Well, I can just bring the values back for now, it’s not a big deal. I was joking when I said I MIGHT be implementing it, of course I am. And when the scout reports are ready I may take down the estimated values again, just to make the scouting the tool of choice when trying to guess player’s potential. But we’ll see again by then.
Cheers
The new economics are desastrous. All of a sudden, the players are worthless (one cant see their value) and what do you do? You announce this brand new feature:Scouting. Ahh but there’s a twist: You MIGHT be implementing it… Gabriel, that’s a no no!!
Here goes an ideia for the market regulation and (maybe) revive the game:
Nobody can sell a player directly in the market. An entity (The bank) will buy the player from the selling club, paying the player real value (that value we use to see at the player table). Of course the player value changes in time acording with skills variation and age, and it is the bank who will put the player for selling in the market, later on, during a shot period of time (say 5, 7 or more days) trough an auction where everybody can bid. The seller receives only the market value and not the value of the auction best bid. The higest bid takes the player and the bank takes the profit. This profit is important because the bank always buys the players from clubs. Any player!! And, of course, there will be players that the bank cant sell. The bank can also loan money (with interests) to clubs, so they can improve stadiums, junior academy (1 ou 2 more slots for those who invest in youth), medical department, etc. If the bank cant sell the player, then the player gets off the market for some time and then, later on, the bank will try to sell him again.
Listen. It’s not that one can be pissed with these recent changes. One can’t. Its a project under development. We all know that, but some ideas are not what we expect and it is driving players (testers) away from the game. It’s your game. You decide.
Cheers
[quote]
Have you guys considered that I might be working on a new scouting feature that will help you determine a player’s potential? ;-)
[/quote]
Maybe you should have implented that while taking down the values and not first take down everything. We are left with nothing now.
Have to look up excel again in my programs.
Have you guys considered that I might be working on a new scouting feature that will help you determine a player’s potential? ;-)
It depends, a 10M youth before this great change is much better than a youth after, with so many changes and inflaction you couldn’t have much sure from looking to player’s starting value… You can simply look at player’s skills and age and evaluate him. If you want more certain look at player’s stats and you can figure how he’s skills could have been when started. I’ve been doing that for some time and can say most of the players I got turned to be quite nice.
But as I said, do not think that was the reason for Gabriel to remove it, having more uncertanty to player’s improvement can turn the game more challenging. Most of us posting here in the forum have developed methods of finding players with much security they become stars… If there was a way to know how a player would become, where would be the fun in that?
Filipe, a 15M youth is better than a 10M youth. The game is based on ranking players, at least for me. It’s not about transfer prices, but about which players to keep. Without a way of ranking the players (without having to calculate everything by hand each time), I think the game is dead…
Filipe,
I already sayd that I play the game with any conditions… but you can see that the market in this moment is dead and for the many players that I Know this is one of the interesting parts of the game…
I propose the “council” because I think the changes are being taken with some precipitation…
Best Regards
Diogo Silva
@Dimitri and Gabriel
Those usefulness you speak ended with the end of inflation, this last days the estimated value didn’t reflect anything, you could see they were very close for every player too, to know how much you can sell a player is quite simple, you list him high and go lowering :D
The starting value had much importance to me till some time ago, when the value systems started changing I adopted other ways to inquire player’s potential… I don’t think the starting value gave you that much info this last days. Anyway, I believe Gabriel’s intention was to remove it to increase the uncertainty of that player’s potential so even if it was helpful it should be removed, if we want to make it really uncertain we should also remove the friendly matches from stats… I would be one of the most harmed managers with that, but if thats the way developers want to structure the game fine by me.
@Dcaniva
I dont agree with that “council” thing you propose. Besides being a nightmare of logistic we have this game as it is because of Gabriel and Danilo, I trust their judgement to make the game even better and more interesting. The times anyone doesn’t agree with something we post here and present our arguments, so far Developers have been tremendously open to our arguments, when they are valid ones of course…
Btw, your argument to increase the market transfers (managers dont needing to sell players) does not match with the money from previous season not transformed in points. If we give managers reasons get money they will consider selling players (so they can get better departments). If not then why botter selling if you can get more money next season?
Cheers
I think the admins have other stuff in the works. Instead of completely changing the game in 1 shot, it seems they are taking a slower approach to implementing every change and seeing how the game (and managers) react to the changes. I’ll agree that the game isn’t in a state we want it to be in right now but its safe to say that i think we’re striving for a longer term goal here on the admins part. The game was unchanged for so long and now that they are making changes (which some of us have asked for) we are complaining once again. This is just a transition phase and once its all said and done, i’m sure we’ll all be happy with the end result. Great job admins!
Well…
In first place, I think that the changes are being thaken with some precipitation… and ideally these should happen at the beginning of each season.
Second I think if you really want to take the game to another level, it´s necessary create a group of advisors to vote on the proposed changes, I think that should be the 25 top rating managers in each dimension.
Third… about the prices I think it´s the same with the prices or not… the problem is the new money that enters every season in the clubs… with this no one needs to sell players…. to resolve this situation should be created a system that has influence in following seasons… if I spend in a season 500M in the following season I can´t have another 500M to spend that makes no sense….
And the money it should not be trnasformed in points… that should be generated by the results of the season.
This is my opinion…
Best Regards
Diogo Silva
i’m with Dimitri. it’s a useful tool.
also, the starting value can be useful to have a clue about players potential (like you say Gabriel), but if the decision is to remove it, that’s fine.
although i don’t agree with some of the recent changes, i rather enjoy this FREE game without complains. i also take this opportunity to say thanks Gabriel and Danilo for letting us play RS for free and for your hard work developing it for more then 5 years.
I understand what you’re saying, Dimitri, I also used the estimated value sometimes as the basis for hiring decisions or to give me an idea of how much to ask when selling player. This is just an experiment to see how things go without this value, to make sure it is really necessary. One thing I won’t put back is the player starting value in his history (at least not before we change the player evolution system), it was being used too much as an indicator of player potential.
Anyone else have anything to say about this latest update and its impacts?
Though I posted something, but don’t see the post. Again then:
“Estimated value for players has been removed. It’s like they say, the value of something is the amount of money somebody is willing to pay for it. Or something like that, you’ve got the idea :-P”
Gabriel, this change (and the rubysoccer script not working) makes the game more or less unplayable. The estimated value was useful in ranking players. Normally the best youth player had the highest estimated value, so you know the ones you wanted to give a contract and the ones you wanted to dump. Now it’s much more diffilcult to see (and also for other players).
So you can please switch back this change?
The estimated value dont exist and the script doesn´t work
Estimated value for players has been removed. It’s like they say, the value of something is the amount of money somebody is willing to pay for it. Or something like that, you’ve got the idea :-P
Removed maximum transfer price restrictions. With the new economy model and the renewal of your transfer budget every season it doesn’t make sense anymore to have such limit.
Cheers
Have you been checking Middlesbrough? Dont forget, market can be stopped but you’ll still find quality here…
Bernard Kingma, 22 y.o Dutch attacker, great A L to play as support for a striker, already have the skills to do that nicely, but I dont belive he’ll be stuck with this, stoped improving this season, but I think he’ll start improving again next year, have not the age nor matches to be done :D
Take your chance, if he improves shooting now it will be a great deal I’ll regret making, but sill… Taking risks is that
Nice one Gabriel, even though the no deals till tick 12 kinda sucks, no way to avoid that?
By the way, the no price limit thing, any way it could go on before MT season end? A huge deal already signed but can’t go forward :D
Gabriel, both areas are interesting, please consider making the scouting a bit better, specially with phone/app interaction, since I am in the app development nowadays I may be able to help you with this.
The physios needs attention, looks like the players are not getting tired enough, and you have to introduce the FORM variable (maybe hidden but still).
/BK
That’s good stuff, BK. Interesting suggestions for a new investment area. We’ll start considering new areas as soon as we make scouting and physio more attractive.
Cheers
Worried about losing all that money you have on your transfer budget when the new season comes? Worry no more! During the season tick ALL the money remaining on your transfer budget will be converted into board points to be spent on your investment areas for the new season. That means there will be no transfers between turns 144 and 12, any pending transfer proposals on turn 144 will be withdrawn.
We won’t disclose how the conversion works (and it may have to adjust the formula over time), the only thing I’ll tell you is that the “bigger” your club more costly the conversion will be. In other words, if a big club and a small club had 100M left on their budgets the small club will get more points from it, as it was probably harder for it to have all that money left in the first place.
Cheers
Yepp, we don’t need cheating enabled again, trading would be cheating tool.
I explained earlier in previous thread/post etc..
A WAY to acquire players would be through the board, and through your season goals, if you fail to meet them, you may or may not lose a star player. Perhaps it can be controlled by a points variable where you could invest points in trying to acquire a player, it can be made in so many ways but the basic workflow would be:
1. Request a player for certain position, invest nr of points there, higher levels could allow you to exactly pinpoint which player you want.
2. Board will give you mission depending on the player you are trying to get (better players = harder mission)
3. Board of player you are trying to get, will alert the manager saying that they will let the player go on transfer if you fail to meet the minimum requirements.
4. at the end of the season / end of period for this action, stuff get’s calculated, and actions done.
levels of PR/Player Marketing department:
1. be able to target one position / season
2. be able to target 2 player positions per season
3. be able to target 3 player positions per season.
4. be able to target 3 player positions per season but get one of them mid-season
5. be able to target 3 player positions per season but get two of them mid-season
6. be able to target 3 player positions per season but get all tree of them mid season
7. be able to block movement of one player
8. be able to block movement of two players
9. be able to block movement of all three players
Now you say if people can bid/try to get 3 players per season, and I can block all 3, how is this gonna work?
You can end up trying to keep 5 of your best players, but protect only 3, so you can still lose the other 2 players. The key is reaching the minimum requirements.
EDIT:
My suggestion is about the ability to acquire ANY player in the game, and not only the transfer-listed players.
EDIT2:
Winning league, cup, championships, National contests could give you “untouchable” points that you can put on players. Although not visible on player screen, those should be valid when it’s time for the aftermath of suggested moves calculation.
If you have made everything you needed to acquire the player, but the manager of this player put an “untouchable” label on him, it’s ONLY THEN, you could know that the player is untouchable, and not in advance.
EDIT3:
Depending on the level of your player marketing department, players during first half/whole season could automatically be flagged as “untouchable” so you don’t have to worry about players you have not protected from start of season.
Just my 2 cents.
/BK
I like the concept of trade, but I think this is not something we should rush or have it prioritized, besides the concerns here posted we should come up with a system that can be fair to any other manager that would be interested in the players being traded. This cannot be done easily I think, and there are other improvements I (and think others too) consider more urgent, the budget money thing or player’s morale… When those are implemented I think this market crises will be over and the game will be “playable” again. Dont think other improvments should be started until the market can run by itself and everyone can get their “fun nevel” up again :D
If you will say this improvement can help the market flow, I agree, but the time it would require to implement it properly seems too much to wait. Besides, it will be possible to make some kind of trades when we have no transfer price limit, if you make two transfers for prices anyone else considers excessive you’ll be dealing alone and have guarantee the players will be traded.
Cheers
lol. so you should be fired hehe
I wouldn’t like it if I had to spend hours a day checking every single trade that happens to be honoust..
It seams reasonable Gabriel, now the estimate value doesnt take consideration to inflaction it is even more useless than before, i guess you have to keep it hide somewhere to make CPU teams continue dealing.
Star System, Fan Favorate, Specialtie skills ect
Yeah, I like the trades idea but I share Rui’s concerns. I joined MS after trading was banned and the reasons I could find in the forums were cheating and the fact that a small group of top teams ended up exchanging players among them taking away the opportunity for smaller teams to bid on top players cause they were never listed for transfer.
I was just trying to get there by experimenting first, but you have a reasonable point about how the limit is not needed in the new economy model (which was my goal anyway). Next time I work on it I’m going to remove it, unless someone has better arguments against it. Maybe we can do a different experiment and hide the estimated value instead ;-)