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July 23, 2013 15:35

4 posts(s)

 

o jogo com todas as alterações que fizeram cada vez esta mais irreal, muitos jogadores estam a perder a pica qualquer dia ficam sozinhos a jogar o jogo, isto não é um jogo de futebol mas sim algo parecido, estou prestes a abandonar o medium e o fast vai a seguir, primeiro aprendam o que é futebol e depois façam jogos, cada vez pior e mais irrealista, tenham paciência

 

July 23, 2013 11:15

639 posts(s)

Donator

 

Skill Current Value S1 S2
Keeping 34 34 34
Tackle 80 92 80
Passing 73 86 90
Shooting 73 86 73
Speed 86 90 87
Dribble 83 96 87
Control 77 76 81
Header 76 77 79

S1 is last season (scouting 9), s2 is this season (scouting 7). 20 points less potential…

 

July 23, 2013 11:12

639 posts(s)

Donator

 

Yes, that would be nice.

 

July 23, 2013 09:03

4,296 posts(s)

Administator

 

Yeah…but we also should add the info about when it was generated in the scout reports list page :-)

 

July 23, 2013 07:20

4,296 posts(s)

Administator

 

Thanks for the feedback Thodoris. Our main goal with the new economy was take the burden of balancing the team’s income / expenses from us so we’d be able to focus on other game features. I understand your points and agree that we did remove some aspects related to finance management, but we have also introduced new concepts and ways of playing.

The problem with the transfer market is clear to us and one of the things that should make it better is the player morale feature I’m currently working on. I don’t expect it to solve all the problems, but it is a first step in the right direction. In the end, if the new economy is never able to prove itself worthy we can always go back to the way it was or even re-design it once again.

Cheers

 

July 22, 2013 07:06

241 posts(s)

 

M LC & A L listed , both have 86 skill avg

http://www.rubysoccer.com/game/team_players/853

 

July 21, 2013 12:08

3 posts(s)

 

I really cant understand whats the point of this new economy thing.
First, i just realised i lost all my money from the previous season. I had about 400mil and now i cant buy a player over 80 mil. This is a joke. Why the hell u took my money?
Secondly, u took away the economic risk from the teams and ofcourse nobody is selling cause they dont have to sell. Result? Only players over 30 in the transfer lists around the world.
Thirdlly, in the old days of soccersim u had a motive to fight for a place that leads to europe. More european matches ment more money for the clubs from ticket sales and tv rights.

I really appreciate your efforts but maybe u should again this whole economy thing.

Thnx

 

July 21, 2013 08:59

639 posts(s)

Donator

 

“and you won’t be able to ask for a new report of the same player before 1 season has passed.”

So I scouted all my (younger) players, and want to scout them again in the new season. So the only way is to check all scouting reports, and to write down in Notepad for every player when the scouting report was made?

That is another reason why ingame notes would be handy…

 

July 20, 2013 14:56

96 posts(s)

 

I had a similar experience in the Fast ticker with Tottenham. I did what the board wanted – to improve the squad – and they were happy but I lost board points.

The other thing I noticed was that I had money to spend at the end of last season and now when I do the board points it says I will have more money than last year to spend, but at the minute my balance is 0 – I guess until tick 12. The thing I don’t really understand is that they stripped the money that was left over last season, which meant that at the start of the season when most people buy players I am unable to as the board stripped me of cash. I realise I will get it in a few ticks, but wouldn’t it be better to be able to build your squad before the season started rather than once it’s underway?

 

July 19, 2013 01:16

340 posts(s)

 

Actually, the best potential players should spawn at lower leagues, read lowest div in each country.

Good players will still spaw at the best clubs.
What do you think?

/BK

 

July 18, 2013 08:44

4,296 posts(s)

Administator

 

Agreed. Players must have more personality, not only on wage decisions but on other things as well. Currently working on morale, maybe I could move on to that afterwards.

 

July 18, 2013 07:15

803 posts(s)

 

Several veterans for sale, take a look because if you need some top players here they are, Bradley Kitchen, Simon Rogers, Richard Woolley, Peter Jackson… All from my A squad, the ones that won the Premiership…

Prices not negotiable, will not be listed next season so, be quick!

http://www.rubysoccer.com/game/team_players/176

 

July 17, 2013 13:47

301 posts(s)

 

I agree with DD, more randomness on a per player basis would be pretty good :)

 

July 17, 2013 03:40

61 posts(s)

 

I think this is something that needs a change, Because some players will choose wages and other players will choose the better playing chances…

Maybe you could put a random factor in each player… Some will always choose the higher wages while others will preffer the chances of playing the main team( for this one the formula could be as it is ).

 

July 16, 2013 12:23

803 posts(s)

 

It has been changed some time ago already… He chose the team where he had more chances of playing main team…

 

July 16, 2013 03:21

828 posts(s)

 

i offered 27000 for a wage the player picked 18000 since when did you change this. it has always been the higher offering wage wins the auction.

this game

 

July 15, 2013 09:14

4,296 posts(s)

Administator

 

Danilo did that one but I think it can be changed. Well, things can usually be changed, what I meant is that it shouldn’t hurt too much to change it. But of course we have to be careful when we do it.

 

July 15, 2013 04:44

61 posts(s)

 

Sivaspor turkey better prices!!!
Texera 94 shooting for just 37M

 

July 14, 2013 09:48

340 posts(s)

 

Yep, bind the individual rule to the position and not the player.

/bk

 

July 14, 2013 00:41

78 posts(s)

 

It is really annoying that every time you replace a player because of a red card or a tactical move, the individual tactics need to be reset. Can that be changed?

 

July 12, 2013 09:47

340 posts(s)

 

Gabriel, not really too crazy if you consider it, as it is realistic, it’s all about who deserves the scores best and that is the formula you need to tweak.
In game development, it is common that you cheat, in all sorts of pre-hashing, pre-calculating stuff, nothing new or weird really.

Your major hurdle in an engine that calculates chances is adaptability, and if football changes you will have harder time to implement all new ways of playing (read calculating) the results. With pre-calculated (read from reality) you don’t need to worry about results, only one thing, WHO will get the result, that of course is behind the curtains(mirror) so you should never tell the managers (players of the game) that this is implemented, I am sure people will notice anyway.

And yeah, I might write a book on how football management games should be done perhaps, all in due time of course, I need a smash hit game to showcase my ideas first, and that is on the way…. ;)

/BK

 

July 12, 2013 00:36

4,296 posts(s)

Administator

 

@Shawn: no, nothing has changed. I suppose this is the result of a real time game engine as Berhan suggests, sometimes you end up having several “stand out” results happening very close to each other.

@Berhan: you have some crazy idea right there, don’t you? I’m not sure what to make of them yet, but from time to time I consider re-designing the game engine, only to move on to something else before making any changes to it :-D

 

July 11, 2013 16:49

340 posts(s)

 

We can now see the potential of players with the scouting departments.

I’d like to suggest the points available for players development being redistributed each time you do a scouting and the main criteria for redistribution of points (for the main area skills only at this point) would be the position the player plays mostly or perhaps even the role (offensive/defensive) or even from the “individual orders” data.

That would allow you to “train” your player more specifically for the role you intend for him when he is an ordinary first team player.

Example:
- you have a DM with potential:
- tackle 88, pass: 87, shoot: 78

- by playing him as D+1 would redistribute potential points from shooting into tackling only
- by playing him as CM-1 would redistribute potential points with ratio 2:1 into tackle:passing, so taking 3 points from shooting and placing 2 into tackle and 1 into pass
- by playing him as CM-0 would redistribute 2:1 into pass:tackle, so 3 from shooting would go into 2 pass and one tackle
- by playing him as CM+1 would redistribute only into passing

and similar for the other skills.

Goalies will not benefit from this of course, so only outfield players can re-distribute potential skill points..

/BK

 

July 11, 2013 16:27

340 posts(s)

 

The result itself is no strange but I understand the frequency should not be too often.

That is the weaknesses in a real time game engine results. There are really two major ways to calculate results, one is the way it happens in this game, by generating and calculating score chances.

The second more realistic but harder to build is scripting the wins, draws and losses against some real world results.

So for England for example, you could for each game-week, hard-code the results for the say premier league for 10 seasons (the more – the better of course), then in each week, you sort it from the best to worst result – then map those results, after sorting the game league teams on most deserving those results, and “bingo” – you have real life results every tick. What you can fine-tune is the algorithm for sorting the game league teams in the order deserving the best scores. That can even be changed from season to season to add more variety into the game.

For example: game admin or game master (a role for staff that doesn’t play the game really as he can not tell what the criteria’s are to ruin the game play and playing himself to benefit from same game rules under the hood), can setup the game that a certain league will map to the results service by a certain order such as (one or a number of those):
1) offensive football, obviously formation dictates this,
2) smaller size of squad,
3) aggressiveness
4) average age of the first team
5) stamina
and so on…

Now, you will have a scripted system that delivers real life results to the teams and not knowing what is rewarded is the thing you need to find out so you can benefit from it.

Also same scripted set of result will give YOUR team different scores depending on those inputs..

Just some thoughts of course..

Oh, and one MAJOR advantage will also be SPEED of “playing the games”. “Generating” results for a whole league will be a matter of seconds.

/BK

 

July 11, 2013 13:53

28 posts(s)

 

Hi Gabriel,

Is there any change in the engine regarding the scores of International cups?
So many big scores for these 8th of finals !!!

I’m not asking because I have lost 4-0 (ok a little:), very sad after my result), but I can see many similar “strange” scores between teams managed by humans:
- Botafogo – Velez Sarsfield : 7-0
- Remo – Almagro : 4-0
- Middlesbrough – Dynamo Barnaul : 5-0
- Galatasaray – Gueugnon : 7-0
- Malaga – Feyenoord : 4-1

Any idea ?

Thanks and Regards,
Shawn

 

July 11, 2013 06:04

340 posts(s)

 

I vote for Davison.
BK

 

July 10, 2013 15:13

340 posts(s)

 

Yeah, the add note thing is bad, I guess the only reason you want is to store the scout report findings, so perhaps that is not needed.

One thing, a toggle current / potential values on squad list and formation screen would be enough.

Then for the scout reports having a life-length perhaps another department can be brought into the investments screen:
- Player Academy/Labs, where the scout reports get re-evaluated each season (twice/season) so you get more accurate data?
- having higher levels of that can auto re-scout scouted players with reports expiring?!
Perhaps not the best solution, but I think one can add more departments so you have more holes to throw your points at.

/BK

 

July 10, 2013 15:07

340 posts(s)

 

I think displaying the potential values is most interesting in perhaps setting up the formation so perhaps having an option (checkbox) in the manager profile settings to display the potential values, instead of the regular values, for available (scouted) values of course.

or for scouted players perhaps have a report icon and when hovered over, display the potential values (think about the pad’s lack of hovering methods).

Not entirely sure but the WHY here is simple:
To aid me in my “work” when checking potential values (from formations/squad list) to go to each player’s scout report or have a second tab opened with all the scouted players (a list that grows by each tick), so I can select my potentially best players when setting up formation and first team.

Now, I get rid of the less potential players every time I can but it’s still not very easy to check a players potential without x number of clicks.

A simpler solution would be the “add note”- functionality, so when on scout report, clicking on link/button would add the time now (season nr, turn nr and the potential skills), and to display them easier perhaps one can have a check box (toggle) potential/current values in the formations screen? Two solutions perhaps then.

/BK

 

July 10, 2013 07:33

639 posts(s)

Donator

 

Happy now? You seem to have stamina problems, too small selection for playing internationally probably.

 

July 09, 2013 23:15

61 posts(s)

 

Ricardo Texera
Age: 34
Position: A
Side: R
Keeping: 31
Tackle: 83
Passing: 75
Shooting: 94
Speed: 85
Dribble: 83
Control: 88
Header: 91
Aggressiveness: 44

Price: 60M!!!