You may have noticed that RubySoccer has been inaccessible during some periods in the last few days. That’s due to an incident with out host that is still being resolved. The situation seems to have improved but they haven’t confirmed the issue is fully addressed just yet, all we can do is wait at this point and hope they do it as soon as possible.
When things like this happen you can always use our Facebook page to look for updates, report problems or simply post your questions and comments.
I believe the issue is that column is being sorted as text instead of number. For example you see 104, 17, 248 instead of 17, 104, 248. Maybe the asterisk (*) that indicates a new contract has been signed is the culprit. I’ll create a bug in our list to fix this.
Thanks Dimitri
@Dcaniva: o motivo de diminuir as skills dos jogadores é para acelerar o impacto das mudanças recentes que ocorreram na geração de jogadores de forma que em algumas temporadas os jovens gerados no novo sistema já se tornarão melhores do que os jogadores mais experientes atuais. A mudança não deveria prejudicar ninguém ou ao menos ter um impacto mínimo, já que todos foram afetados igualmente.
English version
The question was about reducing player skills in the middle of the season. I explained the reason behind the reduction is to bring forward the impact of recent changes in the player generation logic so that in a few seasons the younger players generated after the changes have a chance of surpassing the exisiting experienced players. The change should not negatively affect anyone as everyone was equally impacted.
I have just reduced player skills as previously announced. Scout reports for those players were also updated to reflect their new current skills.
Cheers
This result can mean one of two things:
1) The coach failed to do a proper evaluation of the player
2) The player has already reached his full potential
It is important to notice that existing players reached their full potential too early when compared to the new model, so these reports may indeed be useless for such players. As younger players start replacing existing ones they will make more sense and will also give you an idea of the diversity we now have in terms of player evolution. I understand these changes may take time to have a real impact on the gameplay, but I’m sure you’ll appreciate the improvement once they do.
For now I’d say it’s best to focus the reports on younger players. For older ones (and by older I mean even 25 year old players sometimes) you may get results such as your for most reports and a result of “This player is close or has reached his full potential” to the Evolution Stage report, meaning the player has truly reached his full potential, most likely even before the new model was put in place.
Hope this helps!
I have just started adding more player statistics to the game and the first two additions are goal assists and effective tackles average per match. You can find the assists information in the match report and in the player and team players statistics screens. Effective tackles average per match can be found in the player and team players statistics screens.
Bear in mind that existing statistics have not been updated and this data will start being collected from now on. That means your averages for the current season may be inaccurate if your team is in the middle of a competition at the moment and that for old seasons and existing match reports these new values will show as zero.
Players now have a new attribute called “pressure handling” that can be seen in the player info screen. This will be used instead of stadium level to determine the penalty the player will receive when playing away matches. For now this attribute cannot be improved and in all existing players it has been set to “Poor”, whereas newly generated players can also have it as “Reasonable” or “Good”.
We will reduce the player skills of existing players to speed up the effect of the two main changes done to the player generation process: reduced likelihood of great players for lower ranked countries and new evolution model. Without this skills reduction it will take too many seasons for these changes to have a real impact and there is no real negative effect in doing them as everybody is going to be affected the same and whoever has the best players today will continue to have the best players after the change.
The reduction will be of 5 points in all skills for players 21 years old and over on FastTicker and 19 years old and over in MediumTicker. You can expect this to happen some time in the next 48 hours.
FastTicker had some issues, I will look into it in a bit.
We’re a bit late but RubySoccer’s Christmas gift to you is the new player evolution model. We’re still working on finishing touches related to CPU behaviour and proper game help about the new system but as the mechanics are all ready to go so I’ve decided to release it earlier. As usual, your feedback is important to fine tune the system and make it work better for everyone.
Here is a summary of the changes:
Hopefully that’s enough information to start with. Please write in the forums or in our Facebook page if you have any questions about in the new system so we can make sure the answers go out to everyone and also make sure the system is working as intended.
Enjoy!
Well, most clubs in real life use only one GK for years and only use subs if their main one is injured. Given that, it seemed unfair to have them complaining in RubySoccer of lack of playtime. Maybe after the new player evolution model is in place we can come up with a way to have morale for GKs.
New player evolution model development update: the foundation of the new model is ready, meaning all the logic to determine the player evolution profiles, evolution steps and player progression is tested and working. Before releasing that though we need to finalise the changes to coaching and scouting, not to mention CPU negotiation behavior. Without this additional changes these other aspects of the game will be “broken”.
In the past few days some users reported strange player rating in international cup matches. After some investigation I’ve found out it was related to the team expectation generation for international cups. The issue has now been rectified for the current season and shouldn’t happen in future seasons either.
Cheers
Found what the issue was, it shouldn’t happen for next season. I’ve also rectified the values for the current season, please let me know if it happens again.
Cheers
Ah, I see what the issue is now! It is a bug in the way we determine the team’s quality/expectation for international competitions taking into account the previous season’s performance. For teams that were not part of international competitions in the previous season the calculation went wrong and the numbers are too low, causing the starting rating and board reactions to be exaggerated.
Thanks for reporting guys, I’ll have a look into it.
Some players now are very strict during contract negotiations and that must be the case for your player. The best way to avoid situations such as yours is to have the Negotiations investment area with a high level so that the suggested wage you see when offering a contract is as close as possible to a value the player would accept. There is no 100% guarantee the suggested wage will be enough but in practice I’ve had no issues so far (I’m on level 10, but if you have a bit less you can just offer a bit over the suggested wage and still be safe).
It wouldn’t be fair to revert the situation for you because we have declined to do so for other managers in the past. I’ve lost a player this way myself before the Negotiations area was created. The best course of action in this case is try to sell him as soon as possible.
Cheers
You could say it’s a bug, but it can be explained by the way player ratings currently work. Each player start the match with a rating that is based on your opponent’s quality compared to your team’s quality. If you’re playing an easier opponent, your starting ratings will be lower, if you’re playing a harder opponent your starting ratings will be higher. This is to mimic the fact that more is expected from your players if the opponent is worse than your team and vice-versa.
During the match, all player actions add up to the starting rating. If they tackle an opponent, pass successfully, score goals, their ratings go up, if they commit fouls, get cards, miss a pass, etc, their ratings go down. The final rating is then a result of the starting rating plus the actions the player performed during the match.
We know this is a simplistic way of rating players that ignores the overall player contribution to the match and also ignores the position the player is playing, i.e. an attacker missing a tackle should not be a big deal whereas it is a big deal for a defender to miss it. The final rating should also consider how the player contributed to the final match result. For example, if a player gives his team the victory in the last minute, he should get a big bonus to his rating.
All the changes outlined above are already planned to be done, it is good that you brought this up so we can raise awareness of how this works and what we plan to do about it.
In the past week the focus has been on re-designing the player evolution model. We’ll still have evolution steps as we have today but each step will be tied to a requirement (training, playing official matches, playing first division matches, etc). Your coaching role will change, instead of determining how often players improve it will be used to give you insights about how to continue improving a player or how good a player will become for example.
Stay tuned for more updates!
I believe you’re the first one (or at least the first one to voice it) that has fallen into the trap of allowing multiple players to go into critical. When we changed the behaviour of critical players so that they were not automatically transfer listed we also made them negatively impact the morale of other players. That is fine if you have just few critical players, but once you’ve got a high number others will go into critical much easier in a domino effect.
Looking at the effect now for the first time in practice it feels a bit harsh. In order to prevent this you should have either addressed the morale issue once it appeared or get rid of critical players once their number started to go out of control. I’m not saying you can’t get out of it now, you probably can, but it will require selling/loaning out most of your squad by the looks of it.
The match history for morale does not go away from one season to the next, so it’s not only about 3 out of 4 this season. It all looks fine regarding the calculations, I guess it’s just this piece of information that you were missing :-)
Cheers
I’m not sure I completely agree that players should be Neutral or better when a new season starts. I mean, they could definitely get a morale boost, but they should still “remember” what happened in the previous season and be affected by it. The whole morale thing will get better after we introduce the player roles feature, where the manager can set the expectation of what role the player will have in the squad (key player, future prospect, etc) and the morale will be affected accordingly. My plan is to finish the player evolution re-design and the go for the player roles, if nothing else proves to have a higher priority.
I’ll change the role of coaching to give you feedback and insights into player evolution instead of directly affecting evolution pace. Similarly to the way you request a scout report for a player you will be able to request a coach report for your own players. This will report will contain two basic pieces of information: how far is your player into his evolution and what you should do to help him improve.
We haven’t finalised the design for this coach report just yet and what influence the coaching level will have, if it will influence accuracy and/or the time it takes to generate the report and/or level of detail. In general lines the coach could tell you something like this for a player:
John Doe still has quite a lot to improve. He would benefit from playing in a higher ranked country for some time, we should loan him out.
Thanks guys, appreciate the support! If you “Like” our Facebook page you already now that I’m currently designing the new player evolution model. I had a chat with Danilo today about it and we have most of the idea consolidated.
It’s going to take a while to fully develop it but it is definitely going to be worth it. Managers need to be prepared to see all their existing player skills reduced slightly once the new model is in place. This is required to reduce the number of exceedingly good players and feel the effects of the new model quicker.
Completely agree with you Fabio and I’ve posted my findings and plans in the other topic about Recent Changes. This is not due to players improving without playing (even though this speeds up player improvement for sure), but due to an old change to allow lower ranked countries to generate good players that had a bad impact over the years. This change has been now partially backed out but it would take another few years for us to see it take effect, that’s why we are going to act soon and shake the player evolution model as it is.
Yep, I raised that issue a few months ago and even created a poll to reduce player skills overall, but the majority voted saying it was good as it was, to just fix it long term. This was a result of a change done a long time ago to allow lower ranked countries to eventually generate good players. What happened them is that only these good players “survived”, increasing the number of good players overall.
I’ll tackle this issue pretty soon, I just want to do one more change prior to that related to how mentality and individual tactics affect the player behaviour during the match. Once that is out I’ll address this player skill issue by doing the following:
- players will not reach their maximum potential without playing, the way to reach their maximum potential will be a mix of things unique to the player that may include training, playing official matches, playing abroad, playing in the national squad, playing against better teams, etc
- add variability to the player evolution model…currently all players have a linear evolution and it is relatively easy to determine whether a player has reached his potential. We need different types of players, some that evolve quickly when young and they stop, some that only start evolving when getting older, some that evolve linearly, etc
- enhance coaching and scouting to match the new model
CPU teams will now take in consideration player stamina when deciding the line-up for a match. As I’ve said before we don’t want to make CPU teams too smart but this is a basic feature that they should already be doing. Let’s see if they will now pose more of a challenge, especially the ones in international competitions where stamina management can become an issue.
In the current system a player may unlock 100% of his potential without playing a single match. That is unrealistic and the plan is to change that so each player will unlock a different percentage of his potential by doing different activities, such as training, playing matches, playing abroad, playing in the national squad (maybe), playing international competitions, etc.
A player can get a golden star again at any point, he can even keep his golden star for more than one season if he deserves.
You just gave me an idea regarding home advantage. I think each player could have a different maximum penalty when playing away matches, representing how much he feels the pressure.
We’ve known for some time now that a good keeper is too important in the game and the main reason to me is the number of shots that happen in some matches. Maybe the ball is getting to the goal too quickly? :-)
If we change that aspect of the match engine we need to reduce the keeper importance or maybe add a factor to get him “tired” when defending tricky shots so if you have good attackers even a great keeper will have a hard time being the match hero.
The messages screen has been modified to display the current message on top for mobile devices. On the desktop version messages continue to be displayed on the right hand side. Please let us know if this works better for mobile devices.
Cheers
Loan list screen has been modified to conform with the new user interface design. It’s funny how we keep finding some screens that were not converted. If you see some screen that looks odd (gray background instead of white for example), please report!
The scout search results screen will now display only the player last name instead of the full name. This change aims to better accommodate player names on the screen, for most players. We may still have to do some further adjustments but the screen looks a bit better now than it was before.