Small improvements:
- Country ranking preview for next season is now sorted by points automatically
- Added sorting to scout reports screen
Should we have a single smaller dimension (game world) with 3 to 6 countries initially in order to have more teams with managers overall? Do not worry about additional details of the new dimension (tick frequency, transition from existing ones, etc), just give your opinion about creating it for now.
35% – Yes, but also keep the two we currently have
33% – No, keep the two we currently have
19% – Yes, and you should inactivate the two we currently have
6% – No, just inactivate one of the existing ones after agreeing on a tick frequency for the one kept active
7% – No answer
Very close, I suppose we’ll need a follow up poll. When grouping answers we can say 68% don’t want the existing dimensions inactivated and 54% want a new dimension. I’ll create a new poll without options to inactivate existing dimensions but giving a different view on the new dimension. Bear in mind that, even if the new dimension option wins, it will not be a high priority work, new features and enhancements are still higher priority.
Thanks!
Are any of your players part of the Team of the Round? In the league screen there is now a tab for the Team of the Round, which is a selection of the players with the best performance in the last league round. We have a few improvements to do on this yet (link to player information, send messages to managers and add this to player statistics) but we decided to release it earlier for fun.
p.s.: MediumTicker will only show content on the new tab after the next league round
The titles screen for managers and teams now contain flags indicating the country each particular competition belongs to or no flag when it is an international competition. This is a small but nice addition that had no reason not to be there since the beginning!
Have you checked our game manual lately? We’ve been slowly adding content to that in order to make it easier for new players to learn the game. Experienced players might find something useful there as well, who knows? The manual can be found under the “?” menu on the top right (if you’re not using mobile) or at the bottom of your sandwich menu (if you’re using mobile).
Cheers
The transfer budget change from investment points to money/expenses based will happen almost fully automatically on transition from turn 12 to 13 next season in both dimensions. I’ll only have to do a manual server restart each time and that’s it. For now the only apparent change is the Investments screen missing the two areas to be removed and the transfer budget value displayed on your team’s main screen, it is now showing the budget minus any open offers you have.
Cheers
Fabio is correct, your bid by itself was not enough to make the player request a transfer, therefore his club did not transfer list him. At this stage it doesn’t matter the amount of the bid (although we may change it in the future so it matters), just how inclined the player feel to go to your team. CPU teams may renew their contract soon if they feel the player is important and they want to keep them, otherwise they may wait and renew closer to the contract end date as usual. A third but less common option is that they just decide to transfer list him anyway, and would do so even without your bid sitting there, but by having it there you will be notified.
You probably have one or more proposals for external players sitting there, your players don’t like it. Once such proposals are removed or transfers are completed you’ll see their statuses recover. You can see the effect of your proposals and proposals made to your players by going into an individual player’s status page.
Bug fixes:
- when youth players were release any coach report that was in progress continued to be progressed until completion even though the old manager had no access to it
- adjusted the screen to replace a player in the national squad to the new game layout, hopefully the last screen we’ve missed.
It looks like the transfer budget investment area is going away…
62% – Not be an investment area and calculated based on total money balance and wage expenses, as it was in the past
27% – Remain exactly as is, calculated based on the investment level
11% – Still be calculated based on the investment level, but with more generous values especially for lower levels
That’s right. When the player has nothing else to improve the Next Step would look exactly like a failed report, where the coach says he’s not sure how the player can improve.
We should not have teams from the same country drawn into the same international cup group anymore, unless of course the number of teams from a country exceeds the number of groups (which never happens in the current settings). In order to do this we had to compromise on the strength split logic, meaning we may have a particular groups composed with relatively stronger teams than others. Let’s see how it plays out the next time the groups are created.
Cheers
All match rating calculations have been revised, including the ones previously in place for GKs and defenders. Hopefully the new numbers are more realistic and result in a higher number of “average” ratings instead of too many highs and lows. Just to reiterate, the match simulation and corresponding player performance has not changed at all, just the final calculation of ratings.
0/0 is currently translated into 0% efficiency, hence the rating. I agree in this case it’s not fair. I believe I said in some other topic that while working on the ratings for midfielders I came up with a new idea that I’ll apply retrospectively to GKs and Ds, hopefully it will make things better!
Fabio’s explanation is correct. Maybe in the past your bid was enough to make the player’s morale go to critical, so he was transfer listed automatically and you were able to buy him. This time around your bid was only enough to bring his morale to bad, so he won’t go to the transfer list and the transfer is not completed.
You can keep your bid there in the hopes he is transfer listed in the future (or if another bid comes in and forces his morale into Critical), but be mindful of your own player’s morale as they are affected by your bid as well. If the player is owned by a human managed team it will be up to the manager to transfer list him even if his morale goes to Critical, but if the manager does not transfer list him he will also not be able to renew his contract.
As I explained before the wage happiness reflects the player wage when compared to similar players around the world (as it is used to measure transfer proposal impact) whereas the asked wage on renewal is based on the player skills, current wage and wage of worse players in your squad (in terms of skills and stars). If he gained more stars since last renewal it’s normal for him to ask for a raise, or maybe he considers some other player in your squad to be worse than him but with a better wage.
You almost got it right, the maximum penalty is still 3 points but the minimum is 1, not 0.
We used to allow scouting of specific players instead of using scout searches as we have now. The direct scouting could be too powerful sometimes (assuming you had a high scouting level and the player was not too young)…maybe we can bring it back in a different form where it doesn’t give you straight numbers on all the players skills or maybe gives you an indication on the main skill only?
The rating system is changing and has been updated for GKs and Ds, nothing changed in the actual performance, just the way we calculate the ratings. Maybe it’s now oversimplified for GKs and 3 goals are sometimes enough to bring the score to a very low value. Now that I’m working on Ms rating I had a better idea to try and keep the ratings more realistic, let’s see if I can apply that to GKs as well.
It will only go back to normal after something else triggers it. That can happen in one of the periodic updates for the teammates and wage status or if you make a transfer offer that impacts your players.
GK ratings are a bit too harsh, but conceding 9 goals in RubySoccer is not something you see everyday :-)
Midfielder ratings are still being adjusted and I think the number of fouls may have dropped the rating too much in that case. For the defender the focus is on tackle efficiency and that one failed all his tackle attempts and committed a foul as well. I can already see I’ll need to diversify the factors for defenders as I’m currently doing for midfielders, but I’d say it’s not too bad, in general.
Thanks Fabio, got it. I think the issue is we update the morale before deleting the transfer offers, so when it is recalculated the penalty is still there. Created a bug in our tracker to fix this.
Your players morale is only affected by existing transfer proposals for them or by your team’s transfer proposals for outsiders. Once a player is hired the morale effect the transfer proposal had on him and on your other players should disappear.
Maybe it’s a bit harsh the way it is at the moment but it is possible for a player to refuse your offer without a counter offer, as long as your offer is below a given threshold that varies from player to player. The suggested wage is supposed to help with that, as long as you have a high enough level in the negotiations area of the club. When considering a new wage the player will look at his teammates to identify any players that he considers worse than him that are earning more, if he finds any this will bump up his asking wage.
I suppose there is a disconnect between the player status in relation to wage and his asking wage. The status wage will look at similar players outside your club. I’ll add a task for us to review both the negotiation process (maybe reduce the threshold so players won’t so easily reject your first offer) and the calculations around wage status and asking wage.
New match rating calculation for defenders are in! I have a feeling they are a bit in the low side, but at least they are relatively easy to adjust if needed. The most important factors in the new calculation are tackle efficiency and minimum tackle attempts based on what happened during the match. We also adjust the rating accordingly if the player wasn’t in the field for the whole 90 minutes and give the usual bonus and penalties for fouls, cards, assists and goals.
It could be related to the new way we calculate the match rating, which is based solely on number of defenses and goals conceded. It’s easy to adjust the calculation now if it proves to be too harsh with the goalkeepers. There is no such concept of player form at the moment, but it’s a nice future improvement to have along with training.
Hahaha, I suppose that would be an interesting option. I’ll add to our list and see what we can come up with.
Dr. Gullit is right, it needs to be in an official match. You’ve got a tough one, I have a player in MediumTicker with the same and I don’t think he’ll ever get MotM :-P
Welcome back mate, enjoy
New match rating calculation is in place for goalkeepers only, all other positions remain unchanged for now. I’ll update and release new rating calculations position by position (G, D, M and A) so we can start evaluating the changes early on.
The Evolution Stage coach report has been improved to give an estimate of the player’s main skill when he’s fully developed. This estimate will be in the form of a range and will become more accurate as the player gets closer to his full potential. After generating a successful Evolution Stage report you need to wait 36 turns before requesting a new one for the same player. All existing reports of this type have been marked as a failure so managers can immediately request them to get the new version of the result, if desired.