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!
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%
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.
The same PC or network negotiation block is back since yesterday. :-)
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!
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.
@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!
These are the kind of restrictions we are planning to add, Philipp. They make sense.
Cheers!
I totally agree with you Dave, we’ll work on that :-)
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!
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 :-)
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!
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!
I’ve just done that and now I see your message :-)
All Fulham players were removed from the transfer list and the proposals were cancelled. Let’s wait for them to get back to me.
Cheers!
All contract proposals for Fulham players in FastTicker has been deleted, and all its players have been removed from the transfer list. Fulham manager is under investigation of having multiple accounts. He has already been contacted in-game for clarifications. We’ll get back when we hear from him. Let’s not convict anyone prematurely.
Cheers!
It’s on our plans, probably after we finish our critical enhancements pack. We have our bugs/enhancements tracker tool but I think we should put a “What’s Next” link somewhere so you guys can easily know what’s coming soon.
Thanks Ian.
Some users suggested we should give a manager the ability to swap the player’s positions (turn a DM into a MD for instance) so that he could be displayed in the “right” list on formations screen. Well, now it’s possible. A swap position action is available right beside the player position in the player info screen. Give it a try!
I’ve sent him a message asking about it. I could found only one player being sold by a very low price, the other ones are around the estimated value. Let’s hear what he has to say. :-)
Thanks Dave.
We don’t have any near term plans to improve the number of youths, but I don’t think this change would be hard to implement. The youth skills are generated based on the country performance in the international competitions. A country staying at the top of the ranking for a few seasons tends to generate better youths than the ones in the bottom of the ranking. The second factor to consider is the team division, first division teams get better youths than second division teams.
You’re absolutely right about higher difference when more countries are added. Using our current formula the base difference would be 9 at most if we had 20 countries. Expand that to 50 european plus 10 south american countries and we’d have 29 at most between the best and the worst countries. This gives room for even more countries from other continents. Of course this formula can change in the future if necessary, only time will tell :-)
Cheers!
A new global country ranking is now available. The continental rankings will be used to decide how many spots each country will have in the international competitions while the global ranking will be used to slowly change youth players quality. In order to create this global ranking the international score teams receive for wins and draws has been changed in a tentative to balance both continents. On MediumTicker the scores will be kept the same until next season as international competition have already started.
We have two goals with this global ranking:
1) Try to give an overview of your country performance worldwide;
2) Reduce the difference between youth players around the world (the base value for the skills were between 80 and 75, now they will be slowly increased to be between 80 and 77)
This is our first approach to global ranking. I’m pretty sure there are lots of other ways to do that and we’ll be happy to hear your suggestions to improve this in the future.
Cheers!
First of all welcome, Kwegert!
Your consistency suggestion is very interesting. Would it be like a hidden attribute? We have some ideas regarding player morale as well. The second suggestion would also add something to the game, but I’m afraid it will fit better when we have player attributes decreasing with age or resting.
Hope you enjoy the game and stick with us to see it grow. Lots of improvements coming. Thanks for your suggestions!
Yes, here’s an example on FastTicker:
http://www.rubysoccer.com/game/player_stats/1179
To reach that screen you should click the player’s name and then in the Players Statistics link.
Fair enough. :-)
You’re not the first one to report the performance being displayed in portuguese thorpedo. At least on this case I have some ideas on how to solve it.
Which parts are you seeing in portuguese Ricardo?
official matches played, goals, MotM and Ratings we already have on player statistics screen…red cards are not exactly there, but we do have disciplinary points…1 yellow card = 1 DPs and 1 red card = 2 DPs :-)
You’re absolutely right, Rafael. We are going to make older players decrease their skills and you have a good point about gaining some due to experience. Not sure how we’ll handle these things yet but we’ll try to make it in such a way that it is still possible for old players to increase some skills, specially if they haven’t reached their maximum potential yet…even though this is not likely to happen :-)
Player transfers are now allowed between users that use or have used in the past the same computer or network to access RubySoccer. There is a value restriction though to prevent cheating trades of overpriced players. This is an experimental change due to the large number of fair users who cannot trade with friends and the small number of teams we currently have, if this prove to be a bad decision for the game we can always go back to the way things worked before.
Hard to tell, you have to make him play lots of matches and watch his skills grow. There are 3 basic ways to know a player has reached his maximum: he doesn’t improve anymore even after playing lots of matches [the exact number is secret ;-)] or he suddenly improves much more than usual or when he improves none of the important attributes raise (it means a keeper improving anything but keeping, passing or speed, or a non-goalkeeper improving only keeping).
Scouts and Coaches will help on player potential evaluation, they are on our priority list of features to be added.
Cheers!
This is not a bug, he has reached his maximum potential, that’s the only situation where a player can improve that much :-)
Cheers!