EDITED: I’ve fill up my friendlies.
I believe the difference between the wage total and wage limit is removed every 3 turns from your transfer budget. question is, once your bidget reaches zero, what happens then?
I thought this was only possible while singing your own players though and not free agents.
Definitely a way to generate revenue BK but considering the game is completely free now, i’m not so sure admins would want to implement it prior to the game going “gold” and being ready to become a paid subscription type of game. but in the event that that happens, i think the admins are clever enough to introduce that kind of pay system. :)
I agree with Filipe. Tehre is tactics and choices to make with the current model but right now, the choice of selling this season to purchase players this season is null since the market is dead.
In tehory though, once the markets pick up, we’ll see this as a viable option towards spending board points in a specific way. (selling players this year to pickup players this year)
@Davison: Cool i understand what you mean, but just to be clear, i dont manipulate the excel file, its just a dumping ground for me to keep track of a players starting average and stats :)
(lets agree that the players starting value doesnt mean shit necessarily)
also, if what you propose is implemented, won’t it take away a bit from what this game and managersim before it is? Won’t it just become a simple boring game about how long it takes for you to make your player reach the next level? Won’t it take the fun out of knowing if that player of your will actually hit his full potential? Won’t you find it boring to know exactly when a player is done growing for that particular season? This is something that is along the lines of “active” vs “passive” managers in my opinion.
Do you have ulysses script installed by the way Marc? It’s a great tool which’ll allow you to track how often your player stats go up… this tool is indispensable to me so i can keep track of a player who has grown during the season. if you say “i dont want a 3rd party script ruining the game for me” well then this is what you are suggesting (regarding keeping track of player XP). Actually, if the admins embed ulysses script within the game, it would actually make me happy (no more need for the script itself) and it would also curb some of your demands in a way that it would allow you to see if a player has stopped growing during that season…
if admins can respond to this question: is there a reason why ulysses script was never implemented in the game?
@Vaughn: ya it might be :/
I agree filipe, but just to be certain…
in my opinion, before hand, if you had a player with 67AVR starting. This player, would surely become at least 87avr, with a little luck, he will grow more.
Now, i get the feeling that player progression is more random and that a 67avr player won’t necessarily become an 87avr player. Perhaps only an 85 or 86avr player.
Has anyone been tracking this to see if its true?
I have an excel sheet which i essentially use to dump player ratings when they come out of my academy and i’ve noticed a trend more recently where although a player is hammered in friendlies and officials, they don’t necessarily reach their potential. Again, perhaps i haven’t been subbing my players at the 55th minute mark and have been screwing up somewhere…
Again, it just seems to be that before it used to be “67AVR player starting is equal to or better than 87aVr player when fully grown”
Regarding player game ratings.
I think its normal that players don’t ALWAYS play up to their ratings. IMO its a normal occurrence in ANY sport.
I think the biggest thing is to check player stats on a season to season basis. However, we also have to take into consideration how our tactics are created when it comes time to assessing a players game rating.
I’ll give you my tactics as an example.
Strikers play pretty well in my tactics. But only if they play center. If they play LC or RC, they usually have a lower rating. (less than 6). This is why i put my best striker at center and not on the wing. I know that even if i have my best striker on LC or RC, they might score more goals, but their game rating will still be lower than the center playing striker.
Mids that play ANY center position, usually play between 5 and 6.
Mids that play the wings (L or R only) usually player a bit higher than my center mids.
Defense typically play around 5-6 except for my DC+1 who usually player a bit better than the rest.
I’ve noticed this about the current tactic i’m using.
I also have a 2nd, center-concentrated tactic. With this tactic, the above stats differ.
Strikers usually play center, and usually play around 7.
Mids, all play LC,C or RC, usually play a lot stronger (around 7 or more)
Defense player about the same.
IMO, player ratings DO matter in how well a player plays, but i think tactics really make or break how well a player will play during the course of a season…
Just like in real life, its not just how talented a player is, its also how they are used. this is where tactics come into play. No sense in using a high shooting mid in the defensemid position if his tackle is shite…
I think we’re all in agreement that the changes to the economy were needed. We can also all agree that with a few more tweaks to how players are managed like player morale and such, other variables, will “force” some managers to sell players that aren’t happy and thus would kick start the market once again. Let’s not forget, with player morale introduced, i’m SURE lots of CPU managed teams will also be selling players. If morale is introduced, i’m sure once its implemented, the markets will get flooded with players on the TLs. Not just by human GMs but CPU as well. But the real question is, in the eventuality that the market dies down after that initial flooding, what will keep it from going stale again? Will introducing player morale be enough to keep the market flowing or will it have a 1 time affect and then die down once again? If the latter, what else can we introduce to keep the market going? Other than player morale, is there any other “variable” that can be introduced to the game to allow for the market to continuously evolve and change and be kept active? I think thats what we all want… but let’s all agree that a transfer market can’t ALWAYS be active… Just like in real life, there should be lulls… i think it was either BK or Davison who spoke about transfer windows… perhaps thats another variable that can be introduced… i guess every change will have to be analyzed and see what kind of impact it has. Just like the change that was just made, it became pretty obvious that other tweaks have to be made as the market is dead right now.
Most of davisons ideas are legit. They are ideas most of us want to see implemented. But like Will said, we need to give this first change some time so see HOW it would be best to implement some of the other items on the list. In a couple of seasons we’ll know how the market will be trending and i’m sure admins will be able to implement other things to kick start it if need be. but this is a big change and I definitely think its a change in the right direction. A direction which will allow the admins to NOW focus on other aspects of the game now that the economy factor has been “fixed”. Good stuff by everyone, lots of good input.
Regarding customized training: I think opening this up will change the way the game is being played. So far, the ONLY games i’ve seen where there is customized training are games where your team is created with your own name. These games have different economy settings and definitely “feel” different than Ruby or SS. I think its important to keep ruby the way it was originally designed to be. A simulation game in a game world thats fictitious. but a game world that has its own divisions based on REAL LIFE. All these other simulation games i see have 10 divs per country, a bunch of team names that don’t make sense (cause they were created by the manager) and in my opinion, don’t seem to be genuine. I like Ruby a lot because of the fact that the teams are all based on their real life counterparts.
Now maybe its just me and the fact that i’ve seen customized training in these other types of simulation which makes me not like the idea… but as gabriel said, adding other aspects to player manager such as star rating moral etc etc would definitely add to the game and my hope is it will reduce these rumblings from Davison about customized training :)
I have to agree with Sly though, making training generic across all teams levels the playing field and randomizes the game. I think thats what we are all looking for, a game that keeps us guessing. Like he said, if we were to customize, you’d have 100 shots all over the place which really isn’t realistic… i feel like the randomness allows this game to remain within realistic measure.
good point on all counts Filipe. I think this is something we need to check out. Like my other post says, we need to see how everything plays out to before making more modifications so we know WHAT to tweak to best balance the game out.
I’m assuming this is in regards to the transfer market?
If so, i believe the market will run dry really quickly based on the current changes. I think what might “normalize” the market is introducing another variable such as player moral.
this way, not everyone will have the easy ability to just resign all their players. some will NOT want to sign with the teams and you would have no choice but to TL that player.
I guess in due time, once we see how the current markets become based on the new model, something will be introduced to kick start the markets again. (if its needed)
any transfers only affects the CURRENT season vaughn. like the posts mentioned, if you sella player, the money you get is added only to the current season. the following season, the budget is reset by the board based on your performance. this is what will make improving teams a challenge. you can’t sell all your guys and fill it with youth in 1 shot (about a 20 player turnaround) you need to slowly build your team while making sure you achieve your boards expectations.
ooooooh, thats a big plus and a big change. (Not necessarily a bad thing). Previously, a team could stack up full of veterans and would essentially have no away penalty. Now, if teams decide to go to stadium 10, no matter who they play, they will get a -3… interesting. Like Gabriel said, some stuff was removed, but other variables were introduced. This should make it interesting.
I also have 1 question. When we transfer a player, a % of $$$ we get back is added to the current transfer budget?
Does this mean that once the player is sold, his money only comes into play for that season, afterwards, the transfer budget gets normalized again by your board depending on the amount of points you spend to improve it for the following season?
Admins please correct me if i’m wrong:
OGastou:
This is your setup:
Stadium 6 Penalty on visitor players’ skills (excluding old players): 2
Transfer budget bonus: 20%
This means that your stadium is at 6 points. This means that players visiting your stadium will only have -2 on all stats (except for veterans) instead of the normal -3 on away games. The more points you spend on “stadium”, the more you’ll increase the visiting teams away game penalty.
transfer budget bonus:
This is also defined by the same “stadium” points.
This means that the bigger stadium you have, the more “bonus” you get from your board regarding your transfer budget for that season.
oops :)
there i go jumping to conclusions… i guess thats one way to circumvent the limitations of cheating right away with a team…
create a second account and cheat 8 SEASONS later :P
alright i’m done making an a$$ out of myself.
I dont understand how a new GM has the ability to buy 120mil $$$ players and then fire them right away… I really thought there were restrictions on these (especially selling a player)
I thought a GM had to build a reputation with the board and over time can do some of these things…
Not to mention he reduced coaching, physio and scouting to 0 but yet he spent 120mil on buying a player…
Admins seriously need to have a look at this…
ya i play my keepers in the midfield as well if i got no one else… sometimes your academy spits out 2-3 goalies back to back so u have no choice…
dimitri, i assume the new system will put further restrictions on high wages, and thus, the player will go to the team best suited for him i imagine… i guess only time will tell.
For sure Davison :)
Cool Gabriel, thanks for the reply and i think i can speak on behalf of all managers when i say we all appreciate the dedication you guys put into making this game what it is :)
Would you know how much longer prior to rollingout these changes? I’m just curious… :)
obviously it’s better to take longer and make sure all the bugs are ironed out rather than deploying something that won’t work properly…
Plus if we are all astute managers like Davison, we need extra time to plan ahead :)
I would think some of those things are currently being worked on… Hopefully we can have an update from the admins on how they are progressing?
just like in real life, good idea, but would this decrease or increase market inflation… i’m not an expert to know how to predict these things…
i think since its such a small window, we could have 2 possibilities:
1) people will pay any price to get the player they want
or
2) people will ask for the moon and no one will buy players during this window.
Perhaps this is something that could work under the new system that the admins are gonna implement…
i agree with BK. I thought there were mechanisms in place to prevent this kind of stuff from happening.
guy gets hired on turn 102 and sells such a high caliber player 6 turns later…
Davison, players that play in friendlies, do they play the entire game or just parts of the game? If they sub in, at what time do you sub them in?
all the teams i’ve taken weren’t formed to begin with, they’ve all been bottom dwellers with less than 2mil$ in the bank. but i’m pretty sure i’ll give england a try at some point :)
you said it perfectly. I’ve been in top leagues before for the challenge of winning leagues with many managers. Now i’m taking it relax :)
like you said, different managers will play this game differently to get what they want out of it. I used to play the game just to develop players. Then at one point i decided i wanted to start challenging for league titles. then i decided to do that but in leagues where there were a lot of managers. Now i guess i’m back to developing players and see where i go from there.
I’ve won Spain a few times already, i’m taking it slack right now and just enjoying the game. I’ll see what happens once the changes are implemented :)
why not JOIN holland BK?
every league i’ve joined as made it to the top of the EUFA ranking. that is my goal once again with the Netherlands! perhaps too diffcult this time around? :)
hopefully we get more GMs and everyone can help out or else my goal won’t be achieved! :)
Davison has a point, but there should also be an option to “auto-manage” for the people who don’t want to get into the details of training…