A new tab has been added to the Coaching screen to provide a “player” view of your team’s coach reports. This screen lists all your players in different rows and each report type as a column, with a shorter version of the result text displayed, where available. This is another suggestion from the forums that made it into the game (thanks Alexander)!
Updated Portuguese league names and included 5 new inactive clubs: Cova da Piedade, Fafe, Famalicão, Tondela and Viseu. These are now available to be promoted to the bottom division by replacing one of the 3 relegated clubs by the end of the current season. We probably need to add a screen where such inactive clubs are displayed…
Club rotation is live! That means no more club renaming to keep up with real life top division clubs, we’ll let them join RubySoccer as bottom division clubs are relegated out of the game. Don’t worry, they can always come back by being “promoted” back to the bottom division in future seasons.
At the same time I’ve done additional changes to ensure all leagues have exactly 20 clubs. That means relegated clubs from the bottom division in Paraguay, England, Italy and Spain will NOT be replaced by new clubs next season, effectively reducing the total number of clubs in them to the standard 20. When the next season then ends, clubs relegated from those divisions will be replaced by “promoted” clubs as usual.
In addition to the countries mentioned above, only Brazil will initially have “inactive” teams that will take part in the rotation system, but in time we’ll make sure all countries have their own inactive clubs pool. Please notice that managers that are relegated from the bottom division in their country leagues will be fired for bad performance. Check out our game manual entries for Inactive Teams and Inactive Players for additional info.
Cheers
Now that we’ll have the new club rotation system, should we rename clubs back to their original names?
35% – Yes for CPU managed clubs, for human managed clubs you should ask the manager
31% – Yes, it will be good to have old names linked to the history
27% – No, what is done is done, let old clubs come back via the new system
07% – No answer
Thanks for answering the poll. I’ll start renaming clubs back either today or early next week. You can expect to see relegation spots in the second divisions of Brazil, England, Spain and Italy still in the current season.
Thanks a lot Joseppi! I’ve added this list to an enhancement task in our list of features. Not sure we should remove the one you dislike, I’ve seen some players that seemed to play better as subs in real life :-D
In any case, these are nice suggestions!
I’ve already contacted Fabio from Luqueño and, as I suspected, the player could only be sold because he went into critical. I think we need to change this so that, even if the player is critical, the 72 turns period still applies.
It is and we’ll relax this limitation to consider just the last x seasons (maybe 2?).
@resirui: thanks for the example, I’ll definitely look into it and speak to Luqueño’s manager about the matter.
@Malaga: don’t give up on us just yet! You’ve raised some good points here, some of which we already plan to address.
1. The salary limitations: unfortunately this is a necessary evil to prevent wannabe cheaters from trying to destroy clubs by offering too high salaries on purpose. That said, the player’s decision on which club to join will definitely be reviewed. I admit the game logic is not smart enough to evaluate how good a player is when compared to others in the bidding clubs, and that may be affecting the result here.
2. Inconsistant match play: interesting to hear that. The match simulation is far from ideal, we all know that, but I think it’s something that people get used to and work their strategies into it in time. It has a randomness factor in it, but clearly there are some consistencies there, otherwise we wouldn’t have some managers that are consistent in winning titles as we have now. Hopefully I can point some that are not bending the rules as you mentioned and are still doing great.
3. Transfer rules: as I said above I’ll look into it and also try to improve CPU teams buying behavior. While it’s great to have them active in the market we don’t want managers to try and abuse their stupidity for huge gains.
Do you have some practical example? I suppose the only way a human-managed team would be able to sell a player before 72 turns from the hire date is if the player goes to critical status…
The team players statistics page now shows data for players that haven’t played any matches in the season. Of course their numbers will all be 0, but this will give you the whole picture of your squad and make it easier to identify those players you’re not using yet.
The goal takes into account the team quality AND competition performance in the past season. So I’m guessing you fared better in Libertadores than in the National Cup when compared to the other Paraguayan clubs.
Sure! Why not? :-D
I’ll contact you in-game. Thanks in advance!
Thanks for reporting Rui. This must be an attempted automated translation that our translation tooling did, it’s been a while since someone update the Portuguese translation, we’ve only been doing the Brazilian Portuguese one. I’ll try to update this one next time I work with translations, but I will not attempt to do the whole translation myself as I’m sure some words or expressions would be different.
Would you have some spare time to help us with this? :-D
Both suggestions have been incorporated in our enhancements list. Thanks guys!
How should we update club names to match real life first divisions?
44% – Relegate the last placed clubs in bottom divisions of each country to an invisible division replacing them by new clubs
36% – Continue renaming clubs as you’ve been doing
20% – Do not update, leave them as is in RubySoccer
It looks like we have some fun work to do creating “invisible” divisions and adding new clubs to the game. We will most likely create a couple follow up polls to gather your opinion on what should happen to a manager that is relegated to an invisible division and what should happen to the players of relegated clubs.
Match Report messages now include the goal scorers. Thanks Rui Reis for the suggestion! In addition to that we’ve also added some column titles to the team matches screen. Not that you guys didn’t know what each column was, but it’s always nice to have things clearly labeled, especially for new players.
We’ll have new ways of using them, that’s for sure! We just need to be careful to not give big advantages otherwise the game may become pay-to-win, which we don’t want. But I don’t think the things you suggested would do that, so I’ll make sure they’re added to our list.
Thanks!
Do you feel it would be much easier to see the big picture than what you have in the Coaching screen? There you can sort and filter in a way that would almost match what you need, except you’d have each report in rows instead of columns.
When each league finishes the best players in terms of average rating will be given the Team of the Season award. In order to be eligible for the award a player must have played in at least half of the rounds in a given league and he can get the award even if he’s not playing for that league anymore by the end of the season. The Team of the Season can be seen in a new tab added to the league screens.
At the end of each competition the players with more goals scored will get a top scorer award. This award will be visible from the players awards screen, along with team of the round awards. I’ve also added the competition flag alongside the competition name for each award, to make it easier to identify exactly which league or cup the award refers to.
Hahaha! Interesting one, I’ll add it to our ever growing list of enhancements :-D
Hmm, we need to think of a nice way of doing this. Are you referring to coach or scout reports?
In the Finance screen you can now view your income and expenses by season by using the new “Seasons” tab. The “Periods” tab contains the previously existing view by 3-turns financial period. I’ve also included a help link in the finance panel to the corresponding manual page.
Players generated from now on will have more reasonable evolution profile combinations. For example, you won’t see players that improve faster as they get older improving until their 30s. This combination (and a few others) made some players less useful/valuable during their careers.
Should not be hard to do, we have it in our list already and I have just increased the priority. What is going to be harder but we’re going to do eventually is add some nice graphics to it.
It’s nice to be getting feedback around here again :-)
Completely agree and it’s already in my list of priorities. My plan is to not only reduce the frequency these players appear but also to only combine this profile with the ones that improve slower as they get older, this way there won’t be too many improvements left close to 30. Maybe I’ll focus on it next and put aside the statistics improvements I’ve been working on.
I’m all for adding more statistics and visibility of existing stats, including something like player’s hall of fame, club records, etc. I’ll think about how we can do what you’re suggesting, I like the idea :-)
You’re definitely not the first one to point out that playing at home seems to be giving a big advantage. I think it’s related to how the home advantage calculation changed in the last year or so.
Before the introduction of the pressure handling trait to the players it was the stadium level that determined the penalty applied to the visitor team and that penalty ranged from 0 to 3. It is also important to point out that only stadium level 10 caused the older players to be penalised, otherwise they played same as home. That last part probably played an important role as just a small number teams had stadium at level 10, definitely most CPU teams (if not all) didn’t have stadium at that level.
With the introduction of pressure handling, all existing players were assigned a value of Poor to this trait, meaning they all get the 3 points penalty in all skills when playing as visitors. As new players were generated some of them got the reasonable (-2) and good (-1) values for pressure handling so I’m expecting that, as these players improve and become first team ready, we’ll soon have a mix of penalties applied when playing as a visitor, improving the balance when compared to everyone getting -3. Of course when I say soon it will be sooner in FastTicker than in MediumTicker.
Does it make sense? Hopefully my analysis is correct, otherwise we can tackle this issue some other way if necessary.
Match replays are now generated for CPU matches if the initial line up has at least one player loaned from a human-managed team. In case of national squads the replay will be generated if at least one of the players in the initial line up is from a human managed team. This will allow you to watch your players in action even when they’re away on loan or playing for their national squads.