New Spanish teams are now available in the Inactive Teams page in FastTicker. They will be available in MediumTicker next season as the Segunda Division size needs to be reduced from 22 to 20 first before new teams can join Spain there. Don’t forget you can vote on which inactive teams you’d like to see promoted into the game in each country where they are available.
You can now vote on which inactive team you would like to see promoted into the game. Just go into the Inactive Teams page of any country and make your choice! You can have one vote per country every season and if your chosen teams do not make the cut any votes they have received are accumulated for the following season until they are promoted.
Your suggestions with Fabio’s changes look interesting. Not too sure about FK and PK as these are still linked to stats. Corner kick specialist could be interesting. We do have things that boost stats, but in specific situations like “plays better against weaker teams” or “plays worse in international cups”.
At the moment it’s just random when each player will get their traits and every one will get one good and one bad if they improve all their steps in their lifetime. I’ll keep it simple for now and try to add the ones that are not directly linked to a single skill. If we add more complexity to the match engine in the future we can definitely add more complex traits to go with it.
I have been reviewing the traits you’ve proposed Joseppi and most of them involve boosting a particular skill (tackle, shooting, header)…I’m just unsure about doing this instead of simply increasing the skill itself, it’s kinda misleading or maybe confusing to make the manager look in two places (trai + skill) to determine how good the player is at tackling/heading/shooting for example.
For example, if my player has Power Shooter and 91 in Shooting, does it mean that in practice he has more than 91? Or that his 91 includes his Power Shooter trait.
What do you (and others as well) think?
When looking at the league screen for the current season, before the first match has been played, teams will appear in the same position they’ve finished in the previous season.
Fixed the player statistics page to again show the season aggregate. Thanks Roy for reporting the issue.
The league screen navigation has changed as announced on Facebook. Instead of navigating through leagues using the links in the top right you will now see a selection box on the right hand side to switch between the country’s leagues.
We have also added an Inactive Teams link to the country pages so that you can view all the teams that are available to be promoted to the bottom division of the country at the end of the season. In the future we may add an option there for managers to vote on which team they’d like to see promoted from the inactive teams pool.
Hi Julián, welcome to RubySoccer! I think you can logout and use the “Help!” option beside the login fields as if you had forgotten your password. You should then get a temporary password in your email and you can use it to update your settings in the game (even if you continue using your Google account to login).
I’ll contact you in-game to follow-up in case this doesn’t work.
CPU teams will not loan players paying astronomical wages anymore. We have just introduced a factor to cap (that depends on player skills and stars) how much is an acceptable wage for them to pay. Just to be clear, they will still loan those high earners, but only if the wage percentage allowed by the loan clauses is within this new factor calculation.
This is the first step in improving how players and CPU teams handle negotiations. The main goal with this is provide some awareness to CPU teams so they don’t spend all their money in stupid loans. Managers offering high wages from now on should make sure they have the means to pay for them, as CPU teams are not going to help them with this anymore.
Many (if not all) of the bugs introduced by our latest technology upgrade from Friday have now been fixed. The latest one was the help dialogs, which are now working again. Please let us know if something is still not behaving correctly.
In a more interesting note, 16 new Italian clubs have been added to the game as inactive clubs. They will be joined by the two relegated ones in the current season and three of them will be promoted into Serie B two seasons from now. At the moment they are picked randomly, but I plan to add a mechanism for managers to have a say in which clubs should be promoted.
Hi Gary! First of all, welcome to RubySoccer. In order to replace players in the national squad you need to first make sure you switch to the national squad view using the option in the black menu bar where you see the current turn and season. Once you do that, just go to your players page and you’ll see the an icon with some arrows beside each player name on the left hand side. If you click on that you will be then taken to a page where you can select a replacement for that particular player.
If you’re still unsure please feel free to contact me in-game or here again, whatever you prefer.
Cheers
The rules for re-hiring players to your club will change. Previously the rule simply stated that you could not hire a player whose immediate previous club was yours, but now the rule is that you have to wait for one and a half seasons (216 turns) before hiring a player that used to be owned by your club. In general this should be a more sensible and relaxed rule than the previous one.
Fixed the point above, the 72 turns rule applies even for Critical players now.
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.