Recent Posts by Gabriel Cesario

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September 27, 2015 10:52

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From my personal experience it hasn’t been too bad so far, but that’s mostly because the players I have in Critical are the ones I’m not interested in keeping anyway. I have been trying to manage the ones I want to keep that are currently with bad morale to make sure it is manageable when things are for real. From the calculations I’ve done when creating the morale profiles if you have a large squad comprised solely of oldish players you would have to rotate them fully just to avoid them going into critical. That kind of makes sense as in reality you would have a mix of players from different ages, in which case you would probably try to manage them in a way that the ones you don’t use often but want to keep are just played occasionally to prevent them from going into critical.

Anyway, enough said for now, let’s see how things go :-)

 

September 26, 2015 12:34

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The match counting for morale effects started once I announced it in the forums, the history of matches until then doesn’t matter. From now the history will matter and the player will always consider the percentage of the last x matches that he has played to determine its morale level. Whenever I said in the overview that morale is reset (when the player join another team or when he goes out of critical for example), this counter is reset as well.

I think for teams playing multiple competitions that have to naturally rotate their players due to stamina the morale system will work well. Those who usually don’t have to rotate due to stamina will end up having to do it due to the negative effect on morale if you don’t.

 

September 26, 2015 00:54

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Bummer, I will investigate but I’m expecting it is going to be hard to find what the issue is.

 

September 26, 2015 00:52

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@Sniff I agree, this needs to be modelled more realistically in the future
@Fabio the bad morale after not playing just one match only happens for older players and it’s more an alert that such players are the more demanding ones. You’ll see that if you play him next match he will be neutral again
@Dimitri after the trial period when critical morale players stop renewing contracts and are transfer listed for more reasonable prices

 

September 25, 2015 12:18

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The trial period for the player morale system has just started! Please take some time to read the overview of this feature on this topic and also what is going to be different during the trial period. We already have some good suggestions to make the system more realistic in the future and these are all noted, but what is posted there is pretty much how the system is going to work to begin with, except of course for any adjustments that prove to be necessary after the trial period.

How long this trial will last will depend on the feedback we receive, we just want to make sure everyone is comfortable with it and has experienced all the different situations they can face due to player morale. If you just ignore morale for now because you won’t actually lose players you may lose the chance to learn how to better manage it when the trial ends. It will also help us understand how easy/hard it is in practice to keep everyone’s morale out of critical, to bring a player with critical morale back to neutral, to have your main players always with good morale, etc.

Cheers

 

September 25, 2015 11:44

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Well, you cannot divine it, it’s all about an informed guess based on what other players earn :-)
I think this deserves a poll!

 

September 25, 2015 09:57

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It is not about percentage increase, it is about how much you offer compared to how much he wants. Let’s say your player wanted 20.000 and his profile tells him to reject offers that are lower than 75% of what he wants. He would have cancelled negotiations in this scenario.

I still think this change is being tough on managers just because nobody really paid any attention before on how much they paid for different players.

 

September 25, 2015 03:03

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Thanks Fabio, I like you suggestions, I’ll add this to the existing task to enhance the system in the future. We’ll release the morale system without it so we can have it working earlier and if it proves to be too harsh during the trial period we can tweak it down a little bit…as long as it doesn’t become too easy ;-)

 

September 24, 2015 21:05

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In your case it is not a bug, that team now have a friendly with Inter on turn 116, therefore the invitation he sent you has been withdrawn.

 

September 24, 2015 20:46

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I think it depends on the player. If we are talking about an experienced player I agree, but if we are talking about a young player that is yet to prove his worth he would be more than happy to have played 35 minutes. I’ll consider this a future enhancement to the system to make the minimum number of minutes played variable based on some parameters.

 

September 24, 2015 20:44

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My personal approach is to look how much similar players are earning and offer something similar. Don’t forget to consider stars when looking for similar players. The main goals of the system are:

1) Stop the easy negotiation pattern most people used (me included) where the manager offers a salary the player would never accept so he/she can see how much the player really wants when the initial offer is rejected. Negotiations are now something you need to give a little more thought to.
2) Give some personal touch to players with the different profiles
3) Introduce a mechanism by which managers can lose a player to improve the transfer market

 

September 24, 2015 13:01

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Similarly to what I did with the star players I’d like to use this topic to give you an overview of how the morale system is going to work in its initial form. These are the main concepts:

1) Player morale will initially only be affected by official match participation. A player must have played a reasonable amount of minutes in a match (not 100% sure but I think this is around 35 minutes) to consider he participated in that match. If a player was not eligible to a match due to suspension or injury he will not have any impacts in his morale for not playing.
2) Only human managed teams will be affected by player morale, CPU teams are not smart enough yet to do this (they can’t manage even manage stamina yet, but they will)
3) Goalkeepers and youth players will not be affected
4) Each player will get its own morale profile and they get more demanding as they get older, meaning you have to use them more often in official matches to keep them happy
5) From a Neutral morale, after a minimum number of matches has passed (this minimum can be 1) the morale may transition to either Good or Bad depending on the player profile and how often he has played
6) After a minmum number of matches (higher than the minimum for the item above), the player morale may become Critical if he has not played enough
7) Players with Good morale level get a small performance bonus during a match. Similary, players with Bad or Critical morale get a small penalty
8) Players with Critical morale will be automatically transfer listed and the transfer price will its estimated values times a multiplier defined in his morale profile
9) Players with Critical morale cannot be removed from the transfer list
10) Players with Critical morale cannot have their transfer price increased above the value determined in item 8
11) Players with Critical morale will not renew their contracts
12) Getting the player morale out of critical will require a much greater effort than if you manage it properly between the three other levels. A player must play at a frequency corresponding to what would make his morale level Good in order to go out of Critical and back into Neutral (basically a morale reset).
13) Managers get one generic message in a turn where the morale of one or more of his players changes from Neutral into Bad
14) Managers get one message for each player whose morale reaches Critical level
15) Once a player is transfered his morale is reset to Neutral
16) Once a manager leaves a team all the players have their morale reset to Neutral
17) Morale level will be displayed in the player info screen and in a new Morale tab in the team players views
18) Player limit for teams will be increased to 40

Phew! I hope I haven’t left anything out. My intention is to have a trial period where the new system is activated with three changes from the above:
a) Critical morale players WILL accept contract renewals
b) Critical morale players transfer price will be ridiculously high
c) Player limit for teams will remain as 30

Once the trial is over all morale levels will be reset and all the “real” rules apply. This trial period should give managers a good idea of how each player morale varies according to their match participation and will give everyone a chance to provide us with feedback. Remember the intention is to make it harder for teams to just hoard great players without really using them. If you have a squad full of older players you will have to rotate them properly so nobody gets upset. And now younger players that were just sitting back waiting for his skills to be high enough to be selected will also have to be used every now and then or they will just want out!

I’m really excited about this, I hope you guys enjoy it when it’s on :-)

 

September 23, 2015 19:13

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Davison, you continue to offer very constructive crtiticism, thanks for that.

 

September 23, 2015 01:16

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Wait, that is not possible…if you make an initial offer, the player actually comes back with a counter offer and you meet exactly what he asked, he will always accept. He can only cancel negotiations if your initial offer is below his minimum expectations (in the initial offer you don’t know what he wants) OR if you continously try to counter his own offers. As I’ve wrtiten in a message to another manager today, a good approach when making an offer is finding a similar player in terms of skills, position, age and stars and check how much he earns…put an extra fat on top of that just to be sure.

As Sniff said, this is about player power, we as managers have been using a negotiation system that was too easy for too long, that’s why it’s so hard to transition. Losing a player should not be as big a deal, it should be an integral part of how the player market works. With the introduction of player morale (hopefully some time next week) there will be an extra level of player power added. This is not intended to cause any grief with managers, we are just trying to simulate some minimal player intelligence and free will.

I’m inclined to create a poll asking about the new system, based on the messages here it seems most people don’t like it, but that can be misleading as the people who like it are not so eager to voice their opinions as the ones who don’t ;-)

 

September 20, 2015 01:29

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Hahaha, some of these are too harsh! Imagine if I have a player that I can only use in half of my games because he won’t play away :-D

 

September 20, 2015 01:27

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@Igi: the players you have with low stamina are playing almost all official matches you’re part of (league, cup and champions league), that’s why they are so low. Players lose 3 stamina when they play a match and recover 2 when they doesn’t. When you’re part of so many competitions at the same time the only way to be high on stamina is rotate your players in the main squad to give the some rest to the ones that need it.

@Davison: yep, we are trying and my strategy was to add new features first (stars, morale, negotiations) and then fine tune existing ones (match engine, player evolution model, etc). The game engine is not as realistic as it should be but everyone plays under its rules and learn and adapt to win. Once we make it more realistic (which is definitely a good thing) people will have to do the same, learn and adapt…of course in theory leaning and adapting on a more realistic engine is more natural.

 

September 18, 2015 23:58

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I could do that, just don’t want to make it too easy so that the new system is useless. I suppose it won’t be as long as we keep item 1 on my post above as it is. Anyone else has any thoughts?

 

September 18, 2015 10:53

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Nothing has changed except for star players that can give a match performance boost. But given you’re saying it is consistent in your matches and not against a particular opponent it is definitely not related to that.

 

September 18, 2015 10:49

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In this particular example he was not upset about the wage offered, but he didn’t want to give you more than one counter proposal. This is another aspect of the negotiations that depend on the player negotiation profile, some of them will only get back to you once and if you don’t match their demands or at least make a close enough offer (how close is another aspect of the negotiation profile) they will also cancel negotiations. In summary the variable aspects of the players negotiation profiles are:

1) Minimum acceptable wage: a percentage of what they really want, any offer below that threshold will immediately cause the negotiations to be cancelled
2) Number of counter proposals: as a minimum a player will always give you 1 counter proposal (assuming you met the criteria above), some will give you more..once you extend the negotiation for too long without agreeing on the wage the player will also cancel negotiations
3) Wage acceptance threshold: this is how the player will accept below his expectations

Real example of a possible player negotiation profile:

1) 50% – if you offer less than half the wage he is expecting negotiations are cancelled
2) 2 – if the player gives you two counter proposals and do not agree to your next offer he will cancel the negotiation
3) 96% – if he expected 10,000 and you offered 9,600 he will accept the offer

 

September 17, 2015 23:35

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Really nice achievement! Paraguay has consolidated it’s second place position in South America now, that’s what I was trying to do with Colombia but it’s pretty hard when you’re playing alone in a country. I’m taking up a new challenge next season and joining a Brazilian team, maybe my next move once I’m happy with my achievements there (or lack of) will be to Paraguay if you guys are still around.

 

September 17, 2015 23:25

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A third of the players are probably being too harsh. The intention was to just stop managers from offering crap salaries just to wait for a counter offer and force the wages to increase overall. But if the general feeling is that this was not a good addition to the game I can easily soften the rules even for the most demanding players.

 

September 16, 2015 07:14

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It is calculated at the end of the season so all players have done all they could to enter our star calculations. We could potentially do a mid-season adjustment to give/take stars based on what’s happened since the previous awards but that could complicate things. In the current system you may rise from none to gold star, but when losing stars you lose only one at most. I’m guessing if we move to a more dynamic star calculation that can happen more than once per season we need to also consider changing the system so that you only gain one star level a time as well.

 

September 16, 2015 07:10

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You performance in the eyes of the board is based solely on two things:

1) Individual match results – if you win your rating increases, if you lose your rating decreases, if you draw it depends on opponent quality…the amount of percentage points it increases/decreases depend on whether you played home/away and the opponent quality compared to yours
2) Final position in official competitions – if you finish above the expected position (or is knocked out in a stage beyond expectation) you earn points, if you finish below (or is knocked out earlier) you lose points…the amount of points depends again on the quality of the opponents involved in the same competition

There are two improvements we can make to adjust these calculations. The first one is to better evaluate team quality, sometimes you are overrated by the board because of that. My team at the moment was expected to reach the semi-finals in the national cup but was expected to win Libertadores. That tells me there are at least two teams in Colombia (that should be cup finalists) that are not in Libertadores that are evaluated as having a squad better than mine! The second one is that the penalty for being knocked out earlier in cup competitions may be pretty high, causing situations such as yours. I’ve faced this on the past when I was knocked out in the first round of the cup and was immediately reduced from 24% to 1%.

Of course other factors could be taken in consideration such as money balance, transfers, etc, but fixing the fundamental points above should already make things better. And fixing squad/player quality calculation would also improve CPU teams hiring/selling decisions. Maybe managers wouldn’t really like that though ;-)

 

September 15, 2015 09:58

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I’m happy to announce that the player morale feature is well under way! The initial profiles and calculations to determine the player morale based on match participation are all ready. Next steps are apply morale effects on match performance and player transfer as well as send messages to managers alerting of unhappy players. Similar to what I did with player stars, I’ll create a new topic in the forums later on explaining the morale system in more details.

Cheers

 

September 14, 2015 06:03

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We have introduced different player profiles with the changes done to the contract negotiations and we’ll do something similar with morale (which I’m currently working on) and skills evolution…in some sense these are related to what you’re suggesting but I understand it is not the same. I like the idea of players having some peculiar characteristics and the first ones I thought about were related to preferences with regards to where they prefer to play or what is the main driver when moving to another team (preference to play abroad or home country? prefer big salary or a team with better reputation?).

I’ll add a task to our list with a link to this topic, so please by all means keep the suggestions coming :-)

 

September 12, 2015 06:00

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Olá Antonio, minha informação estava incompleta. Vi que você mudou a tática individual de um dos seus defensores quando o oponente está com a bola, mas na verdade tem que fazer o mesmo pra quando seu time está com a bola. Ou seja, a regra é que você tem que ter pelo menos um defensor que a todo momento esteja jogando na mentalidade 0 ou -1, ele não pode estar jogando para frente quando o time está com a bola ou sem a bola.

 

September 10, 2015 01:28

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Olá Antonio, analisei sua estratégia para entender o que está acontecendo e a explicação é simples. Na suas táticas individuais você manda todos os seu defensores avançarem, portanto o goleiro fica exposto e o atributo de drible é usado, dificultando a defesa (a não ser que o drible do seu goleiro fosse 100). Por isso chutes de jogadores não tão bons acabam se tornando mais perigosos contra o seu goleiro. Para resolver isso basta que, quando o oponente está com a bola, pelo menos um dos seus defensores de mentalidade 0 não esteja avançado, ou seja, com tática de jogar a posição (play position).

Espero que isso ajude!

 

September 09, 2015 13:22

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Poll about player skills reduction is now close, here are the results:

28% Yes, go for it!
9% Yes, you can reduce 10 points if you want.
8% Yes, but I think you should reduce only 3 points instead.
21% No, leave it the way it is and fix in the long term.
28% No, leave it the way it is and don’t change anything.
6% No answer

45% of the managers would like to see some immediate changes in player skills whereas 49% don’t. As far as fixing future players, 66% of the managers would like something to be done (all the ones that would like an immediate change plus the ones that would like future changes only) and 28% think things are good the way they are. Given these results I have slightly reduced the spread of player skills and reduced the odds of lower ranked countries generating players that have high values in all skills. No immediate changes for now.

Thanks for participating!

 

September 07, 2015 11:46

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Thanks Dimitri, I forgot to answer that part of the question. Your guess is right, the exact number is 37 turns. No harm in revealing this I suppose.

 

September 07, 2015 11:43

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Our host will go under maintenance this Thursday, September 10, at 3:30AM UTC (roughly 64 hours from now). They expect the downtime to be no more than 30 minutes but in the worst case it should take 1 hour. Fortunately for us the maintenance window does not include any tick times and will happen during the afternoon in our time zone so we will be able to do a sanity check once RubySoccer is back to make sure the tick schedule is alright.

Cheers