Recent Posts by Charles

Subscribe to Recent Posts by Charles 301 posts(s) found

December 24, 2012 13:49

301 posts(s)

 

what are you settings for the substitution?

 

December 23, 2012 16:41

301 posts(s)

 

ya, those initial bad results, where you transfer a few players and have good potential youth playing, really gets you off on the wrong foot. You start at 50% but before you know it you’re already down to 20-30% at the end of the 1st season… perhaps lower in some cases. :)

 

December 21, 2012 13:30

301 posts(s)

 

Perhaps a 3 season grace period or something like that. I wonder what repercussions it would have on cheating (if it would curb it or increase it).

 

December 06, 2012 16:20

301 posts(s)

 

Me neither Dimitri, considering i changed teams not long ago… but i guess we all gotta take the plunge sometime :)
it’ll change things up a bit as i find things to have been stale for quick some time now. Not complaining about it as i like Ruby :)

 

November 19, 2012 13:20

301 posts(s)

 

All those concepts sound really interesting.
I’d be curious to know though, would mechanisms be put in place so that richer teams get penalized more (by making them pay more based on their bank roll) so that the economic balance can be closer than it is now? I really don’t know how it would work, i’m just throwing an idea out there. It’s nice if the board wants to put more restrictions (or whatever you want to call it) on how much we can spend per season or how much more we’d have to spend on certain things compared to smaller bankroll teams, but the key point i’m taking away from this whole thread is to reduce the difference between the big money teams and the lower teams. As long as these new concepts can bring more parity to the Ruby world, i think most would be happy with it. Obviously big payroll GMs might be put off by this and would just want to manage a small market team just to avoid paying all these fees… In the end, we’re talking about a salary cap on spending, plus more $$$ towards ongoing investments for big teams correct? this way, big teams can only spend so much in order to allow for smaller teams to catch up? I might be getting the theory all wrong, please correct me if i am.

I understand how perhaps higher bankroll GMs might get put off at the fact that their money making will take a dip (by forcing them to put more money into the team + a cap of some sort), heck i’m one of them, but i think if our ultimate goal is to bring more parity, ECONOMY wise, to the world then i think i’d be up for it. Although, some GMs might not like the fact that their being penalized for knowing how to make money vs others who are having a harder time. But i think it might be perhaps important to balance this with another factor in order to keep these big payroll teams attractive to other GMs…

 

November 09, 2012 13:03

301 posts(s)

 

I haven’t checked, but it means you’re prices are too high. I sell players to CPU for 4-5-6mil, sometimes around 10-12 mil. Those are fringe players that i sell for that much. The top players are the ones that really bring in big wads of cash, but nonetheless, selling those lower average players for 2-3-4 mil really does bring up the piggy bank. I had over 750mil at some point with alavez simply by keeping a couple of roster spots open and promoting all my youths and selling them right after their promotion.

 

November 09, 2012 12:18

301 posts(s)

 

I agree with dimitri.
the only real way of making money in Ruby is by selling players. Now that the CPU actually buys players from us, it really is the best option.
I understand the economy of the game is flawed, but we’re way too deep into it now where a 1 time solution will fix every problem…
Buy low, sell high. Just like the stock market. You’ll need to learn to sell that 1 guy that everyone wants… or at least that the computer wants.
I’ve bought guys for 10 mil, but after 3-4 seasons, i’ve turned around and sold them for 60mil or more just to make money… heck, i sell players that aren’t fully grown yet just so that human managers don’t buy them. :P The cpu buys now, take advantage of that. it’s your only chance for survival especially now that wages have essentially doubled.

 

November 08, 2012 20:48

301 posts(s)

 

Dimitri, to confirm, this is a “normal” week where you have a home game correct? If you have no home game that week (from div, cup or int game) then your ticket sales would be much lower.

I also wanted to ask the admins: Do you guys have plans to put in a “Season Form” in the Forms tab? This way we can view what our positions were over the course of the entire season.
I know ruby used to have it and i used to love that feature. I used to be able to tell that 2/3s into the season, my team would start sucking LOL

 

September 24, 2012 20:39

301 posts(s)

 

no penalties for anyone. everyone playing at full strength :)

 

September 24, 2012 12:09

301 posts(s)

 

its good now, thanks admins!

 

September 23, 2012 12:42

301 posts(s)

 

fast tick is stuck, 45mins

 

September 20, 2012 12:18

301 posts(s)

 

Not much since may 17th i’m afraid :)

 

September 04, 2012 13:27

301 posts(s)

 

i think the admins encourage us helping them out in finding cheats, but i think its best to do it via private message in game to danilo or gabriel instead of the forums. This way, if we’re wrong, no one takes it personally :)

 

August 30, 2012 20:29

301 posts(s)

 

Noticed ricardo took over hearth after Jean Gauloise got fired.
whats the reason behind the firing? I also saw his rep down to 90%…

 

August 08, 2012 14:00

301 posts(s)

 

I’m assumnig the CPU team might have financial problems and thus has no choice but to put players on sale… if an admin can confirm if the 36turn rule is limited to human managed teams or to CPU teams as well.

thanks
charles

 

August 07, 2012 19:29

301 posts(s)

 

please correct me if i’m wrong but i was under the impression we had to wait 36 turns prior to putting a recently purchased player on the TL list correct?

i noticed a CPU team putting a player on the TL less than 36 turns after this players purchase, is that normal?

 

August 05, 2012 01:19

301 posts(s)

 

fast tick is stuck?

 

August 03, 2012 17:11

301 posts(s)

 

nicely done :)

 

July 23, 2012 20:10

301 posts(s)

 

turns out my computer was infected… damn… since april and my AV just detected it… SEP is crap! lol

 

June 26, 2012 20:51

301 posts(s)

 

i sent you a friends request :)

 

June 05, 2012 16:12

301 posts(s)

 

its a shame henk, i had menezes for sale for many ticks, 34 yr old keeper with 90+ stopping power… he went for dirt cheap, 20mil :)

 

May 22, 2012 12:20

301 posts(s)

 

yup :)

 

May 21, 2012 15:14

301 posts(s)

 

I’m with BK on this one, i don’t always agree with some of his opinions and statements but I can definitely appreciate someone who’s been in the MMOG developing business and can bring some new ideas not just to the admins but to us gamers as well.

I also agree that this game is a free beta and that the complaints would probably increase if we had to pay or whatnot.
This is such a tricky balance between all the ideologies and difference of opinions about how things should be run and clearly the solution is easier said than done. Not just with this game but all games with an internal economy. Have a look at all MMORPG games and you’ll find all the same type of complaints. Certain things being over powered while other things not being fair for all… its not a situation where one thing will fix all. It will definitely take constant tweaking and dedication to get it to work well.

 

May 17, 2012 14:09

301 posts(s)

 

is there a way to either delay or move up the tick since they are 1 tick behind the regular schedule?

 

May 15, 2012 17:42

301 posts(s)

 

or take a team in the top rankings of UEFA and sign your academy players and then sell them for pure profit ;)

 

May 15, 2012 17:36

301 posts(s)

 

I have to agree that I used to like to read into manager comments in the newspaper… :) gave the game a more “human” feel to it. Again, the more human managers we get the better. (i’m stating the obvious i know)

for the iphone app i think having the ability to set your formation is what most of us want. I can send mails and negotiate with my iphone4 without any problems, its only the formation screen that doesn’t work.

BK, what do you mean by manager/player/club interaction? i’m not quit sure which part of the game this involves and more specifically which area needs tweaking?

I won’t set a list of priorities as i’m ok with whatever everyone decides.

 

May 11, 2012 14:49

301 posts(s)

 

ya, it definitely looks like interest is waning for this game… its a shame really, but without anyone working full time on it, it’s tough to get any traction on implementing new ideas and such.

 

May 10, 2012 13:00

301 posts(s)

 

you are correct, thats why i think perhaps creating a 3rd world would help. But again, it all depends on what admins have in mind for the game…

 

May 10, 2012 12:22

301 posts(s)

 

I don’t think removing the player value will have much effect until we see more human managers. Even if you remove player value, the CPU will still know the players hidden value (assuming you just “hide” the player value not removing it) so the CPU teams will continue spending the money they are currently spending. In the end, the market is inflated, but unfortunately, unless you reset the game world there isn’t much to be done with it. Changes have been made over the years which still might be affecting the games current economy, however, unless we reset the game worlds, or create a 3rd world so we can start testing and implementing new features, it’ll be tough to see the exact results…

as i said before, the game is still enjoyable, but further tweaking is needed to advance the game. Suggestions already posted here such as adding more clauses to contracts and such can definitely help make the game more dynamic.

 

May 07, 2012 15:23

301 posts(s)

 

I have to agree with BK. It’s been nice that the CPU team starting buying players again but all it really did was drive up the market for players that aren’t all that great.
It’s still pretty tough to find that 90average player BK and consider this; prior to the changes made by the admins, there were a lot of 91+ average players. Now it seems to be less and less and generally speaking, players won’t develop past an average rating of perhaps 91 or 92? Back in teh day it was silly to see guys with 100average or 96 or 97 averages. So in that aspect, i think the admins have done a good job of trying to balance out top end talent. I also like the fact that there seems to be more of a random factor when it comes to player progression. Previously, the best players always came from the top 2-3 countries in the world based on their UEFA rankings. But as the admins have pointed out, there is a chance that a great player can be developed from one of the lower countries.

Personally, i think that the transfer market is back to becoming what it was… stale. And although i still appreciate being able to sell some young guys for a few million, it is becoming increasingly difficult to buy a good player at a good price. As of now, i think spending 100mil on an 87 average player is too much, but unfortunately that is the state the game is in right now. smaller teams don’t really have a chance to compete with that. I’m lucky enough that i’ve always been able to find a way of making money but only because i’ve stayed in higher ranked countries. If i were to take over a country with low ranking and low stadium, it would become a much tougher task to accomplish.

As BK said, the game does have its flaws, but it also has its strong points. I still enjoy finding players and developing them (even better if they come from my youth squad) but generally speaking, the game is still definitely linear.

Whats so tough to accomplish for the admins is finding a balance between maknig the transfer market enticing and fun, balanced with having a non linear player progression while making sure that small teams don’t get lost in the shuffle.

Definitely a tough task at and.

charles