I totally agree about player stats. And manager stats, well, we do need more info for the manager history, will see. Thanks for your suggestions!
Cheers!
Yeah, I’m aware of these mistakes in the pt-br translation (and also lots of things not translated). Let us know if you see anything else.
About the formation, it records the one you end the game with, that shouldn’t be hard to change. I’ll add a bug for us.
Cheers!
Haven’t though about perfectionists. Maybe the ranking should be enough :-D
Another important thing to notice is that friendlies are not displayed in the players history (some people asked for that, but we’re not sure if whether or not we should include friendlies in history). Other than that it is basically what Danilo wrote.
Answering your 2 last questions directly:
-a player can reach 85+ with main skill in high 60s or low 70s, but most of them won’t (I had both good surprises and great disappointments with some youths I had)
-the number of matches needed for a new improvement increases as a player evolves, so it is perfectly reasonable that a player which has not developed after 5 matches still has a lot to improve
After improving a certain number of times the player is considered to be fully developed, and this last improvement can increase his skills more than usual, if the player still had a lot of potential. To sum up, looking at the current skills and history is a good hint to guess whether or not you should get a player, but there is no magic recipe you have to take some risks :-)
p.s.: scouts in the future will help you evaluating players, of course they won’t be 100% precise
p.s.2: we do need a help for some features, don’t we? :-D
Yeah, we have a lot to do regarding manager history! The only info you have now is team change, ending position in the league, cup titles and runner-ups. Statistics are always interesting! :-)
Cheers!
Well, we’d have to add a previous and next for each team in the report or just add links if you’re looking at a report from your team.
Well, in the first 4 examples looks like the team was more effective when it has the ball, but as he missed more passes and suffered more effective tackles it had less possession :-)
The player being used twice is already fixed I guess.
Thanks for supplying us with these not so typical reports, they will help when we make improvements to the match logic.
Cheers!
Currently it is the brazilian logic: number of points > number of victories > goal difference > goal scored
We have a bug to add country specific sorting.
Cheers!
I’ll try to avoid that in the first round of international competitions only.
We already have a bug for that JD.
Cheers!
Speedy tick: thanks Danilo, he did a great job lately :-)
RLC: I’d rather give one more season or balancing the existing squads than making a temp screen
Major bug fixed: players who didn’t run a lot during the match were able to run above the maximum allowed as time passed; after fixing that we had less shots (we had way too much in some cases) and less goals from defenders (some people asked me in the past “what the hell was my -1 defender doing in the attack to score a goal?”)
Cheers!
Makes sense when reducing wages, I’ll create a bug for that.
Cheers!
We probably won’t have this kind of penalty Samir, if an attacker has greater tackle than shooting you can use him as a defender :-)
Anyway, let’s focus on the side thing here. Just to let everybody know the penalties applied to players in the wrong side are the following:
side L – play ok in L and LC, -1 penalty on C, -2 on RC and -3 on R
side R – play ok in R and RC, -1 penalty on C, -2 on LC and -3 on L
side C – play ok in LC, C and RC, -3 penalty on L and R
These penalties are applied to ALL player attributes during the match. I know it’s not realistic, but it’s pratical and the best thing to do for our logic.
Now that we are clear on what will happen if you put a player in the wrong side let’s go back to votes :-D
Cheers!
We’ll have to do a more detailed investigation Franek, thanks for reporting.
Cheers!
Well, we’ll probably have multiple sided players in the future, but only for new generated ones. You know, this kind of player will have a greater value, so doing it now would instantly make some players more valuable.
Let’s see which option has more votes and then we can decide exactly what to do.
Cheers!
That’s weird, we’ll investigate that.
Cheers!
Ok, we found the problem. Gabriel Piñeira is loaned from Recreativo Huelva, so on our logic we searched for the best attacker on his original team instead of yours :-)
Danilo is fixing it as I type.
Thanks for reporting! Cheers!
Is that happening in the formation and tactics page only spartacus55? Have you tried changing your language and then setting it back to English?
You’re right about sides being randomly assigned Carlos. All players always had the side attribute, it was hidden before. The only change I’ve made for newly generated players is increasing the odds of a player being C side over L or R, as C players play ok in 3 different positions (LC, C and RC) while L and R play ok in 2 different positions (L and LC or R and RC).
Anyway, I see a few possibilities here, let’s see what the majority prefers:
1) Let things the way they are
2) Postpone the influence of the sides in the match for one more season
3) Try to balance the sides per zone for all teams (not considering players quality)
4) Simply regenerate all sides with the new generation odds I’ve mentioned
What do you say guys?
I was wondering whether or not we should add LR, LC, RC and LCR players, sounds ok to add them so far, let’s see :-)
About balancing home and away matches, we have that on our list, need to find a good way to do that.
Cheers!
manuel, if you’re talking about the side thing, it will have effect only on next season
Alexandre, it would help if you could show us the image, send us the link when you have it please.
Cheers!
Player sides are back to the UI, but won’t affect the player performance until next season on both dimensions. Players will receive penalty if they play in the wrong side. A player with side L can play ok in positions L and LC, but will receive penalties if playing on positions C, RC or R, being R the worst penalty. Same happens to R players, they play ok in R and RC positions only. For C players, they can play ok on positions LC, C and RC, but will receive a considerable penalty if playing on L or R positions. Be prepared!
p.s.: home team advantage is also ready to be launched, but we’ll wait until next season so those who have most of their home matches yet to be played won’t have an advantage in the current season
The keepers should be back, let us know if you have any problems :-)
Cheers!
Something must have gone wrong after the latest changes in the strategies stuff. I’ll try to figure it out.
Small changes to match logic:
-max keeper rating is based on the number of goals conceived, 10.0 for 0 goals, 9.5 for 1 goal, 9.0 for 2 goals and so on
-low stamina values affect the keeper performance (he wasn’t affected until now)
-keepers loose 1 stamina per match instead of 3
Due to these changes all keepers had their stamina reset to 100.
Hard to tell how soon that will happen, but coaches will definitely be added. As always, it all depends on how much free time we have and what are the worst problems going on in the game.
Cheers!
Nice, tubs, I’ll add these suggestions to our list.
Your question was answered on this topic, masteraider: http://www.rubysoccer.com/forums/5/topics/275
Anyway, the estimated value becomes the price paid for the player when he is sold, and this value also changes when the player improves. There is no current way to check the previous transactions, but we in the future we’ll have at least the teams where the player has played during his lifetime and in which period.
Welcome to RubySoccer!
Cheers!
Thanks a lot Javier! We’ll send you the files and instructions for translation as soon as we organize it. We can probably send the names and surnames list before the translation stuff.
Cheers!
Inactive managers are now fired in 15 days (next week this period will be reduced to 7 days), unless they’re using the holiday mode (go on vacation option), in this case the inactive period allowed is 30 days.