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!
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!
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.
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!
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!
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!
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!
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!
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!
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!
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!
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!
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!
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!
You got me wrong, Hugo. The team comparison is based on player skills, not their values. My situation is similar to yours, my league expectation has been avoid relegation in the past two seasons and I’ve always qualified for an international competition. This season the expectation is qualify for Sudamericana (equivalent to UEFA Cup here) and I’m currently fighting for the title. Either we are very good managers or something must be tuned in the team skill definition :-)
Now, seriously, you guys have good points, our skill analysis is too simplist (I knew I’d have to change it in the future) and we’re not taking other management skills in consideration, even though we should. And we will.
Thanks for your contribution!
The first suggestion was already partially on my mind, I quickly realized the opinion sentence was not clear enough so I was wondering if a color status bar along with a percentage was a good idea. Anyway, we’ll change that to display a number instead of a sentence, that’s for sure. The graphic is also a good idea, we’re still looking for a good way to display graphics for finance and other interesting stuff ;-)
About the second suggestion, it makes sense and we’ll discuss it but will definitely take a lot more analysis and work, so you can expect it to take longer to be implemented than the first one :-)
Thanks for the suggestions Philipp and Simon!
I understand what you feel Simon and I’m glad you’ve chosen a new club to start. As you said change clubs once in a while is a good thing. I’d like to talk a little bit here about board expectations, match engine and managers being fired.
Board Expectations: they are defined based on a comparison of your squad with the other teams in the same competition’s squad, they are not directly used to rate you or fire you, but give you a good idea of what level of performance the board expects from you
Match Engine: will be constantly improved, advanced tactics and headers are the next steps
Managers being fired: the only thing taken in consideration to fire a manager is the team’s results in official matches. The same logic used to define the board expectations is used to compare the teams playing a match. Here are some examples of the effects of different results in the manager rating.
Team A x Team B
expected result: 0 × 0
actual result => rating effect on Team A (the effect on team B is exactly the opposite)
0 × 0 => 0
1 × 0 => +1
2 × 0 => + 2
10 × 0 => + 10
11 × 0 => + 10
0 × 1 => -1
0 × 2 => -2
expected result: 2 × 0
actual result => rating effect on Team A (the effect on team B is exactly the opposite)
0 × 0 => -2
0 × 1 => -3
0 × 8 => -10
0 × 9 => -10
1 × 0 => +1
2 × 0 => + 1
3 × 0 => + 1
4 × 0 => + 2
expected result: 0 × 1
actual result => rating effect on Team A (the effect on team B is exactly the opposite)
0 × 0 => +1
0 × 1 => -1
0 × 2 => -1
0 × 3 => -2
1 × 0 => +2
The expected result takes in consideration the home/away effect. You start with a rating of 50, the maximum is 100 and you’re fired at 0. When you reach 10 or less the Board warns you. If you win you’ll get at least 1 point on your rating and if you lose you will have your rating reduced by at least 1. Of course we can adjust this system or even the way the teams are compared. So far not many managers have been fired due to bad performance but I know you’re not the first one. I’m pretty confident that at least the comparison logic could be changed, I have some ideas about it. As always, suggestions are welcome :-)
Cheers!
p.s.: did I mention we need to add stuff like this to the game help? :-P
This means you and the manager of the team that owns the player use or have used the same computer or network to access the game. This restriction is used to prevent cheaters with more than one user account to trade with themselves.
Cheers!
I guess it’s not a big deal…here are the numbers (the chance is a percentage):
Coach Level Chance of earning 1 point 2 points 3 points 4 points 5 points 6 points
Level 0 75% 15% 5% 5% 0% 0%
Level 1 80% 5% 5% 5% 5% 0%
Level 2 70% 10% 10% 5% 5% 0%
Level 3 65% 15% 5% 5% 5% 5%
Level 4 45% 35% 5% 5% 5% 5%
Level 5 35% 35% 15% 5% 5% 5%
Level 6 35% 30% 10% 10% 10% 5%
Level 7 30% 30% 10% 10% 10% 10%
Level 8 25% 20% 20% 15% 10% 10%
Level 9 25% 15% 15% 15% 15% 15%
Level 10 15% 15% 15% 20% 20% 15%
One important thing I’d like to point out is that to have an average improvement of 2 as we did before the coaching departments you will need a level 4 department. I’ll add this kind of information about departments in our help when I have some time.
Cheers!
Yes, I’ve noticed that this week, will fix it soon.
Thanks!
When a player improves he has more chances of earning more points at once for teams with a high level coaching department. Let’s use some fake numbers to give an example. Imagine a player in a team with level 0 coaching, when he improves he has a 70% chance of earning only 1 point , 20% of earning 2 points and 10% for 3 points…in a team with coaching team he could have a 10% chance of earning 1 point, 15% for 2 points, 15% for 3 points, 20% for 4 points, 20% for 5 points and 20% for 6 points. That’s a huge advantage :-)
Cheers!
I know it makes sense for players to improve without playing, I just tried a simpler approach first…when I mentioned unlimited substitutions my point is more players will have the chance to improve when you play friendlies…you know what, I just had an idea about players improving without playing, let’s see what I can do :-)
Cheers!
This was our first idea and is still a possibility, it makes sense. I’ll do a change first that will help in players improvement: unlimited substitutions during friendly matches.
Cheers!
All players that still have potential points to improve will be using the new coaching system, the difference is that the youths generated from now on will have a higher potential. I’m not sure I made it clear but the only way to improve players is still playing matches. This is not a final decision but that simplified a lot both for us and for the users.
Cheers!
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.
cpu teams are allowed to do that, we know they’re not trying to cheat or just buying players to resell :-)
The real bug in this case is the team is selling a good player cause it looks at the player as a midfielder…we have to fix that, but in the meanwhile I’ll give it a hand.
Cheers!
I think others may think like you. Let me try to make it clear. A player with position DA is equals to a player with position AD, this means they can play in any defense or attack position and his tackle and shooting tend to have similar values (it’s not certain though). The order of the positions (DA or AD) doesn’t affect the player improvement at all, as I said, it only changes the list where he will be displayed in the team setup screen and also can help the manager organizing his squad. In my case I put DA on players whose tackle is greater than shooting and AD on players whose shooting is greater than tackle, so I know which field area I should use them. But again, no matter which way you use it (DA or AD), the player can be used both on attack and defense and will improve the same way.
Feel free to ask more questions when things are not clear like this, it is also important for us in designing the game help :-)
Cheers!
Not really, DA and AD work exactly the same way. Swapping the player position doesn’t change their potential to improve or give any priority to one skill over another. It’s just a way to identify what’s his main position at the moment.
Cheers!
Not yet. Currently the sponsorship jumps from a value from another when you reach a certain performance, that’s what happened to you. Changes will be made to sponsorship at the same time staff departments are added, the value will increase or decrease gradually, and it’s overall value will be higher.
Cheers!
About subs and squad selection in friendlies it’s likely to change in order to select your worst players automatically when the squad is incomplete or someone is injured.