Recent Posts by Gabriel Cesario

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May 09, 2017 22:53

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I’ve seen worse before (and I have a bug recorded to investigate) where a player played a national squad match without even being from that squad’s country :-(

Thanks for reporting anyway, I’ll add this on top of the existing bug so it’s clear the issue is not only about different nationalities.

 

May 09, 2017 09:23

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You now have an option to choose whether or not a scout search should become inactive when no players are found on completion. The default behaviour is to make them inactive and therefore all existing searches have been marked as such. If you want them to continue running in this situation just uncheck the box that says “Inactivate if no player found?” when creating new ones or editing existing ones.

Thanks Alexander for the suggestion.

 

May 09, 2017 08:33

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Ah, got it! I’ll add an option for that in the search itself, turned off by default.

 

May 08, 2017 12:20

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Scout searches can now also be completed using rubies. Bear in mind that there is no guarantee a player will be found, it all still depends on your search criteria. Similar to coach reports, the lower the progress of your scout search the higher the price: 3 rubies if current progress is between 0% and 33%, 2 rubies between 34% and 66% and 1 ruby if higher than 66%.

 

May 08, 2017 11:09

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They already do, they are only made inactive if no players are found (in which case you probably want to change the criteria).

 

May 04, 2017 07:13

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You can now use rubies to immediately complete coach reports: 2 rubies if the report progress is less than 50%, 1 ruby otherwise. As said before we don’t want RubySoccer to become pay-to-win. While early completion of coach reports provide you quicker insight on your players we do not deem it to be fundamental and decisive enough so that those not paying for it are unable to compete against those that are paying.

 

May 02, 2017 23:40

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He’s an explorer! He wants to get to know people from other countries, travel the world! I know, it may sound silly if you think about real life, but these restrictions are there to add something different to the transfer market. RubySoccer has many things that do not resemble real life. For example, we don’t have restrictions on number of foreigners in the squad, south american clubs would never have that many europeans playing in their squads.

I have “lost” a couple players due to the new rules as well. One of them wanted to play in a high ranked country and there was Paraguayan club bidding who was able to hire him with a lower salary. The other one wanted a lower ranked manager, so a smaller club with a new manager got him.

Anyway, it’s a recent change and we should give it a time to see whether or not it is a good one :-)

 

April 28, 2017 23:03

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Thanks for the detailed suggestions, it sounds really interesting! I’ll definitely consider all that is being discussed here as one of the next big changes :-D

 

April 26, 2017 06:57

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Agree about goalkeepers, maybe just for them I could extend the amount of improvement provided by training and reduce the amount provided by match experience.

 

April 26, 2017 00:18

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Instead of my option 2 above (which I probably wouldn’t want to do anyway) we could have the following (thanks Samir):

2) You have an option to “send a player” to gain match experience (without using money) and, after x turns (depending on coaching requirements, coaching level and how much he still needs to play to improve), he improves. During this period the player would be unavailable to be used by your team and you could only send one player at a time to gain match experience. Obviously the number of turns that it takes to improve this way should be more than if you were actually using the player in your matches.

 

April 25, 2017 22:07

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I’m still a bit unsure about a youth league and the complexity it adds to the game. I’ve been thinking of a few ideas to try and address this issue, what do you guys think about these:

1) Allow the team to pay a certain amount of money to simulate match experience for a player. This should work ONLY for simple “play matches” requirement, not for play abroad, play for division 1, etc. The exact amount will vary depending on player quality, minimum coaching level requirement for next step and this action should be limited to once (overall, not per player) every x turns (maybe 3?). For example, I could pay 100k to simulate match experience to one of my players that need to play official matches, then I will only be able to do it again (for any player) after x turns. Players need to play a few matches to improve, so I’d have to do this the same number of times for him to improve.

2) Extend number of times players improve by training so that match experience is not required until a bit later than what it is today.

3) Allow you to offer an amount of money in your loan clauses for each match the player is used by the team loaning him. For example, I could loan list a player offering 50k for each match he plays.

My preference is for option 1, it is the simplest to implement and tweak as needed. Actually option 2 is simpler to implement, but I think it will reduce too much the control we have over player improvement, it would mostly happen automatically. Option 3 is not bad either in my view, but it requires a bit more work to limit the amount that can be offered and also make CPU teams “aware” of the new rule so they can make use of it (loan players with this option when they need a bit of money).

 

April 23, 2017 22:08

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Four new inactive clubs have been added to Argentina. As a result, the second division (properly renamed to Primera B Nacional) now has three relegation spots. Don’t forget you can see and vote for your favourite inactive clubs in EACH country by going to the Inactive Teams tab in the Country screen.

 

April 22, 2017 23:16

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They are free. Your transfer budget may still show a lower value after the transfer because now the player’s wage is part of your fixed expenses, and that is taken into account when calculating how much you’re allowed to spend on transfers.

Just to make it clear (some people have asked me this before), the transfer budget is not something separate from your team’s money balance, it is just how much FROM the money balance you are allowed to spend on player transfers.

 

April 21, 2017 13:28

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There were some changes a couple months ago to make the profiles that make players reach full potential younger more frequent in the game, but it takes a few seasons as usual for this to make a real difference (old players will retire and the new generation will reach potential younger on average). I tend to agree with Dimitri so I was hoping this change could improve things, and maybe it will in a few more seasons. A youth league will take time to plan and develop anyway, so we can devote some time to it and keep evaluating how player development is playing out. This will be an interesting and important topic to keep alive for a few seasons to share our observations.

 

April 21, 2017 13:24

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You need to reduce your investments and try to sell some players to start with. Also hire some free players either to use or re-sell later. When I joined Santos in FastTicker it had only 6M balance and 0 in investments, I had to immediately sell a few players and luckily the total wage was low so I wasn’t losing money when playing home. In a few seasons I had a decent amount of money to hire better players, but I suppose I was not even close to the richest teams in the Brazilian league…

 

April 21, 2017 00:11

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What should be the maximum age in a youth league?

 

April 20, 2017 14:18

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Your budget will go down as your money goes down, or if your fixed expenses (wages + investments maintenance) go up. Doesn’t look like a bug (just had a quick look), but if you keep an eye on it and still feels that something is odd please let us know.

 

April 19, 2017 20:24

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I hear you guys. I’ll give some thought to both options proposed (youth/reserve league and an alternative way to improve player development via investment). I think it’s worth it to find some balance between the old model (too easy) and the new one (hard most of the time).

 

April 19, 2017 20:21

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Yep…bug is fixed, need to manually run remaining of tick in a few mins.

 

April 18, 2017 22:01

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We have just introduced the concept of negotiation priority for players. Each player will have a priority and take that into account when evaluating transfer offers. This replaces and enhances the broken “first team chance” they used to consider along with the wage (which is still a factor).

You can find more details in the game manual, player contract section. In summary there are two main differences. The first one is that when your team looks bad in terms of the player’s priority he may reject a transfer offer or, in case of renewal, ask for a higher wage (a message will be displayed when that’s the case and the suggested wage for renewal takes that into account). The second one is that a transfer offer may become a priority offer if the team is very well placed in terms of player priority. During offer comparison the player looks at priority offers first before even considering others, so a “normal” acceptable wage priority offer on its own will beat any wage in other offers.

Your Negotiations investment area has just become more important as the player priority may be revealed in the contract offer screen depending on your negotiations level. When you reveal a player’s priority you can also see which transfer offers are priority offers in the current negotiations section of the player info screen.

If this works well we will enchance the player status logic to consider the player negotiation priority when evaliating non-listed offers, but that’s a separate future discussion to be had.

 

April 18, 2017 21:38

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Wouldn’t that make developing players too easy again? Some kind of youth league/tournament has been requested before and we haven’t discarded the idea, it just needs time to design and develop properly.

 

April 16, 2017 22:47

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They haven’t stopped, but they give priority to hiring over loaning. Also, between turns 129 and 18 in the next season they don’t loan at all, as they know there will be no or very few matches to play.

 

April 12, 2017 22:39

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I’ll add your suggestion to our list Tomás. It will make even more sense (a little bit) with the upcoming change to player negotiations.

Cheers

 

April 05, 2017 03:07

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It used to when the only influence was match participation, but not anymore.

 

April 02, 2017 22:50

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Player hotlist dialog enhanced so that the “non-scouted” information is displayed and players can be removed from position specific tabs, not only from the “All” tab.

 

April 01, 2017 04:28

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When creating or changing a match strategy you can now select the competition type it is applicable to. The available options are: any, league, national cup, international or not international. This applies only to club formation strategies, not to national squad formation strategies.

 

March 31, 2017 13:26

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Answers to your questions Tukmans:

1. That was on purpose because I’ve added this info as an urgent fix after realising it needed improvement due to the effect on scout searches that was introduced.

2. For now once the scout report expires the hotlisted player will start negatively impacting the current scout searches. This has been raised by another manager and we have in our list to change the scout search logic so that it tries to first match the search criteria against existing scout reports that are closer to expiring and, if the player passes the criteria, refreshes the report so that it doesn’t expire.

3. There is no way at the moment to request a scout report for a specific player.

 

March 29, 2017 11:50

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No strong reasons for the “local” transfer markets. I guess one thing we need to rethink if we do make a global transfer market is the scouting usefulness as you pointed out. Any suggestions around that?

 

March 29, 2017 11:16

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As a result of the last announced change it was clear we needed a better way to manage the players hotlist (thanks Leigh for bringing it up). The player hotlist dialog now has an option to remove the player from the hotlist and also displays “(non-scouted)” beside players that do not have a scout report from you and therefore are negatively impacting your scout searches. This can only be done from the “All” tab (not from G, D, M or A) but hopefully is enough to facilitate hotlist management for now.

Again, this was done as a quick fix to complement the previous change, we can definitely build on top of that or improve the hotlist management as a whole in the future.

 

March 29, 2017 11:12

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I have added an option to remove from the hotlist from within the hotlist dialog itself. I’ve also added “(non-scouted)” beside the player name when there is no scout report for him, meaning he is impacting your scout searches. This was done pretty quickly so hopefully there are no bugs and it solves the immediate issue at hand!