cheers!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>.

Esse foi um grande pacote de mudanças e ainda estã incompleto (departamento de olheiros ainda está sendo implementado)! Para tornar as coisas mais fáceis

vamos fazer uma lista:

1) Os valores de patrocínio aumentaram e agora irão aumentar ou diminuir gradativamente conforme seu desempenho melhora ou piora. Anterioremente o valor do

patrocínio dava saltos de 80 pra 100 ou de 100 pra 200 instantaneamente quando atingia-se um certo nível de desempenho.

2) Todos os jogadores jovens começarão com 16 anos.

3) Novos jogadores gerados terão um potencial maior do que os atuais. Não há garantia de que atingirão esse potencial (especialmente se você não tiver um

departamento de treinadores, ou tenha um fraco). Diferente do que acontecia até agora, um jogador não receberá todos seus pontos de potencial remanescentes

quando atingir o nível máximo que definimos, ele terá um número limitado de evoluções para melhorar seus atributos, após evoluir esse número máximo de vezes

ele não mais evoluirá e seu potencial extra será perdido.

4) Departamentos de comissão técnica: na página do estádio você verá os departamentos do seu time do lado direito. Todos começarão com departamentos nível 0

e terão que gastar dinheiro para melhorá-los. Quanto maior o nível do departamento mais você terá que pagar para mantê-lo a cada 3 turnso. Você terá a opção

de diminuir o nível de um departamento e receber de volta 25% do que foi gasto na melhoria. A Diretoria não permitirá que um departamento seja melhorado se

isso tornar a situação financeira ruim.

5) Departamento de fisioterapia: ajuda você a recuperar seus jogadores machucados mais rápido. Um departamento de fisioterapia no máximo fará com que todos

se recuperem duas vezes mais rápido.

6) Departamento de treinadores: aumenta a chance de seus jogadores melhorarem mais pontos de uma vez. Anteriormente um jogadore recebia de 1 a 3 pontos toda

vez que melhorava, agora esse intervalo vai de 1 a 6.

Como sempre estamos abertos a sugestões. Tentamos manter a idéia simples e ao mesmo tempo adicionar algo interessante ao jogo. Somente o tempo irá dizer como

essas mudanças afetarão o jogo, se coisas ruins surgirem disso não se preocupem, tudo pode ser melhorado :-)

Abraços.

 

July 30, 2008 23:28

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Departments information is now public. You can see any team’s departments level in the team info screen, right below the stadium size. It makes sense if you think of it, everybody knows when a team has a good physio or coaching department in real life :-)

Cheers!

 

July 31, 2008 20:33

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Unlimited substitutions on friendly matches! Well, not exactly, the limit is now the number of substitution strategies you can create, currently 10. Should be enough, specially compared with the limit of 3 we had so far.

Cheers!

 

August 09, 2008 00:40

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Watch your finance, you may end up being fired for bankruptcy!

When a team balance becomes negative, the following steps will happen to revert the situation (notice the process stops as soon as the balance becomes positive again):

1) Physio department will be downgraded
2) Coaching department will be downgraded
3) Transfer listed players will be “sold” and will retire, highest wages first (at least 14 non-youth players will be left)
4) Non keepers players will be "sold"and will retire, highest wages first (at least 13 non-keepers, non-youth players will be left)
5) Keepers players will be "sold"and will retire, highest wages first (at least 1 non-youth keeper will be left)
6) Loaned players will be "sold"and will retire, highest wages first

If that’s not enough, the manager will be fired and the team restructured:

1) Wages will be reduced to normal levels when applicable
2) Money injection so the team is back on regular financial situation

Cheers!

 

August 25, 2008 22:27

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Dimension specific forums created. Now we have a place to discuss dimension specific subjects like players for sale, interesting matches discussion, championships won, etc. A Dimension Forum icon is available inside a dimension in the top right corner, right beside the existing Forums icon, it will take you directly to that dimension specific Forum.

Cheers!

 

August 29, 2008 20:49

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Who says you get nothing on our anniversary? I tried to deliver more but I didn’t have enough time, sorry guys! I am planning one more pack of improvements soon. But here is what we have today:

UI
- Better checkbox alignment/appearance

Formation Strategies:
- More generic condition (RedCard/Injury on any player)
- A match action can be specific to a home, away or just apply to all types of matches
- Can edit an existing strategy
- Can create a new strategy using another one as template

Individual Tactics:
- Implemented first draft (will activate those on our match engine very soon)
- Still not too graphical, but already can alter the position of a player during
an offensive / defensive situation

Other
- When accepting a friendly, can already select the wanted formation

 

September 04, 2008 21:09

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Country specific rules implemented for league tie break. Now all countries except for Brazil have the following rule:

1) Goals scored – Goals conceived
2) Goals scored
3) Number of victories

And in Brazil:

1) Number of victories
2) Goals scored – Goals conceived
3) Goals scored

I know there are other rules regarding direct match between the tied teams and disciplinary criteria, but I we’ll stick with these rules for now.

Cheers!

 

September 10, 2008 09:36

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This announcement is for Spanish speakers!

Thanks to Javier Palacian we now have RubySoccer translated to Spanish, you can change your language in the user settings page to ‘es’. You have to login again for the changes to take effect. Now your Spanish-speakers friends which don’t speak English have no excuses to not play RubySoccer. Spread the word and bring them to have some fun with us! ;)

We have German and Portugal’s Portuguese translations going on right now. These will be announced as soon as they’re ready. If you wanna volunteer to translate RubySoccer to your language just send us an in-game message or post a message in the Improvements Discussion topic.

Gracias Javier! Excellent job!

 

September 13, 2008 20:02

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More translation announcements.

Philipp Leibeck has made the German translation and Filipe Silva made the Portugal’s Portuguese translation. They’re still reviewing the translation, but if you speak any of these languages feel free to help them improve it, as some sentences / words might be inaccurate due to lack of context during translation. Spread the word to your German and Portuguese friends! They now can play RubySoccer on their own languages.

Thanks a lot Philipp and Filipe, your contribution is really appreciated!

Any volunteers for Dutch, French and Russian? ;)

 

September 18, 2008 09:56

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Headers are ready to go!

In about 1 hour you’ll see a new skill on your players: headers. This new skill will be used on high ball disputes and on headers towards the goal. Keepers will use this skill instead of keeping to defend a header. We were going to wait until the end of FastTicker season but then we realized it would be good to have this as soon as possible in the game.

For simplicity all existing players will have 80 in header skill, without chance of improving it. For new players the header skill will behave the same as the other skills. There is no easy way to add an attribute to existing players, that’s why we decided to give everybody the same value, sounds fair enough.

Match logic has obviously changed with this new skill, now any player in L or R sides tends to run with the ball rather than passing it. This will still be based on the passing frequency strategy you set up, but for wingers the frequency is a little less than what you set up so that they can make crosses into the opponent area. Header disputes can happen in any high ball, coming from goal kicks, free kicks, corner kicks or crosses. High balls can result in headers “shots”, header passes or the player who wins the header dispute will simply get the ball and run.

When a player improves the chance of improving a higher number of skills at once has increased, as now we have one more skill to improve. The game help will be soon update with the new values.

It’s only the first phase of the “header system” and your feedback is very important in order to improve that. We’re confident that this will open lots of new strategy possibilities. Let’s have some fun!

 

September 18, 2008 21:35

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Following some users suggestions we now have a new formula for keepers defenses:

shots → 60% keeping and 40% speed
headers → 60% keeping and 40% header

Too many changes for one day, we know, but the game needed it ;)

 

September 28, 2008 04:27

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Individual tactics will start to apply VERY soon. I recommend everybody to take a look on this tab as soon as possible so you can take advantage of it when I turn the functionality on.

 

September 28, 2008 22:16

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It’s now possible to prioritize your job applications when applying for more than one team. Simply drag and drop the applications in your manager info page. The decision of who gets the job when more than one manager is applying for the same team has also changed and is based on manager ranking, board rating and time since joined dimension. More details in the game help in English or Portuguese .

Cheers!

 

September 29, 2008 12:48

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Individual tactics are now applied.

Enjoy!

 

October 02, 2008 21:08

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Old players will start to have their skills slowly decreased. More details can be found in the game help.

In English: http://www.rubysoccer.com/mediawiki/index.php/Players_Evolution

Em Português: http://www.rubysoccer.com/mediawiki/index.php/Evolu%C3%A7%C3%A3o_dos_Jogadores

 

October 04, 2008 13:18

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Newspaper on the way! Our first newspaper section is Managers at risk, there you’ll find a list of managers whose job is at risk and will be able to apply for a job on their teams. This application will only be processed if the manager end up being fired, if his/her performance gets better you’ll receive a message saying your application was rejected.

By the way, managers are now fired only if somebody is interested in managing his/her team.

 

October 06, 2008 19:14

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Merchandise value calculation has been changed to reduce the difference between the big clubs and small clubs. This may sound strange right now but remember that when smaller countries are added today’s small clubs will probably become big or medium clubs and the small countries clubs would receive a ridiculous merchandise amount like 10 or 20 (not 10k, 20k) using our previous formula. With this change, most teams will start receiving a higher merchandise income, top teams shouldn’t be much affected.

Another important related change is the board expectation and manager performance evaluation, starting next season. The way the board looked at the squad was not very realistic. As an example, an attacker with shooting 90 and 50 in all other skills would be considered better than an attacker with 89 in all skills. Now the player is evaluated considering all his skills, even though the main skill is still more important and each position has different weights for secondary skills.

Cheers!

 

October 07, 2008 15:44

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Following yesterday changes we now have new calculations for sponsorship, merchandise (again), player wages and player values. Again, the reason for these changes are to prepare the game for more countries with realistic values for poor teams and players. Let’s look at each change separately.

Sponsorship: hasn’t changed much, shouldn’t even be noticed
Merchandise: we moved back to a value similar to what we had before…maybe the value will decrease a little for top teams
Player Expected Wage: won’t change much for good players, top players wage can raise a little while average and bad players wage will probably rise
Player Estimated Value: will definitely rise for most players

Now we are one step closer to adding more countries :)

 

October 10, 2008 14:10

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New department added: Scouting. In your Stadium information page you’ll now be able to build and upgrade a scouting department, like we already have for coaching and physioterapy. This department gives you a tool in the Search page to look for players using detailed criteria. Complete information about scouts can be found in the game help.

English: http://www.rubysoccer.com/mediawiki/index.php/Staff_Departments
Português: http://www.rubysoccer.com/mediawiki/index.php/Comiss%C3%A3o_T%C3%A9cnica

Cheers!

 

October 14, 2008 17:25

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We finally found a good formula for player estimated value calculation. It will change dynamically based on the transfers between human managed teams and its parameters are dimension specific. All other calculations like wages, merchandise and sponsorship remain the same for now.

Cheers!

 

October 24, 2008 17:59

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New basic tactics stuff!

Managers are now able to select corner kick, free kick (direct shots) and penalty kick takers for each formation. If you select a player that is not available during the match the old rules will be used (best passing for corners, player who suffered the foul for free kicks and penalty kicks). For now what matters for corner kick takers is passing, for penalty kick takers is shooting and for free kick takers (shots) is 80% shooting and 20% control.

 

October 25, 2008 17:50

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The unfinished Statistics Computer is available! Unfinished because I wanted to start receiving feedback on what else you guys think it would be interesting to have there.
For now it is possible to see the statistics of 5 teams/managers using the following criteria:
- Include or not friendlies
- Only include games that were played against a specific team
- Only include games that were played against a specific manager (you have to user the forum user name there for now)
- Only include games that were played against a specific team and manager

The finished screen will (probably) have:
- Better look, feel and usability
- Season filter
- Competition type filter
- Translations

Hope you guys enjoy this new screen! And remember 2 things: feedback and it is not finished yet!

 

November 05, 2008 23:17

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Some minor improvements we did today:
- Show points on ranking screen
- Statistics computer stores the “against” criteria on refresh and look for the manager name, not the forum name
- Fixed a couple bugs on the history tables

 

November 10, 2008 22:01

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Minor improvements of the day:

- fixed turn displayed on some friendly canceled messages
- reduced maximum distance for headers towards the goal
- removed own players from scout search

 

November 13, 2008 19:54

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Improvements and fixes:

- long passes and shots are now less accurate
- reduced even more maximum distance for headers towards the goal
- fixed bug on substitution of injured players when some individual tactics were applied

 

November 17, 2008 16:54

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Player positions on match report now reflect the teams starting line-up. There was some misunderstanding when the formation and players position displayed didn’t match due to individual tactics or strategies. For example, before this change, if a team’s formation was 4-4-2 but at the 45th minute there was a strategy to move a defender to the attack the players position in the match report would make you think the formation used was 3-4-3.

Cheers!