Recent Posts by Gabriel Cesario

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August 01, 2017 12:47

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All players that are not injured or suspended are available as subs during a match, if they’re not in the field already, of course. You can create specific substitution rules in the Formation Strategies page.

 

August 01, 2017 12:45

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Remember we’re talking about forcing a team to sell a player it was not willing to sell in the first place. I’m sure for average players the required amount would be unreasonable, but for the top or very promising ones I believe it is not, given the amount of money some teams were able to accumulate in the game. The estimated value is not really a good measure of the player’s quality when he gets to that level, hopefully this is something we can address in a future update.

Regarding your 15M offer it is very unlikely to be accepted by any CPU team. The rule is that the offer needs to be between 1 and 3 times the team money balance, depending on which player you’re trying to buy, so assuming you were trying to buy the best player of the team your offer would only have been accepted if the team had 5M or less…again, very unlikely.

I’ve seen a few managers succeed in this new model already which tells me it is not too bad. The way it was before it was becoming to easy to “steal” players from CPU teams for an unfair price.

 

July 28, 2017 06:02

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I understand you’re upset Houddog, but there is no simple way for us to re-simulate a match without major manual intervention. I could go there and simply change the result, adjust the league table, etc (all manual still) but your opponents could argue it is not fair either. Nobody wants these things to happen and we do our best in our spare time to fix bugs, add new features and keep things running smoothly, but unfortunately every now and then something really bad like this happens.

Who knows how many times this has happened before? Not everyone watches the replays and, even worse, matches between CPU teams don’t even have replays recorded so we wouldn’t know. We definitely want to track this down or at least have some way to identify when this happens again!

 

July 20, 2017 11:27

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There is an issue with the formations screen, it is always displaying the mobile version, even when using a desktop/laptop. We’ll disable that version while we investigate the problem.

 

July 20, 2017 11:26

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There were no changes, what happened is that the mobile version is being displayed even when you are not using your mobile to access the game! While we investigate we will temporarily disable the mobile version.

 

July 20, 2017 11:25

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Every season their age increases by 1. Was that the question or have I misunderstood you?

 

July 20, 2017 00:19

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Thanks for reporting Dirk! Danilo is aware of the issues in the formation screen after the latest update, he’ll try to look into it today.

Cheers

 

July 15, 2017 11:56

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We haven’t disregarded this suggestion and another manager came up with the same request not too long ago. If it is not paid we need to have clear boundaries with regards to how many notes you can add and how big they can be.

 

July 10, 2017 00:22

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Wow, just watched the replay and it is not what I was expecting! Still, very hard to figure out. I’ve raised a bug for us so we can properly investigate it.

Thanks for reporting!

 

July 09, 2017 23:05

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I’m going to have a look…this sounds familiar from a looooong time ago. It will be nearly impossible to replicate the issue as I cannot see simulation details exactly as they were, other than what is in the match replay and commentary. But as I said, I’ll see if I can figure something out!

 

July 07, 2017 07:28

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After gathering some feedback on forced transfers I have updated the amount of money required to be dependent on the player skills and potential when compared to his teammates. Instead of a fixed amount of at least 3x the team money balance this will now vary from 1x to 3×. I expect it will be close to 2x or slightly over it in most cases, unless you’re trying to snatch the top players of a team.

 

July 07, 2017 00:25

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It could, but I’m not sure we really need this extra complexity. I’ve done some changes (not yet live) that will make the multiplier vary between 1x and 3x based on player current skills and potential when compared to his teammates. Let’s see if things get better once that change is in place.

 

July 06, 2017 08:45

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I’ve adjusted the player generation code so that lower ranked countries have better chances of getting decent players. Currently the chances are very low, they should at least be more likely to generate players with good primary skills and bad secondary ones or vice-versa. Why not even an overall decent player every now and then?

 

July 05, 2017 22:11

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CPU teams have now learned to use different formations and tactics instead of the predictable ones they’ve been using so far. They’re still dumb in terms of picking the players suitable for a given position in the field (e.g. they may pick an L player to play on RC), but this is definitely an improvement to some of the bizarre formations I’ve seen them using in their matches.

 

July 05, 2017 21:50

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I can confirm nobody was successful yet, the amount required may indeed be too high. I’ll give it a couple more days to see how it goes and then consider reducing it. The reason I didn’t want to use player value is because that calculation in itself is not a fair representation of the player quality/potential in lots of cases, so I need to fix that first.

 

July 04, 2017 23:49

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When renewing the contract of a player that is unhappy in terms of his priority there is now a cap on how much more money he is going to ask for. The old logic was always doubling the value on every renewal, which is not really what we intended originally.

 

July 04, 2017 21:52

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The forced transfer feature is finally complete! I recommend you read the corresponding section of our game manual to familiarise yourself with it. The bottom line is there is no player status anymore and in order to buy a player that is not transfer listed you need to pay a lot of money to the team and be ahead in relation to the player priority. You can only attempt such transfer once every 6 turns, you can find out how many turns you have to wait in your profile page (easily accessible by clicking in your name, for example, from the team info page).

 

July 03, 2017 22:13

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MediumTicker unlocked!

 

July 03, 2017 21:11

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MediumTicker is locked, I will look into it in an hour or so.

 

June 16, 2017 05:01

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That’s probably been left there as a mistake, it is not in our plans to allow them to play friendlies :-)

 

June 16, 2017 05:01

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That’s strange, the columns are still clickable for me! Maybe contact me in-game so we can discuss further via email or something.

 

June 14, 2017 11:39

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I have no issues with that…how much do you reckon it should cost?

 

June 13, 2017 12:12

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Man, I’ve seen many others far worse than you :-)
Plus I was with you in Croatia for a couple seasons when you were starting to have consistent performances in CL, but we never really stood a chance against the big clubs. Anyway, I’m sure other managers would have plenty of tips to offers!

 

June 12, 2017 23:30

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Don’t rush it! It needs to be properly done…plus I have done nothing during the long weekend (public holiday here in Aussie on Monday) :-)

I have pretty much done the logic that determines when the player and club will accept a forced transfer, now I need to put all the boring restrictions around it.

 

June 06, 2017 06:56

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With the flock of managers moving from Paraguay to Belgium it was only a matter of time…well done! I’ve personally sent Dimitri a congratulatory message for the perfect season PSV had, outstanding achievement that brought him to the first place in the manager ranking.

Should I add Luxembourg to complete the Benelux gang? :-p

 

May 30, 2017 21:52

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I like the idea Joseppi! This is now in our TO-DO list ;-)

 

May 30, 2017 07:40

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During the season tick the RubySoccer Football Federation will elect the World Team of the Season, picking the 11 best players from all over the world. The best player among those 11 will also be given a special Player of the Season award. The election criteria is a mix of player match performance and the one used to give stars to players, mostly relying on consistent good match performances.

The World Team of the Season will be displayed in the Hall of Fame screen (accessible from the Dimension menu) in a new tab called Players.

 

May 22, 2017 23:00

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I agree Fabio, it would have to be a situation where the money offered would make a lot of difference to the club, so having a lot of money would also work as a “defense” against this kind of offer. I’m also thinking that of changing scenario “a” above (where the player and the board are satisfied with the offer), instead of automatically transfer listing the player the offer becomes a pre-contract with the player and he’ll be transfer listed when the contract is almost ending (maybe 12 turns before), so that the manager losing the player has some time to plan for a replacement if needed (especially important for goalkeepers). During this pre-contract period the offer cannot be withdrawn, the player contract cannot be renewed, other teams cannot bid for the player and the owner can decide to transfer list him earlier (for the price of the pre-contract offer, of course).

It would then be very similar to the way it is today, where you can still make a player from a managed team critical but he is not immediately transfer listed, just won’t renew contract. We need to be very clear about the rules, maybe a message on the offer screen when you’re trying to buy a non-listed player.

 

May 18, 2017 12:24

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Values entered into transfer price and wage fields are now properly formatted as you type. For example, if you type 12000000 you will actually see 12,000,000 on the screen. This should help avoid mistakes of entering one less or one extra 0.

 

May 17, 2017 23:49

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I agree with you Fabio and my idea of how to change this is more aligned with option 1. I believe the status system is not adding much value at the moment and I’m considering replacing it completely with the player priority system just introduced. It is still one-dimensional but easily extensible in the future to allow players with multiple priorities if need be. In summary my draft proposal is:

1) Purge the player status system as it is
2) Limit the number of non-listed offers you can make in a given period
3) When you make an offer to a non-listed player, your offer is weighed individually against the player current situation in terms of wage and priority
4) The transfer amount of your offer is evaluated by the team’s board taking into account the club’s financial situation

There can be four outcomes:
a) Your offer satisfies the player (much better compared to his current wage and priority) and the board (the amount of transfer money will make the board happy): in this case the player the player goes to “critical” and is automatically transfer listed by the amount you offered, even for human managed teams. You cannot change your offer and other teams cannot make an offer.
b) Your offer satisfies the player, but not the board: CPU teams will renew the player’s contract, human managed teams will be alerted the player wants to renew or be transfer listed and will have x number of turns to action it, if they don’t the player won’t renew anymore and will either have to be sold or let go by the end of his contract
c) Your offer satisfies the board, but not the player: for CPU teams nothing will happen, for human managed teams the manager will be advised to transfer the player by the board, if he doesn’t action it in x turns his manager performance will be reduced by a given % amount, but nothing else will happen
d) Your offer does not satisfy the board nor the player: for CPU teams your offer will be rejected and for human managed teams it will just stay there for the manager’s knowledge, but will have no other effect

This is just a draft idea and needs deeper analysis and explanation. In addition to addressing the “friends bidding together” issue we want to make it possible for more managers to “steal” players by themselves, but without making it too easy. Happy to receive feedback, as always!