Recent Posts by Gabriel Cesario

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July 18, 2008 16:18

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Just a few comments:

>>coaches: used to make players improve faster and a little beyond their current limits (probably no action taken from managers, it will happen automatically based on the dept level)
>>scouts: used to find players AND to evaluate how much a player still has to improve (this might encourage investments in scouting dept)
>>physios: faster healing from injuries and reduced chance of becoming injured (to encourage the use of physios we have the fact that injuries may happen during training and keepers may become injured)

@nsg1974: About the varying maximum based on the squad size, I liked that, we may discuss maximum variations later, for this topic’s question let’s consider the amount necessary in the worst case :D

@Henrique: I’ve also stopped playing CM because of its complexity so don’t expect it to be similar in any way…and if it does please tell us! ;)

 

July 18, 2008 14:59

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Don’t worry Stramazi, we’ll do our best to keep it simple, the departments are only going to help you in improving your players, recovering injured players faster, finding good players to buy or loan, analyzing your players potential. The users will have a few new options but they’re not supposed to be complex or take much play time. And also we can always go back and simplify things if you guys feel it’s becoming unecessarily complex :D

Cheers!

 

July 18, 2008 13:57

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Yesterday I’ve finally started implementing the staff departments. Every team will have 3 departments: coaching, physio and scouting. The main idea is that you’ll have to spend some money every 3 turns on a department to keep it at the current level. How to increase a department level is a subject for another topic.

Two things to keep in mind:
we don’t want lots of teams with all departments at 100%, it should be hard, but not impossible, to achieve
if $100.000 is the cost to keep a 100% department, the cost of a 50% department won’t be $50.000, but less…the higher the department level, more money is needed to keep it.

My question for you here is how much do you think is a fair value to spend every 3 turns to keep 1 department at 100%? My first thought was $300.000, so $900.000 for all three, but I had some negative feedback from co-workers ;)

-———————————-

In Portuguese:

Ontem finalmente comecei a implementar os departamentos da comissão técnica. Cada time terá 3 departamentos: treinadores, fisioterapeutas e olheiros. A idéia prinicpal é que você terá que gastar algum dinheiro a cada 3 turnos em um departamento para mantê-lo no nível atual. Como aumentar o nível de um departamento é um assunto para outro tópico.

Duas coisas para se ter em mente:
1) nós não queremos muitos times com todos os departamentos em 100%, deve ser difícil, mas não impossível de conseguir
2) se $100.000 é o custo para manter um departamento em 100%, o custo para um departamento em 50% não será $50.000, será menos…quanto mais alto o nível do departamento, mais dinheiro é necessário para mantê-lo.

Minha pergunta para vocês aqui é quanto vocês acham ser um valor justo para se gastar a cada 3 turnos para manter 1 departamento em 100%? Meu primeiro pensamento foi $300.000, logo $900.000 por todos os três, mas tive um feedback negativo dos meus colegas de trabalho ;)

 

July 17, 2008 14:28

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It could work…but we know there is a lack of intelligence in the match logic so that a team playing against a 1-4-5 formation would exploit the weaknesses of this formation. When the time comes we can make a list of improvements for the match logic and work on them (headers are top priority on this subject right now), it will certainly add fun and realism to the game.

Cheers!

 

July 15, 2008 08:44

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We can try something like that…you see, we didn’t developed this forum, we are just using it so we’ll have to figure out how to it works on posts ordering, but it shouldn’t be that hard ;-)

 

July 15, 2008 08:42

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While we don’t have dimension specific forums I’ll make this topic sticky as you suggested. My ideia is to have a link on each dimension to its own forum here, so they will also be accessible outside dimensions.

Cheers!

 

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 14, 2008 19:22

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Hi Rodrigo. First of all you should know that L players (including LC and LR) can play on any left position (L and LC), while C players (C, LC, RC) can play in the 3 central positions (LC, C and RC) and R players (R, RC and LR) play ok in R and RC positions. That said, a player out of position will receive a penalty in all his attributes (keeping, tackle, passing, shooting, control, dribble and speed) during the match. The penalty value depends on how far from his right position he is. For example, a L player playing in the C position will receive a -1 penalty; in the RC position, -2 and in the R position, -3. For central players or multi-sided players, playing out of their positions cost -3, so a C player in the L or R position and a LR player in the C position will both receive a -3 penalty.

A little bit confusing when you put it in words, but I hope it was clear enough :-)

Cheers!

 

July 13, 2008 12:43

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If they told you that it means you’ve got a pretty decent squad or your opponents are not that strong. They won’t fire you if you don’t qualify for Champions League, they will fire you if you consistently have unexpected bad results, and you’ll be warned if your situation is critical.

The expectations surely need some calibration and we will do that. For now don’t worry, you should be ok ;-)

Cheers!

 

July 12, 2008 12:45

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It’s definitely interesting to have RubySoccer fully working on cell phones, Hugo. This is something we can work on as the game becomes more solid.

Thanks for the feedback.

 

July 11, 2008 09:20

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That’s good news, we are everywhere :-)

 

July 11, 2008 09:18

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Hi Rafael,

I’m really sad about this bug, I’ve worked on it a couple months ago and everything seemed to be working fine on my test environment, but I guess it never worked on our real environment. I still need to investigate what is wrong with the logic I’ve added. I agree this is a very annoying bug :-(

Cheers!

 

July 11, 2008 09:15

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We have prizes on our future enhancements list, but as Toni said it must be done very carefully.

 

July 10, 2008 14:25

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The risk of injuries is higher for low stamina players. Maybe it’s not high enough. A “not match fit” sounds good also. We’ll review this subject.

Thanks thorpedo!

 

July 08, 2008 22:32

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I’ve just added a mechanism to translate automatic in-game messages (like proposal rejected, friendly invitation, player sold, etc). Almost all of them are already translated to Portuguese. There are a couple fixes yet to be done. Unfortunately you’ll be receiving message codes in your real email instead of the actual message content in the meanwhile.

Sorry for the inconvenience.

 

July 07, 2008 22:36

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Currently not, Danilo just told me a few minutes ago he thinks it should. Kinda make sense, an aggressive player would be like a team playing with hard tackling strategy.

 

July 05, 2008 13:37

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Excellent feedback, looks like option 3 is the way to go. Keep the suggestions guys, I’ll use them as I implement it :-)

Cheers!

 

July 05, 2008 13:36

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Hi Javier,

We haven’t changed anything in the match simulation recently. I guess this was simply a lucky night for most teams who played at home. The results today were more reasonable, except for the number of 0-0 scores. I used to see that in MediumTicker, Brazil. The truth is sometimes it’s too hard to score. Let’s see how headers (which will be added soon) will behave before changing anything.

Cheers!

 

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 04, 2008 18:09

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Just so that you know, I was working towards option 1 (maybe 2), but I now prefer option 3, suggested by one of my co-workers.

 

July 04, 2008 09:54

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The same PC or network negotiation block is back since yesterday. :-)

 

July 04, 2008 09:52

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Let’s talk about new features! I’m currently working on adding staff (physios, coaches and scouts) to RubySoccer. There are lots of ways of doing that and I’d like to hear your opinion about this subject. My suggestions are:

1) ManagerSim-like: every country has a staff market (similar to the player market) where you can find staff to hire. When negotiating with a staff guy you offer a wage and the term of notice (from 12 to 144 turns). The wage is 3-turn based like the players wage. The term of notice is used when you want to fire the guy. If you want to fire him using the term of notice he will leave after the number of turns agreed, if you want to fire him instantly you’ll have to pay him 25% of the wages he would receive if you have used the term of notice. There is no need to renew staff contract, they will be yours until they are fired or retire.

2) Staff market as above but negotiation is around wage and seasons, like what we have for players today. This would require contract renewal when their contract is near the end. Firing them before the contract ends would work the same way firing a player works today.

3) Staff departments: each team would have 3 departments, one for physios, one for coaches and one for scouts. They’d have a rating and cost you money every 3-turns. You could spend some money to improve a department the same way you spend money expanding the stadium.

4) Another suggestion.


How you use each staff or department and what is the limit for how many staff guys or rating you can have are subjects for another topic. For now let’s stick with this first approach.

Cheers!

 

July 04, 2008 09:04

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The explanation for Hannover 96 and Derby County managers was they are cousins. I sent another message to Hannover 96, let’s see what he has to say.

Thanks Stramazi.

 

July 03, 2008 18:50

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@Henrique

Already notified the manager, waiting for a reply. Unfortunately looks like we’ll have to put back the same IP transfer block. Thanks for reporting!

 

July 03, 2008 15:54

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These are the kind of restrictions we are planning to add, Philipp. They make sense.

Cheers!

 

July 02, 2008 20:07

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I totally agree with you Dave, we’ll work on that :-)

 

July 02, 2008 16:21

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Don’t worry Henrique, buying cheap players is fair, everybody has 3 turns to find those players and make an offer. Of course there is a cheating aspect involved, but so far we’ve not found anything against you. In fact there isn’t anything concrete yet against nobody. We’ve contacted a few people in game to ask for some clarifications but the only action taken so far was remove Fulham players from transfer list yesterday.

Cheers!

 

July 02, 2008 08:22

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I hope all my answers are accurate…here we go:

Youths will get a contract when they demand unless the team has reached the 30 players limit;
Contracts will be renewed automatically for 1 year, new wage being something around what the player would accept if you were negotiating with him;
No players will be put on TL or removed from it;

And I’ve just added that to the Concepts and Rules section of the game help :-)

 

July 02, 2008 08:10

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I agree with you Rafael. Some co-workers suggested the same thing and it makes sense. I’ll add this enhancement to our list.

Thanks!

 

July 01, 2008 18:51

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Me and Danilo are chatting at the moment. He suggested some rules to prevent such low prices on player transfers. The Board wouldn’t accept this kind of transfer anyway :-)

Cheaters will not ruin the fun of the game, they’ll only make us work harder to prevent them from achieving their goals.

Cheers!