It is possible, but in the average they won’t. A player will have a total of 140 points to improve in the average, 20 per skill, so he needs to improve 3.6 points every time his skills increase to earn all 140 points after his possible 39 improvements. Of course some players will have less than 140 points to improve or you can be lucky to have a player always improving a high number of skills at once even without a level 10 department. In such cases you will be able to reach the player peak. Was that clear enough? :)
Cheers!
It’s still the brazilian system, Philipp. My intention is to use country specific rules on RubySoccer in the future…maybe we can use goal difference for now, I agree it’s more common that number of victories :)
Hmmm, we have (or had) a bug entered for that…I thought it was a one time event but as we can see this is still happening in some very specific situation…
Thanks for reporting, Philipp.
The time limitation sounds reasonable. I’ll add that to our list of improvements.
Thanks!
Just to clarify the odds involved in youth position when he is generated:
11,1% → goalkeeper
33,3% → defender
33,3% → midfielder
22,2% → attacker
Sorry Philipp, I wasn’t clear enough. When the player is generated he already knows his maximum potential. An attakcer for instance may start with 68 in shooting and have 23 points to improve in shooting. That means that he will reach 91 in shooting in the best case. I say in the best case cause a player will improve at most 39 times during his career, so if you are unlucky or have a poor coaching department you may end up with a, let’s say, 80 attacker.
Answering your question directly, no, a player starting with 73 have more chances to reach higher shooting than the one which started with 59.
I think I fixed that. Let us know if you can find any other problem.
Cheers!
In English: Staff Departments
Em Português: Comissão Técnica
Let us know if you feel the information there is incomplete so we can improve it.
Find out where the points come from on each season for each team in order to adjust them wouldn’t have been easy Philipp…but you’re right, it would have been more fair :/
Yeah, I’ve just realized that :(
At least the change takes place, even though it’s really painful to reload the page everytime. Let’s see what we can do, finding time to work on weekends is a difficult task…
Thanks for reporting Dave!
The maximum limit is the amount needed to reach 100 in each skill…of course this is very rare :)
I’ll double check the youth generation process to make sure everything is fine guys.
Sorry about that, I know you have a few interesting announcements to make soon so I decided to write something cool about the game anniversary ;)
Today is a great day for RubySoccer. It all started 1 year ago, a single dimension with 4 countries was all that we had. Every other tick would get stuck due to bugs in our match engine, players processing and many other places. We didn’t have many users, but your suggestions and alerts about bugs helped us improve the game and get to where we stand today.
Now we have 184 users spread in our 2 dimensions with 8 countries each, international competitions, player, team and manager history, match strategies, manager and team rankings, coaching and physio departments, bankruptcy, manager performance evaluation, player loans and lots of other enhancements. And there is much more to come!
Nothing would have been possible without the support from our users. I just wanna say thank you to all of you guys, specially the ones that are here since day 1. Let’s grow this game together and have a lot of fun!
Cheers!
Fair enough, I’ve fixed that :)
Leagues are the only competitions where we save the champion at the end of the season instead of doing that right after the last round. We’ll change that.
Cheers!
The coefficient idea is interesting and is a possible solution for the current unbalance. Adding more south american countries, well probably you’re right, it would make the competition more interesting in South America. The thing is, our system should work when we have ALL european and south american countries, then it will be like 10 SA x 50 EU but the competition should be pretty good. The number of clubs participating is dynamic in South America, but starting in the third place, which we don’t have yet ;)
I’m still confident we’ll be able to add more countries soon. Let’s see.
Thanks for your suggestions Alban, we’ll discuss that and maybe implement a temporary workaround to make this more balanced.
But the country score is the average score of its teams, not the sum, so it doesn’t matter how many international places a country have. In some cases it may even be worse to have too many teams if some of them are not strong enough to score points on international competitions. What really makes the ranking unbalanced for Brazil right now is the lack of managers on Argentina :D
Cheers!
Another thing to add in our game help :)
We’ve changed the point calculation system when we decided to unify the country ranking. As Champions League and UEFA Cup have one round more than Libertadores and Sudamericana the european teams would have the chance to earn more points than south american teams, unbalancing our ranking.
In the old system, a victory was worth 2 points while a draw was worth 1 point and there were some 1 point awards for advancing to another round on some competitions, so a team that qualified for the first round and won all matches in the competition would get:
22 points on Champions League
21 points on UEFA Cup
17 points on LA
17 points on CS
The idea in the new system is that the maximum points you can get in each competition is the same, 100, so we mapped the 1 point in the old system to a different value depending on the competition in this new system.
old system → new system
1 point → 100 / maximum_points_in the competition
For Champions League: 1 point → 100 / 22 = 4.545
For UEFA Cup: 1 point → 100 / 21 = 4.762
For Libertadores: 1 point → 100 / 17 = 5.882
For Sudamericana: 1 point → 100 / 17 = 5.882
Hope this helps.
It is. In the average there is a 3 point difference in each skill if you compare youths generated in the best positioned countries with those from the worst positioned countries. Let me give you an example (I’ll add that to the help later):
Consider a defender youth generated on the best positioned country. If you don’t consider the random factor, these will be youth attributes and improvement potential in parenthesis:
tackle = 70 (20)
passing = 60 (20)
shooting = 60 (20)
speed = 70 (20)
dribble = 70 (20)
control = 70 (20)
For the worst positioned country you just subtract 3 from these values, the potential is the same, +20. Remember that the player may not reach his maximum potential if you don’t have a good coaching department. A level 4 department for instance should be enough to unlock half this potential. With the random factor, the same player could look like this:
tackle = 68 (18)
passing = 64 (10)
shooting = 58 (25)
speed = 72 (18)
dribble = 72 (10)
control = 64 (12)
Hope this helps.
Correct, coaching help players to improve faster and to reach higher skills. The limit for coaching level is 10. Without coaching the players will still improve, but slower and it is likely they will reach their maximum potential with lower skills. For now they only improve playing matches, but we may change that in the future.
For a more detailed explanation about coaching and physios you can go to our game help.
Youth’s quality is based on the country’s teams international performance throughout the seasons and the team’s division. If you look at the country ranking you’ll see that Germany is not well positioned, so this is the reason. If the german teams starts to perform better on Champions League and UEFA Cup the generated youths will gradually get better.
Cheers!
Just one more comment on number 2, we have added coaching recently and all players generated after that have a higher potential than previous existing players in the average. This potential can be developed by teams with high level coaching departments so in a few seasons we should have some star players as you mentioned, even though we don’t use the silver and golden stars system ManagerSim used to have. As Danilo said, we may add the star system later :)
Welcome to RubySoccer!
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!
12 turns. It is possible that his counter proposals decrease a little, but not much, until they reach a value that is not likely to change. Starting with a $1 offer is a good way to know how much the player is willing to accept, but it’s not a good idea if he has asked for a contract like 10 turns ago for example :)
Cheers!
I think you had no chance to enjoy at all Alban, I’ve already changed the stadium logic to make the price fair when you’re going to the next size level, so in your example you won’t pay 4M anymore to go from 39900 to 40900 ;)
Cheers!
No, I mean, is your default formation the one called “Default” or have you changed it to be a formation with a different name? Never mind, I’ve just looked at the database and answered my question, you haven’t done that :)
If you’re talking about cutting off some letters it’s ok, we do that to make the names smaller in the report, replay and formation screens :)
Unfortunately yes. The cost should be proportional but it isn’t yet. In your example you should pay 400k for 100 seats and 4.5M for the other 900 to go from 39900 to 40900. Enjoy while you can, we’ll change that ;)
Cheers!
A co-worker reported a similar problem Stramazi. Have you changed your default formation? He has and I’m afraid this could be the cause. I’ll review the logic which gets the formation for the match and post here if I can find any bug.
Cheers!
Those values are for Sponsorship + Merchandise Hugo, so everything looks fine. Good point, though. :D
Cheers!
Thanks Stramazi! I think you came here just to tell everybody you won the match against me even using the wrong formation…just kidding man :D
I see some options for what happened:
1) The old bug where an unavailable player is not automatically replaced by someone in the same position (in your case an unavailable midfielder was replaced by an attacker)
2) A 4:3:3 formation you have was setup for the match against me while a different formation was 4:4:2
3) Another bug we are not aware of yet.
As always, I’ll take a look to make sure everything looks fine and will let everybody know if there is a bug.
Thanks!