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!
Oh, right, we have a bug entered for that :-)
Well, I agree that you can’t find good players in the bottom of the transfer lists but I think you should look sometimes, you may find a good promise down there. :-)
Anyway, me and Danilo will discuss these changes, some people have lots of coworkers playing the game and with the low number of teams we have some interesting and fair transfers are certainly being blocked. Allowing low transfers between same IP can make things easier for cheaters, but I hope not to be the only one looking at the bottom of the transfer lists to avoid this kind of thing. And of course the users can always report when they think someone is cheating so we can keep an eye on him/her. Don’t worry, if things get worse we can always put the same IP rule back :-)
What do you mean by “purging these records once a month”? If you’re talking about free players staying too long in the transfer list we already purge them after 70 turns (or 72, not sure)
Cheers!
“Not Bad” is better than “You’re doing OK”. We have 10 levels of performance, we will have that info detailed in the game help (when we have one). As far as I can remember we have things like:
Outstanding
Excellent
Very Good
Good
Not Bad
OK
Could be Better
Needs improvement
Bad
Terrible
I’m pretty sure the words aren’t exactly this, but kind of :-)
Yes, we will allow this kind of transactions, we’ll only keep an eye on high value transactions to make sure the player is worth the price being paid and nobody is trying to cheat :-)
Cheers!
This means you and the person who fired this player use or have used in the past the same pc or network to access the game. This will change soon to block (or require approval) of high price transfers only.
Cheers!
Watch your performance! If you go to The Board screen you’ll see a new section was added: Your Peformance. The sentence in this section will give you an ideia of what The Board thinks about your job. You’ll receive messages for extremely good or extremely bad results, in the Board’s opinion. Keep getting too many bad results (even if they don’t explicitly send you bad result messages) and you’ll receive a final warning. After that you’d better start getting better results or you’ll be fired. Be aware that some Boards are more demanding than others.
We expect the game to become more dynamic with this new feature. Also you can now have some hope that you may be able to get your favorite team if their manager is fired for not doing so well. New related features will be added in the future regarding job applications and maybe even invitations to manage a team.
Enjoy!
I agree with you thorpedo and the reason for that is probably cause they don’t shoot very often. I think some changes when a foul or corner kick will be taken might help with that. In real life midfielders and defenders go to attack when a corner or foul will be taken and in our engine it’s very rare. Of course there are other ways to improve that and we’ll work on them, this is just an initial approach :-)
Cheers!
This is likely to change over time, tactics and the match engine will evolve continuously. We’ll try to make it the most configurable we can without making it too complex :-)
Cheers!
Welcome Alban! Here are the answers:
1) There is no exact ratio for value/wage even though the calculation is similar. It is important to notice that the player value and wage may become inaccurate over time. When a player is transfered his value temporarily changes to the transfer value. The wage a player will accept depends on how much is his current wage. Free players tend to accept less than a similar player that has a team. In the other hand, players with high wages may accept reductions, but not necessarily to a “fair” value. It is a gradual process.
2) I don’t have a perfect answer for that, personally I tend to consider all attributes when buying a player. The important thing is know how each attribute is used during the match.
Speed → running and taking action before opponents
Dribble → avoiding tackles
Control → running with the ball and controlling the ball when intercepting passes
3) What you said makes sense, specially for passing and shooting, as the distance influences the accuracy. Note that these tactics apply to all players, so if, for instance, your midfielders have good passing but everyone else have awful passing skills they may miss more long passes. Sometimes it’s worth it, sometimes not.
4) Yes, friendlies are not counted in the players statistics. Scouts or coaches (to be added soon) will help you in evaluating a player potential.
5) The player has individual potential on each skill and that’s not influenced by the player position. The player position influences the starting value for the attributes. The only difference between an M and a DM for instance is that the DM’s tackle tend to start with a higher value than the M’s tackle, but their passing tend to start with similar values. That means a DM will usually be a more complete player than a M. Of course that is not always true :-)
Hope this helps!
I like this ideia, sometimes I want to write something that everybody can see about my team or players :-)
I might be wrong but by quickly looking at the match engine I couldn’t find a situation where an offside wouldn’t be detected on purpose, even though I remember me and Danilo discussing whether or not we’d include this possibility. There is a chance that one of your defenders moved before the pass, giving the attacker conditions to receive the ball in a good position. Unfortunately these intermediate movements are not stored and therefore not displayed in the replay. That would be my best guess. If you see that happens more often let us know so we can perform a deeper investigation.
Cheers!
Danilo has just fixed that, now if you select a non-default formation and click in the Strategies link you’ll see that formation strategies. It is important to note that if you are looking at a formation strategies screen and change to another formation you’ll be taken to that formation’s squad screen first.
Cheers!
That’s true guys, we’ll take care of that.
Thanks!