Recent Posts by Gabriel Cesario

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February 19, 2016 22:01

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I really like this topic, thanks for creating it Dimitri! We’ve been monitoring the number of users for the last 3 months and I can confirm we’ve lost quite a few. I would like to hear from managers that are still playing what are the things they don’t like, if they ever thought about leaving (and why) and what they think would bring more users to the game.

I think the reasons you guys already stated are valid ones, at least to some extent. The morale change is still a controversial one but it was made much easier than when it was introduced, and changes like the player evolution model is something that takes SEASONS to really kick in due to the nature of the game, which is something we may have to consider when making future changes. The investments model is something I really thought could work out but I am recognise we haven’t approached it correctly, especially in the beginning when we got rid of money altogether.

Anyway, we’ve been trying to attract more users but it’s been tough to find the time to do it properly. In the past we relied on existing users inviting friends to play and that worked out pretty well, but with the reduced number of users we have now this has ceased to happen. Not to worry though, we’re not giving up :-)

 

February 19, 2016 09:57

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Starting next season you will be able to configure player tactics in your formations. That means you can give your players specific orders with regards to Passing Style, Passing Distance, Passing Priority, Shooting Distance and Tackle Intensity, or let them use the corresponding team orders that are already available today. This should bring an extra level of control to managers and improve the tactical aspect of the game.

 

February 18, 2016 03:34

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That’s right, friendlies do not help players improve, they are now merely a way to play against other managers for fun or using the match to test something in your formation or tactics. Players will only improve by training (early in the career) or playing official matches (initially only training will do it). The “Next Step” coach report will tell you more specific requirements associated to playing matches, if any.

 

February 15, 2016 05:56

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Yeah, ideally we should keep a historical record of retired players so that these odd things don’t happen. It would be also interesting for statistical purposes such as best goalscorer of all time, best avg rating, etc.

 

February 05, 2016 23:49

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@Joseppi: yes, you still get emails for player improvement

@Roberto: in the old system all players developed in the same way, faster when in the youth academy (on average 8 times per season) and slower after that (on average 4 times per season) until they reached their peak, which usually happened between 23 and 25 years old. It was very predictable and not very realistic. In the new system players will reach their peak at different ages, some even on their 30s, but the number of times they improve during their career is still roughly the same so it means on average they will improve less times per season than before. The player Evolution Profile tells you when you can expect the player to improve faster or slower and the Full Potential report tells you whether the player reaches his peak younger or older. This should give you an idea on what to expect in terms of number of improvements per season. If your evolution stage tells you the player has a lot to improve check what the Next Step report says. It may tell you the player will not improve again this season, no matter what you do, or it may tell you that the player still benefits from training, so no need to play him in official matches…it may even tell you the player needs to play international matches, so no need to use him in league matches if you don’t want as he won’t benefit from it in terms of evolution.

All in all I believe the new system makes developing players more interesting, but of course we can tweak it if needed. It will take some time for managers to get a real feel of the new system effects because most of the existing players had already reached their peak when it was introduced, that’s why we reduced players skills by 5 to try and speed up this process.

Please feel free to shoot us more questions or suggestions.

 

February 05, 2016 10:52

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Coaching screen now has a column indicating the report “age”. This should help you in analyzing your existing reports and deciding which ones to request again.

 

February 04, 2016 10:40

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When modifying a scout search there was a bug that prevented you from blanking out the value of a field. This has been fixed.

Cheers

 

February 04, 2016 01:45

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You will not receive messages about bad morale players anymore, only when the morale becomes critical or goes out of critical. We’ve realized these message only clutter manager’s inboxes and are not very useful as the manager can easily check morale status from the formation screen when deciding which players to use.

 

February 01, 2016 03:08

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Maybe I could increase the progression speed of the searches instead and we see if that works better? I mean, it’s not exactly what you’re asking for as it would potentially give you more than 1 suggestion albeit from different searches, but the end goal of receiving more suggestions would be reached (unless of course you have only one search configured).

 

January 28, 2016 00:57

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The new scout search model is in place. In the scouting screen you can define your search criteria, these searches will be progressed during the tick and, once 100% is reached, you’ll get a message from your scouts with a player recommendation or advising that no more players have been found. The in-game help has some more details if you’re interested.

Cheers

 

January 21, 2016 23:16

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Oops, my mistake. CPU teams were not respecting this requirement. I’ve just fixed that and marked your player to be returned from loan next turn.

 

January 18, 2016 00:33

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Coaching influence on player evolution is back, but not exactly the way it was before. Each evolution step will have a recommended coach level attached to it, your Next Step report will tell you what that level is (existing reports will have to be re-generated). If your coach level is below that recommendation, it will take longer for the player to complete that step and improve.

 

January 18, 2016 00:02

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Investment points come from national league, national cup and international cup results. I see that last season, in comparison to the previous one, you did better in the national league and cup but you did not participate in any international cups, so you’ve got 0 points from that, probably the reason why in the end you lost 2 points this season.

Cheers

 

January 14, 2016 22:48

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You’ve got it almost right. The pre-programmed full potential only existed in the first version of RubySoccer, we then moved away to making available a percentage of the average potential every season, which was the model we used before the last changes. Now the player has a pre-programmed number of times he will improve (which I’ve been calling steps), and each step has an age and type associated to it. More differences below.

Before: coaching level determined the number of points for each player improvement, you obtained points by “training” or by playing matches. The more important the match competition more points you got. Players stopped improving in a season when all skill points made available where obtained and stopped improving at all when the full potential was made available and skill points obtained. This used to happen between 23 and 25 years old for players in a team with good coaching.

Now: player has a pre-programmed number steps that will become available each season based on his evolution profile. In order to improve the player need to fulfill the step requirements, i.e. train for a number of turns or play a number of official matches, etc. Friendlies play no role in player improvement anymore. Once all steps up to the player current age are completed, the player stops improving for the current season. Once the player reaches the maximum age for his profile all steps will become available and he stops improving once all are completed (even if he is past 30 years old now).

To be changed: coaching has no influence on how fast a player complete the steps, but that will change soon (I’m already working on it). Once I’m done I’ll associate a coach level to each step; if the team’s coach level is less than the step coach level it will take longer for the player to complete the step and improve (more matches, more training, etc). If the coach level is equal or above the coach level for the step there will be no penalties. I’m planning to add a coach level recommendation in the Next Step report.

 

January 14, 2016 01:42

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For a Next Step report, the answer “I’m not sure how this player can improve” means that the report failed OR the player has nothing else to improve. The combination of results from other reports will tell will which one…or you can just try requesting the Next Step report again if you prefer.

The answer of “I do not believe this player will improve further this season” means that the player will still improve in the future, but he’s reached the maximum he could for his age. Each evolution step is tied to an age and the player can only complete a step once he reaches the minimum age for it. The number of steps that become available for the player each year depend on the player’s evolution profile (which is outlined by the result of the Evolution Profile and Full Potential reports). Remember that, for older players that reached their maximum before the changes, the Evolution Profile report will always result in a “I’m not sure” type of answer.

 

January 13, 2016 02:52

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Thanks Fabio, bug raised in our system so we remember to fix it.

 

January 13, 2016 02:07

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I think you’ll see that, in time, the full potential report will be easy to interpret the way it is, in other words, you’ll be able to guess an age from what it says. Regarding next steps, the current report is specific enough to say “play in another country” or “play international matches”, maybe you just haven’t seen one of those yet. The only caveat to that is that it will show the “easiest” next step available, which doesn’t necessarily mean the player wouldn’t evolve by doing something else. For example, your next step report may say “The player will still benefit from training”, but it doesn’t tell you whether or not he could already improve by playing official matches. I’ll think about changing that to show multiple types of improvement.

 

January 09, 2016 08:15

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Now, Fabio’s comments.

5 points reduction: I completely understand the reason why you and other managers got upset. It was a tough call about something I was thinking about doing for a while and the new player evolution model was the final trigger point that made me decide to do it. Player evolution was mostly predictable and didn’t require manager intervention the new system is here to break this paradigm and reducing the points will make it relevant sooner rather than later.

Coach reports: I think it will take some time for people to get used to the coach reports results, especially because they are useless for all previously fully developed players (except in order to reveal star bonus). I plan to change scouting in the future to be more Football Manager – like, where you assign a country or competition to be scouted and then receive player recommendations back.

Coaching role: you have a good point there. I’ll think about a way to have the coaching or maybe real training have a stronger influence on the player development.

Strategy loss: another good point. We need to rethink the investment areas so they are all similarly relevant to make the decision to invest in one of them instead of another to be a real trade-off.

Just as I wrote this I’ve added some new related improvement tasks to our list. Thanks again for your feedback, Fabio!

 

January 09, 2016 07:58

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That’s great feedback Fabio! I’ll write 2 posts, this one answering your questions and another one to address some of your comments. Here we go.

“Are player still evolving the same way (i.e. playing matches or having 100% stamina)?”
Yes they are, but we have two main differences now. Players will not fully develop by just training anymore, training will only take them, on average, to little less than half their development path. The other difference is that there will be more specific requirements as players get closer to their final evolution steps, such as playing for a first division team, playing for a team that is not from his home country, playing international cup matches, playing top tier (CL and Libertadores) international cup matches, playing for the national squad, getting a man of the match award. Not all players will get all this different requirements and on time we can adjust the odds of each one appearing.

“Skills have gone down 5 pts. How does that affect existing players potential? If a player had the potential for Tackling 94, and was 92, it became an 87. Now will the player (most likely) improve another 2 points (becoming 89) or will he eventually reach the 94?”
Potential went down with skills, so in your example the answer is 89.

“Will new players have the potential past players had (i.e. quite a few reaching 94+) or has that changed?”
Not all of them, but some will still have the same potential as past players. We’ve made this variable as now we have players that can reach their full potential at different ages. Some won’t have all potential available until 30 and they can continue improving even past 30 if they haven’t improve all they could yet. They still start losing skills from 31 so you could have a player improving and losing skills at the same time!

“It was mentioned that secondary countries will not have as many good players. What does that mean exactly? How are secondary countries defined, by Country ranking?”
We have a main number used to generate players skills, let’s call it seed. This seed is higher for the top 2 countries in the ranking and then decreases as the country’s position gets worse. At some point in the past we decided that lower ranked countries should be able to occasionally generate good players, meaning they could sometimes use that the seed to generate players could randomly be higher than the country’s position. This led to awesome players in all countries, because the ones the used the lower seeds were naturally discarded by the teams. The last change is that this seed is now per skill, so lower ranked countries can still get higher seeds, but it is unlikely they will get higher seeds for all skills. Not sure if my explanation was too confusing, I hope you get the idea.

“Can a player’s ability to handle pressure ever change? Only for better, or for the worse as well?”
Not yet, my plan is to include this with the introduction of actual Training where the managers can have some input on how to train their players.

 

January 08, 2016 02:41

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All good now, I’ve removed the asterisk (*) for renewed contracts and added up the remaining contract time with the new contract time to get the total turns left instead. You should now be able to sort by that column.

 

January 07, 2016 23:35

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We have just introduced the concept of inactive countries. Such countries function as normal except that you cannot manage a club in them, you can only manage their national squad. The goal with this is to group managers together in the same countries to increase the level of interaction between them.

As more managers join active countries we have some logic in place to activate additional countries. Similarly, if a country becomes empty and the other non-empty countries don’t have enough managers then the empty country will become inactive. We can always consider manually activating countries if people have a good reason to ask for it, otherwise we’ll stick to this new model.

Cheers

 

January 06, 2016 06:24

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New managers that join RubySoccer from now on will be able to get up to three formation suggestions to help them in learning the game basics. Figuring out that real life formations may not work so well in RubySoccer can be tough on newbies so this feature aims to make the transition easier. Of course they will still have to figure out tactics, strategies and how to best use their players, all the system will do is suggest the positioning of players in the field without actually assigning players to the positions.

 

January 04, 2016 00:21

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Additional player statistics added: fouls, successful passes (%), shots on target (%), goals scored (or conceded) on free kicks, penalty kicks and headers. Statistics screens are likely to change to better accomodate all this extra information. All these new stats will have 0 values for now and will start to be populated as matches happen.

Other minor enhancements:

  • new youth players were getting skills improvement straight away, that will now stop
  • coach reports results have been improved to be more useful for the Next Steps and Full Potential reports, later on I’ll update existing reports to reflect that
  • when players go out of critical morale their morale is not “reset” anymore, they just go back to neutral and don’t lose the recent match participation history

 

January 03, 2016 21:57

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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.

 

January 03, 2016 21:47

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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

 

December 31, 2015 07:56

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@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.

 

December 30, 2015 04:14

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I have just reduced player skills as previously announced. Scout reports for those players were also updated to reflect their new current skills.

Cheers

 

December 30, 2015 04:02

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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!

 

December 28, 2015 11:53

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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.

 

December 28, 2015 04:31

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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”.