Recent Posts by Gabriel Cesario

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July 20, 2008 20:25

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I’ve contacted the manager and will get back to you guys. About the minimum price I agree it’s not very realistic a simple % over the estimated value, that is likely to change and your suggestion is simple and interesting Dave.

Cheers!

 

July 20, 2008 00:42

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I’ll see what I can do…won’t promise anything, it’s past midnight here :)

 

July 19, 2008 12:29

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1st concrete suggestion

Teams will have 3 departments: coaching, scouting and physio. Each department will start at level 0, meaning they’re useless and cost nothing. Departments can be improved until level 10 and every improvement has a cost associated with it. The higher the department level higher is the maintenance cost, as follows.

Scouting
Level      Maintenance Cost      Cost for level improvement
   0            0                                                15,000
   1            1,500                                          23,000
   2            2,300                                          35,000
   3            3,500                                          52,000
   4            5,200                                          79,000
   5            7,900                                          110,000
   6            11,000                                        170,000
   7            17,000                                        260,000
   8            26,000                                        400,000
   9            40,000                                        600,000
   10          60,000                                        N/A

Physio
Level      Maintenance Cost      Cost for level improvement
   0            0                                                46,000
   1            4,600                                          70,000
   2            7,000                                          100,000
   3            10,000                                        150,000
   4            15,000                                        230,000
   5            23,000                                        350,000
   6            35,000                                        530,000
   7            53,000                                        800,000
   8            80,000                                        1,200,000
   9            120,000                                      1,800,000
   10          180,000                                      N/A

Coaching
Level      Maintenance Cost      Cost for level improvement
   0            0                                                78,000
   1            7,800                                          110,000
   2            11,000                                        170,000
   3            17,000                                        260,000
   4            26,000                                        390,000
   5            39,000                                        590,000
   6            59,000                                        880,000
   7            88,000                                        1,300,000
   8            130,000                                      2,000,000
   9            200,000                                      3,000,000
   10          300,000                                      N/A

Using these numbers you can see that all departments at level 10 would have a maintenance cost of 540,000, but with 105,000 you can have all 3 on level 6, which seems pretty reasonable, or even a level 8 coaching dept. for 130,000.

If you decide to downgrade a department you will receive back a percentage of the amount you paid to upgrade it, I was thinking of something around 25%. So let’s say you have a level 10 coaching department and wants to move it back to level 9, you’ll receive back 750,000 of the 3,000,000 you spent to upgrade it from 9 to 10.

If anybody feels totally uncomfortable with these numbers and idea please let us know. This is just a start point for me to implement it, we can adapt everything if it doesn’t work so well. By the way, sponsorships values will be raised a little bit, they’re too flat right now, you jump for example from something around 100,000 to something around 200,000 at once, I’ll make the intermediate values be used.

Cheers!

 

July 19, 2008 10:25

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@Polat: yes, scouts are used to find players you specify, the way you specify the parameters is not defined yet

@Rodrigo: the largest amount I found a team has earned in 3 turns was 280,000 only considering merchandise, sponsorship, player wages and ground maintenance…if we add the stadium income this number can double. So per your suggestion we’d need something between 140,000 and 280,000 to have 1 department at 100%, not that different from the suggestions we have here. Let’s see how this poll ends, and as always we can change the way things work if we realize the values are not good :)

 

July 18, 2008 22:49

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@Rafael: apenas investir nos departamentos, não haverá contratação de profissionais. Quanto a economia, sabemos que precisamos tomar alguns cuidados pra não desbalancear o jogo, mas o feedback dos usuários é sempre importante :)

In English: Rafael asked if we’ll need to hire coaches, scouts and physios or only invest in the departments, and the answer is only invest. He also made some comments about being careful with the economy as a new expense could be a bad thing to the players market, to which I replied saying we’re aware that we must take care to not unbalance the game, but the users feedback is always important.

 

July 18, 2008 19:20

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@Hugo: nice suggestion, I’ll probably make scouting cheaper than coaching…it is also an interesting option for teams with less money, to invest on scouting to find good players to buy or loan. About skill limits, average players won’t become superstars because of coaches, the ideia is that they will help some players go a little further…not all players, and less developed skills will probably tend to have a greater extra development than high skills…for example, a 90 attacker with 60 in speed could become a 91 attacker with 70 speed with coaching…these numbers are just to give you an idea, I’ve not came up with any kind of formula yet :)

 

July 18, 2008 19:15

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Não deveria acontecer isso, cartões em amistosos não representam nenhum tipo de suspensão em jogos futuros. O que pode ter acontecido é seu jogador que ficou suspenso pra partida oficial ter tomado dois amarelos em partidas diferentes anteriormente na mesma competição. Caso ainda tenha problemas é só falar que investigamos melhor.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

The complaint is about red cards on friendlies becoming suspensions on official matches…this is not supposed to happen, cards in friendlies do not represent any kind of suspension in future matches. What may have happened is that the player suspended for the official match has received two yellow cards in distinct previous matches in the same competition.

 

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.