Recent Posts by Gabriel Cesario

Subscribe to Recent Posts by Gabriel Cesario 4,200 posts(s) found

September 25, 2015 03:03

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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it is not a bug, that team now have a friendly with Inter on turn 116, therefore the invitation he sent you has been withdrawn.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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

 

September 23, 2015 01:16

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

@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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

4,332 posts(s)

Administator

 

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

 

September 07, 2015 06:43

4,332 posts(s)

Administator

 

We know it can be a bit harsh some times but not all players will be a pain in the ass. The main goal with this change was to stop people (myself included) from abusing the system and offering a ridiculous wage just to get a counter proposal from the player. It is a controversial area and it will take some time (especially with star players) to gauge how much is safe to be offered to players, but I hope most of you face this as a fresh challenge introduced in the game.

One of the things I discussed with Danilo just today was the creation of a Negotiations investment area that would give a hand when negotiation contracts with players. They could tell you beforehand (with a high enough level) what is the minimum wage you should offer or how many counter proposals would the player accept. We haven’t agreed if that’s going to be the approach, but we’ll most likely do something to give a hand on contract negotiations.

 

September 05, 2015 11:26

4,332 posts(s)

Administator

 

No, that has no impact at all.

 

September 05, 2015 06:13

4,332 posts(s)

Administator

 

Stars are redistributed every season so a player that has no stars in a season may get any star level in the following one, as long as he deserves it. Players that have stars will, in the worst case, lose one level from one season to the next. So yes, young players with no stars may evolve into stars in the future.

 

September 05, 2015 01:24

4,332 posts(s)

Administator

 

Changed the topic subject to encompass contract negotiations as well.

@Dimitri: I’m guessing almost everyone did that (myself included), we’ll have to change our approach now
@Fabio: long enough so that if you are trying to renew a contract and he gets pissed off you won’t be able to renew before he forgets about it. You are right about star players, it is a big risk indeed!
@Joseppi: I certainly hope so!

 

September 04, 2015 07:10

4,332 posts(s)

Administator

 

The new player negotiation model is in place. Next time you make an offer to one of your players be mindful he might not like it and just quit negotiations with you. We have several different player negotiation profiles in place, meaning different players may behave different when negotiation with you. Basically they will be more or less tolerant in terms of how much less from their expected wage they will accept, how low your offer can be and how many counter offers they will accept before getting annoyed and stopping negotiating with you.

Mass messages have been sent in-game as well as a reminder so that everyone is aware. If a player does not want to negotiate with you it means you will have to sell him or let him go (if he is yours) or forget about hiring him for some time (probably long enough for him to go to another team).

Cheers

 

September 03, 2015 00:21

4,332 posts(s)

Administator

 

Ah, very interesting question. The players won’t proactively want to leave just yet, the scenarios to be included soon will be:
1) Your contract offer was too low and considered unacceptable, he won’t renew the contract
2) You rejected his counter offers too many times and haven’t reached an agreement, he won’t renew the contract
3) You let his morale reach a critical level, he won’t renew the contract when the time comes (regardless of what you do)

 

September 02, 2015 11:19

4,332 posts(s)

Administator

 

Yes, even before morale is implemented the new contract negotiation model may cause players to not want to renew contracts if your initial offer is not good enough or if you extend the negotiation for too long (too many counter proposals). After morale is implemented they may want to leave the club (not renew) if they are too low on morale. It will become even more exciting when we allow transfer proposals to non-listed players, but that’s not coming just yet.