Recent Posts by Gabriel Cesario

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August 21, 2008 18:35

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Interesting numbers Alban, my sponsorship (Flamengo) is a little less than 200k and merchandise a little more than 100k :-)

Sponsorship is directly related to the team performance, but the better the performance the longer it takes for the sponsorship to increase. I’m pretty sure I’ve limited the sponsorship value according to the stadium, something like stadium size x 10, so if you have a 40,000 seats stadium your sponsorship will be no more than 400,000. The maximum sponsorship value a team can earn is around 1,000,000 but this is way too hard to reach it. (Maybe Fiorentina from ManagerSim old days would receive something around that ;) )

Merchandise in the other hand is attached to your top player’s quality. When I say top players I mean 6 best defenders, 6 best midfielders, 4 best attackers and 2 best goalkeepers. There is no limit for this value, even though it will usually be less than your sponsorship. Remember that while better players will increase the merchandise value, they will also increase the board expectation.

Hope this helps.

 

August 20, 2008 09:34

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It is still possible, but that will change. I gotta find some time to change these old requested enhancements :P

Cheers!

 

August 20, 2008 09:33

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Calm down guys :-)

Don’t worry Alban, there is no evidence of cheating against you, I’m sure Stramazi got worried cause we had some cheating problems in a recent past and our users are the best source of information about it.

Cheers!

 

August 19, 2008 23:33

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Thanks Stramazi, we’ll take a look.

Cheers!

 

August 19, 2008 11:25

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Results in friendlies do not influence The Board, Sponsors or Merchandise.
The attendance depends on the quality of players, there is no way to increase it. We have plans to make the attendance higher when the visitor team is better than the home team.
There is no difference in chances of improving between players between friendly and official matches, we may also change that in the future, reducing friendlies effect a little bit.

Cheers!

 

August 14, 2008 14:24

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In my opinion the goalkeepers are too strong and there are too many shots during the matches. We must (and we will) insert more variables to the shooting during the match to change this situation. I was feeling the same when I played in MediumTicker, lots of 0×0...don’t know why things are different on FastTicker. Anyway, the variables I’m talking about is how clear was the goal chance, the keeper should receive a penalty when there are 2 shots in a row, things like that.

Cheers!

 

August 13, 2008 13:26

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The AI will replace the suspended player with the best player available, not necessarily in the suspended player position. This is an annoying bug that I’ve already tried to fix twice. Last time I did I caused errors on other places that I haven’t had the chance to investigate yet, but I will. When I’m done the suspended player will be replaced by the best available player in the same position.

Cheers!

 

August 12, 2008 14:29

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The replays are available for one week, they are also accessible from the match report page, not only from the recent results section of team info page. There is a link at the bottom of the match report to watch the replay. Now if you want more matches results accessible from the team info page we can make that configurable in the future, shouldn’t require much work ;)

The RubyTube suggestion is great, but it is not something easy to implement. The way the replay works now you’d have to download a file with its contents and either install a program to watch it or submit it in a replay viewer page on RubySoccer…this program and page don’t exist yet :)

Ideally we’d export the replay as a video or flash. Who knows, it is possible in a distant future :D

Thanks Alban!

 

August 10, 2008 22:20

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The negative balance period was my first idea, but then I decided to try something different. It’s also an interesting alternative, for sure.

 

August 10, 2008 11:06

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A co-worker suggested highest bid…interesting for star players, not so good for regular players as nobody would buy them (in this case we would either release them for free after the auction period is over or destroy as we’re doing now). The player destruction is like a faster way, but an auction area in the transfers pages wouldn’t be bad ;-)

Cheers!

 

August 09, 2008 19:13

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Your point about not firing players to save their salaries makes sense Rafael, but remember our first action is downgrade departments, so a team would lose all departments before having these players sold. Maybe we could destroy the star players first (or higher wages) to discourage this use of the bankruptcy system.

The money injection is to give the next manager to get the team a chance to improve it. Imagine a situation where you start managing a team with 14 non youth players and 10 millions negative, what can you expect from this? Of course in a long term you could recover the team from this situation, but I thought most people wouldn’t be happy with that. Of course I may be wrong :-)

I’d like to read other people opinion, we can always change things when you guys are not happy with some particular logic or rule.

Thanks for your suggestions!

 

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 07, 2008 22:13

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I’m currently working on bankruptcy. Here is what will happen when a team’s balance becomes negative:

1) Physioterapy department will be downgraded

2) Coaching department will be downgraded

3) Non-keepers players will be “sold” by their current value or estimated value, whatever is bigger. The team receives the money and the player is destroyed, as if he has retired. If the player was loaned no compensation will be paid for the team who had loaned the player. Transfer listed and players with high wages will be sold first. At least 13 players will be left.

4) Same will happen for keepers. At least 1 keeper will be left.

Notice that not all these steps may happen, as soon as the team’s balance becomes non-negative this process stops. If in the end the team’s balance is still negative the manager is fired (if there was a manager) and the team is financially restructured, with all players wages adjusted to a fair value and receiving enough money to be in a regular financial situation.

Be prepared ;-)

 

August 07, 2008 20:20

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It is possible Jesus, if I’m not mistaken SSIM list was based on the players’ value. This could be a good start point. In fact, we have the whole newspaper idea on our list of enhancements, this Hot Prospect list can definitely be there!

Cheers!

 

August 05, 2008 09:47

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Hi Polat,

I have to agree with Alban, knowing the player level may spoil some fun in trying to improve players. Knowing that a player has reached his maximum from coaches is a possibility, I’ll consider that.

About new leagues we are not getting sick of you, I’m really looking forward for adding them, we are just waiting for more managers to get teams so we don’t have lots of CPU teams when new countries are added. We’ve been getting lots of new users lately and after finishing our coming soon list we’ll advertise the game somehow. I believe we’ll be able to add new countries soon, FastTicker should get them first though, as the number of CPU teams is lower there.

Cheers!

 

August 05, 2008 09:40

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Thanks Alban!

It’s hard to give dates for new features, what we have is a coming soon list where everybody can see the next main features to be expected. We’ll try to give you guys an update whenever we are working on something big. I’m currently working on small fixes / changes but the next big feature I’ll work on will probably be bankruptcy. Danilo is working on Advanced Tactics.

Cheers!

 

August 05, 2008 09:36

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When we first reduced the stadiums the size was based on the average amount teams paid on player wages. As this average was much higher on FastTicker the stadiums there were bigger than in MediumTicker. The other reason for a large difference now is the fast pace of FastTicker compared to MediumTicker.

Cheers!

 

August 04, 2008 22:48

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I remember we had some problems with Fulham at that time. We had removed the same network restriction at that time and didn’t have a minimum price restriction. Anyway, other managers were able to get some players from Fulham by ridiculously low prices and nothing was proven against Liverpool. We kept an eye on Fulham but the manager apparently quit the game afterwards. Was someone trying to cheat? Probably, but I think it was partially my fault for removing the same network restriction without having a good admin system to investigate such cases.

By the way, now we have a better way of investigating suspicious managers (another cheater was identified and fired a couple weeks ago) and we’ll soon work on some screens for moderators to help us in keeping everything clean around here.

I really appreciate your concern, people like you are very important in identifying potential flaws and pointing out strange activities. As always, I hope everybody understand when subjects like this are put on the table and how important they are to make RubySoccer better and better.

Cheers!

 

August 04, 2008 22:32

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Excellent summary Alban! You should write something in our game help :-D

Just a few comments on your topics:

1. Even though a player may become 17 in just a few turns it doesn’t affect how long it will take for him to ask for a contract. This will happen from 60 to 276 turns after the player joined the team (he will have between 16 and 18 years old) and is defined when the player is generated.

3. You are right, we have plans for players to improve without playing, at most until level 20 and at a slow pace if compared with the improvement due to playing matches.

6. When heading is added players will improve a little bit more in the average, as a new skill will be developed. To make things interesting keepers will use this skill instead of keeping to defend headers.

Cheers!

 

August 04, 2008 08:53

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When the player is generated he already has a maximum potential for each skill. Players can improve at most 39 times, from level 1 to level 40. When he reaches level 40 any remaining skill points he has not earned will be lost. All skills with remaining skill points have equal chance to improve when a player level up, so there is no way to know how many points a player will get in his main skill, specially cause we don’t know how many skill points he has left to improve. The only thing we guarantee when a player level up is that a non-keeper player will improve at least 1 point in a skill different than keeping (unless there is only keeping left to improve) and a keeper will improve at least 1 point on keeping, passing or speed (unless there are no skill points left on these skills). I’ve been adding stuff about coaching and scouting in the game help, I think this information about players improvement should also be there, in more details.

Hope this helps.

 

August 03, 2008 09:40

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Interesting question. I have already discussed that with a co-worker and we ended up agreeing only the manager who owns the player should do that, specially cause it affects the player value calculation when the player improves. Good point, though.

Cheers!

 

August 02, 2008 20:36

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I must agree with you thorped, and the reason for that is we don’t have limits when the player being sold is better than all players the bidding CPU team has in the same position.They should better analyze the market and even make offers with a price lower than the transfer value. As usual we relegated CPU teams improvements to second plan and focused on other features, but sometimes they just need our help ;-)

Thanks!

 

August 02, 2008 20:30

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I think it’s too much information to display in one single page. We could give it a try. About friendly matches info, that’s a controversal subject…we decided to hide this information so far, maybe we can change that in the future if that’s the general feeling.

Cheers!

 

August 02, 2008 20:28

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First of all Not Bad is better than You’re doing OK :-)

I know, we need to change these sentences by numbers to give an exact idea of the board opinion. Anyway, this opinion is directly linked to your results, not to the expectations. Of course the logic to define the expectation and the one that changes the manager rating are similar, that’s why most times exceeding the expectations will guarantee you a better board opinion while failing to achive the expectations will give you a bad opinion. Hope this helps.

Cheers!

 

August 02, 2008 09:12

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Public level of board pressure, list of teams you’re interested in, in-game message when a manager is fired, invitation to manage a team…sounds very interesting! We have some similar enhancements on our list to all these features except for the first, but your comments here will be really useful when it’s time to implement them :-D

Cheers!

 

August 02, 2008 09:09

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There is no guarantee those players will improve their main skills above their secondaries, it just happens sometimes. When the skills are generated the secondary skills receive a penalty but due to the random factor applied situations like this are possible.

Cheers!

 

August 01, 2008 22:56

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You guys have good points and very interesting suggestions. Don’t worry, this whole firing thing will be sorted out and improved (with your help) over time. About Andre CML I’m pretty sure he was fired for inactivity rather than performance, but I agree that a better communication with the managers will help keeping them when they are fired :-)

Thanks everybody for the feedback!

 

August 01, 2008 20:26

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Well, that’s not an usual complain. I hope this was just a setup misunderstanding, otherwise we have a serious and hard to find bug. Please let us know if things like this keep happening. Sorry if it was our fault :-(

Cheers!

 

August 01, 2008 14:38

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Too harsh? A little bit, maybe :-)

You’re not in a good situation, but I wouldn’t say you’re about to be sacked. This Board opinion sentence will be soon replaced by a number between 1 and 100…when you reaches 0 you are sacked. In your case you are at 20. If you reach 10 you’ll receive a warning message. The problem in your case is that your good results are expected, so this rating increases slowly, and when you have a bad result this number may go down a little bit faster…that’s the down side of being at a top club.

We know that this rating calculation needs to be tweaked, but I hope you don’t lose your motivation to start over again if you eventually get sacked. At some future point we may need a reset and you would lose your team anyway :-)

The holiday time is a problem, we need to be careful about this otherwise people could use that to avoid getting sacked. But I’m confident we can find a good solution to prevent only managers really on holiday from being penalized.

Good luck, I sincerely hope you can recover your reputation with your board.

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!