Recent Posts by Sly

Subscribe to Recent Posts by Sly 535 posts(s) found

April 23, 2013 06:48

678 posts(s)

 

Yeah, but your suggestion would make it easier. I don’t agree with that. It’s your own responsibility to keep stamina in check. Good managers know how to do this.

But it’s nice to see people making suggestions. Keep them coming. I can just say that in this case I’m sure no changes will be made. In the early day’s stamina didn’t matter, so the change has already been made that it now does matter. I don’t think gabriel will change it AGAIN.

Let’s close this topic and move on to the next suggestion :)

 

April 22, 2013 09:03

678 posts(s)

 

@Mptres: Not sure how you get a number of 4-5 teams per season who rotate to the end? Yes when you use the word “end” then I guess CL and EL finals are on tick 134. However, there are 8 groups in CL and 8 in EL which are 6 games before the knockout system starts. That’s 16 groups of 4 teams, which is 64 teams that have to rotate players in order to uphold stamina. 16 teams in EL are cpu’s and 4 teams in CL are cpu’s. Which leaves us with 44 player managed teams that have to rotate stamina in CL and EL.

Then there is Libertadores and Copa Sudamericana. LA has 19 cpu’s and Copa 22, which still leaves us with 23 player managed teams. So that’s 44+23 = 67 player managed teams have a long period in the season where they really have to rotate and manage stamina. You said 134 managers play this game and out of this group 67 have to rotate. So 67/134 = 50%.

I believe that if 50% of all managers in this game are already rotating, then the system we currently have is just fine.

 

April 21, 2013 16:09

678 posts(s)

 

If you play to win titles, you play in the league. cup, CL/EL. Those teams are already rotating players constantly, and having 11 good players then isn’t enough. So I think you are mistaken. This is already happening….

 

April 18, 2013 05:15

678 posts(s)

 

Ángel Orsi is for sale Filipe :). Weren’t you interested in this player some time ago?. “Could buy you that Orsi kidd though…”. We can negociate a decent price if you like…

 

April 17, 2013 06:24

678 posts(s)

 

sorry dude, but yes it’s stupid to try this. Why bother over 2 dollars? Sorry but I find this to be a silly post. I’m sure you got plenty left in your budget. Besides, as a person you have to draw the line somewhere :)….and make a point! It’s the players right to refuse your offer, even if it’s just 2 dollars….

I recall in the early day’s having a player listed for 70 mill. I made a deal with another manager. This was alot of money 60 seasons ago. I had a guy offering 69 mill, and he said “I never offer the full amount for players on TL”. Now I know, what’s 1 mill more or less, but I made it a matter if principle. The deal was 70 and not 69. So I told him “there is a first time for everything”. I refused to lower it for 1 mill since I just thought it was very silly from his side. Don’t be cheap and offer that 1 extra mill. I’m the one selling….you WANT MY PLAYER. So like I said, there was a principle involved….

So let me just say, I know exactly how your player must feel :)

 

April 17, 2013 05:28

678 posts(s)

 

Well said Filipe. I meen, I guess I complain as much about random results as the next guy, but over the course of a season usually it all evens out. Sometimes you outplay someone and later on it’s visa versa. Like Vaughn said, if it was all random you wouldn’t see the same Managers create great teams and win prizes over and over…..

 

April 16, 2013 19:20

678 posts(s)

 

I agree with Rui on this one. Gabriel already explained to much about the game. I think the rest should just be kept a secret and you should figure it out for yourself. I learned everything I know just by experimenting and writing stuff down. This took time, effort and dedication. Now I woulf find it unfair if all this “work” I did was for nothing if all of a suddeon Gabriel just simply explains all the game’s ‘secrets’.

 

April 11, 2013 16:38

678 posts(s)

 

Don’t forget it also printed ‘rumours’ from teams negociating for players. This was a good way to see if a team buying a player you perhaps missed on the TL yourself.

 

April 11, 2013 07:22

678 posts(s)

 

Well you can put in all kinds of reasons and the player go’s through them picking 1. The result however is the same… he’s unhappy and doesn’t want to renew. The reason for it is not that relevant. But I guess for us managers to make it funny, the player could come up with some kind of reason as a laugh :).

 

April 11, 2013 05:46

678 posts(s)

 

You just reminded me of something interesting Managersim had. In there old players actually had that, that at the end of their career they wanted to return to there home country.

I like all the idea’s actually. Anything to spice things up a little can make it interesting if you ask me

 

April 03, 2013 12:16

678 posts(s)

 

It works again, thank god! Saves me alot of extra work of tracking increasements. Not to mention too quickly view avarage stats of players.

 

April 03, 2013 06:08

678 posts(s)

 

So if you ask for a new scout report on another player it will be added to the report page? So you can create some kind of list with multiple scout reports then I guess?

 

April 02, 2013 06:12

678 posts(s)

 

I’m not sure I like this scouting thing. Won’t that be to easy to just press a button and you suddenly get a list of players that will be stars? That sounds silly. I meen…yeah using starting value was also not very hard, but atleast you had to manually click every single player to see it.

I don’t think this is such a good idea. I personally rather have youths increase faster instead of being able to find them easier.

 

March 26, 2013 12:03

678 posts(s)

 

I wouldn’t like it if I had to spend hours a day checking every single trade that happens to be honoust..

 

March 25, 2013 16:10

678 posts(s)

 

Sounds cool to me. You have my vote!

 

March 24, 2013 15:31

678 posts(s)

 

Join the club :). I think everyone has 250+ mill to spend these day’s :)

 

March 23, 2013 10:47

678 posts(s)

 

hahaha, you got a real “branding” strategy going. I’m impressed :).

I don’t think he’ll make it to 88avr btw. I’m guessin 85-86 avr at about 600 skill points

I would say, keep this post active and update it in about 6 seasons, to see who was right? :)

 

March 23, 2013 08:39

678 posts(s)

 

The most important question….did it help sell you stuff? :)

 

March 22, 2013 18:23

678 posts(s)

 

You are ‘preaching’ lies though……."the best prospects the game has to offer’……..

That can’t be, since they are already at Old Trafford :)

You should call them ‘the second best prospects the game has to offer’ :))

 

March 20, 2013 14:25

678 posts(s)

 

Just to confirm, a friendly gives you 1 xp point. The result or quality of it all is irrelevent. You get 1 xp point regardless.

 

March 18, 2013 12:45

678 posts(s)

 

I would like to point out 1 important thing I’m not sure everyone is realizing. I think lots of managers now feel the market is dead, since there is no incentive to sell your players. I think people are forgetting 1 thing. I’m not sure how often other ‘big clubs’ sold great players, since I feel this wasn’t the case that often. Most of the time the good big clubs don’t want to sell their best players. I mean, why should they? I noticed plenty of kickass strikers with some of my competitors, but let’s face facts, why on earth would they ever sell to me? There is more than money in rubysoccer :). They usually have a lot of money already, so there never was an incentive for them to sell anyway. At least there never was for me anyway. I never sold my own stars. I think this issue will always remain. What is important is that you can still convince the smaller teams to sell their 1 super star for a lot of money in order to buy 3-4 good players in return. I also agree with something Rui Antunes said. I also think it sux CPU teams sometimes have kickass superstars who will retire there. This game is about humans, so the CPU’s are here for our amusement. I think those players should be in the TL from time to time and not get ‘wasted’ on a CPU team. With managersim you could offer money for players from the CPU and from time to time they would accept your offer. Perhaps this could be an idea for the future?

Now when I had a ‘big club’, there were plenty of players who I fully developed but who did not reach a CL competing level. However, those players are more than good enough for the lower teams to help them perform better, and thus get more board points etc etc. To get in to that ‘positive spiral’ so to say. I’ll leave the details to Gabriel, but what I’m thinking is that if smaller clubs don’t have a good budget, they should at least be able to get 80-100% for their sales. Thus they can ‘create’ a budget from players sold. Right now I’m a small club, but I simply could not put points in “money from sales’. So even though I had offers to sell certain “young stars”, I couldn’t since I am only getting 20% of the selling price. So if there is some way of tweaking it, that small teams with no budgets still get money from players sold, I think this could be a good change. Hopefully this way the bigger teams can still spend their big budgets and get those ‘superstars’. In return they can sell the lesser players for ‘cheap’ to the smaller teams. Maybe see it like a balancing scale? That you can’t have both. It’s either a big budget or lots of money from players sold.

 

March 07, 2013 11:30

678 posts(s)

 

I’ll reply in a PM :). Let me finish lunch first :)

 

March 07, 2013 09:38

678 posts(s)

 

@BK: My insights in the game are the same as everyone elses. I’ve learned this game by playing and paying attention to what happens. All other know how besides playing and paying attention comes from the forum posts from gabriel about the game and from reading the wiki. Player development can be found here: http://www.rubysoccer.com/mediawiki/index.php/Players_Evolution. I

@Davison:‘your lucky to get your player into the 90’s even if you do that player plays like shit’ ……

Ok, not sure how you come to this conclusion. You know there is no morale. It’s all very basic. They don’t have good day’s or bad day’s. A player won’t just ‘play shit’ because he didn’t get enough sleep. He will always do the same thing. Trust me when I tell you, that if you have a team full of players with 90 stats, you will be able to win the league, the cup and the CL.

All I can say is, pay attention to Manchester United in div1. I’ll show you how ‘easy’ it can be to turn a team around in a short amount of time. Remember, I work with the same economy and the same rules that apply to you. I’ll see you next season in the EPL…..

 

March 07, 2013 08:12

678 posts(s)

 

Let me comment on some things here.

Model is become you reading way to much into it 3+3+3+3= 12 pts for 4 matches and you still havnt even meet the fucking 1 attribute point gained.

That’s correct. That is indeed 12 points, I said you needed 15, so you need 5 official matches. Not sure what you want to gain with this statement. According to this logic you could have also said something like 1+1+1+1+1+1+1+1+1+1+1+1+1+1 = 14 points for 14 friendlies and you still don’t gain 1 attribute. Yes that would have also been true. Like I said it’s 15 points, those are the facts.

esp if player growth completely ends at 25 which in its self is unrealistic.
This is also not true. A player will stop growing when the predetermined amount of stats he was allowed to gain is reached. So, this meens if he hasn’t unlocked all his stats, he will keep on increasing untill 30 years of age. When he hits 31, then yes….. he will not increase anymore, even if he did not unlock all the stats he was allowed to unluck. From personal experience I can say that it’s really not hard to make sure a player has unlocked all his stats at the age of 24.

You keep talking about having a realistic game, but you need to realize it’s pretty darn hard. Also, trying to make it very realistic wouldn’t necessarily improve the gaming experience.

So, to conclude, everyone is allowed to comment on the game, either criticise certain aspects or suggest improvements, that’s all good. I think we all respect your suggestion to the game. Perhaps development indeed could be changed. Personally I wouldn’t mind a player growing faster as well. However I don’t think it’s helping rubysoccer if you simply state things that are not correct. That’s just my opinion….

 

March 07, 2013 06:57

678 posts(s)

 

“yeh how often the youth develop is really poor right now even”. Dude seriously? Explain the words ‘right now’ for me please since I’m lost. You make it sound there has been some kind of change in youth development?

Now I don’t want to pull rank here, but I have these 2 red words under my name saying ‘Game Master’. TRUST ME when i tell you, that players have increased the same way for the past 50 seasons. NOTHING WAS CHANGED. There is not a mass conspiracy with your team Davison. It’s not like players with you increase less then with other teams. I know it’s hard to believe, I know you pointed out time and time again players don’t increase wityh your team like they do in other teams, but that’s just not true.

Let me explain the system 1 more time. With coaching 10 a player needs 15 xp points to increase. You get 1 for a friendly, 3 for an official, 4 for en EL game and 5 for a CL game. He can increase between 1-6 stats each time he get’s to 15 points.

This is what I pointed out in on other replies of mine to your posts. This is not called random. That’s the only ‘downside’ of ruby. It’s all pretty basic. I know exactly when a player is going to increase and if you have the know how, you could even backtrack how much he has already increased. Thus making youths still very predictable, something Managersim didn’t have at all. The only thing random about it all is, you don’t know which stats would increase and you don’t know how much in total he will increase. So a player could get a nice amount of total stats, but if he increases in the ‘wrong’ primary or secondary stats he might not be as usefull. Thus I said being able to train specific stats would take out the last randomness this game even has.

 

March 07, 2013 06:36

678 posts(s)

 

I believe you are all missing one very important point. There is no cheating going on atm :). Trust me when i tell you, there was plenty going on…..

I’m sure we can balance things out, maybe with some small tweaks, but the economy change was just very very needed. If you only knew the headaches all that cheating provided the Game Masters now and then. I’m sure things will all turn around.

 

March 06, 2013 16:15

678 posts(s)

 

I’m affraid that this isn’t possible at the moment. Currently there are no players who have a worth high enough to be listed for 300mill. You are not allowed to simply list a player for the amount you want. It’s only a 3 or 4 times the amount of the value the player has.

So right now all this money will really do you no good I’m affraid :(.

 

March 05, 2013 14:26

678 posts(s)

 

Put me down for 230 :)

 

March 03, 2013 09:11

678 posts(s)

 

Maybe there should be some sort of trade-off? That getting a high budget will cost alot of points, but if you have a high budget you can not have a high ‘money received from players sold’. Or visa versa. That perhaps if you don’t put points in your budget you still get alot from players sold. Or that simply having a high budget will cost you coaching or something? That way you get devide the market. That there are teams who will train there players and there are teams who will buy them. Instead of having everyon with a high budget, but nobody willing to sell anything, since money is not an incentive.

If you would look at it from a realistic point of view. The big clubs in the world usually buy their top players, while small clubs train them and sell them. Perhaps it’s an idea to look at it from that point of view? Filipe, right now you could say you have a ‘small’ team? Low boards points and budget, but it suxx even more you get only 20% from players sold? This gives you no room to move what so ever. Perhaps there could be some way to balance it all out? Small teams would receiver 80% from players sold, while for bigger clubs it gets harder? They for example need to make a choice between budget lvl10 or money from sales lvl10. That way you really need to decide before the season what your plans will be?

Another idea for money from players sold could be that, what if you simply don’t get the money at the start of the season, but the ‘budget’ is the maximum amount of money you can save? So for example you get 50mill, but your maximum is 250. So you don’t lose the money, but you can never have more then that amount, This way there is still a lock on the economy and prizes won’t get insane.

All in all, I’m sure it will come around. Some little tweaking here and there might do the trick for the long run.

 

February 25, 2013 09:51

678 posts(s)

 

I just got one thing to add here, ignorance is bliss :)