Hmmm, haven’t used the replay for a while and as a matter of fact I can’t see it either! We’ll have to investigate and understand which version or settings make it work. Thanks for reporting Filipe.
Cheers
In order to attract and retain new users we need to make sure they don’t get lost in the game and have something to learn how to play RubySoccer. Our help wiki is pretty out of date, incomplete and not context sensitive, that’s why we are investing some time on an in-game help system that displays help content based on the screen you are currently in. The system itself is almost ready but we’ll need help producing and translating the content.
I know this is not a big deal for existing users as they pretty much know what is needed to play RubySoccer, but they will also benefit from this system when new features are launched as they will just be able to read the updated help pages instead of relying in getting all the info from the developers in the forums.
Hey Davison,
Number of active users remains the same, give or take 1 or 3, since the last updates. We know we lost lots of users in the past and we also know the main reason for that, the complete lack of new features. We’ve got our enthusiasm back and some pretty good ideas to implement, but we don’t expect the number of users to increase just yet as we still need to prove we are serious in keeping the game being updated.
Regarding the past changes in the economy, getting rid of the money, bringing it back, testing transfer budgets with and without club money…that’s all part of the learning process of what’s work best for the game. We know some users won’t be happy with some of them and that’s ok, feedback is important to keep things moving. At least with continuous improvements we should get where we want quicker and require less patience from the users.
Player value…now, I don’t see why we should set a fixed value for the players. This would stop inflation only in the sense that the transfer prices would remain the same, but if the clubs have no other way to spend money, their balance will continuously grow. I may have 1 billion on my account and still only pay a cap of 10 millions for a player…still not a good scenario. Our plans, as I’ve said before, is to give managers more options to spend any extra money they earn.
I agree that the transfer market is not good yet, but I feel it has improved a bit. We have two main changes planned that should help on that front: player morale and player personality. Player morale has been a long time coming and I’ve paused the feature to make sure we got the economy changes done and a proper planning of new features. The morale could force managers to sell some good players if they let their morale go down. I won’t discuss player personality in details yet as we don’t have the concept finalised, but you can guess what it is about.
You are right, the game has potential and we know we had a better momentum in the past to grow faster and we’ve missed it, but the important thing is we are back at work and can still count on feedback of our old time users and, why not, new ones to make it better. We’re not afraid of change, the game is free and this gives us more freedom to change it and even reset the dimensions in the future, if needed. Of course we won’t do that overnight, so nothing to worry.
Cheers
Don’t be so harsh, I see some good players for sale. Notice I said good, not excellent ;-)
If we go hybrid (points + money) for investments I would definitely reduce the amount of points you get from performance so that you would never be able to be level 10 in everything unless you spend some money.
I’m all for a bonus for new players, it certainly hepls to keep them coming back until they’re really into playing the game. One thing I’ve already discussed with Danilo is to have a better in-game help, we definitely need that to provide minimal guidance for new players as well. Once they understand the basics they can always rely on the forums to get that extra help.
That sounds like something that would fit the investments section. What we could do is change investments to be money based instead of performance based, meaning you need to spend money on season start (not board points) to level up your investments. Every season some of them could level down to represent general degradation (your fitness centre may need to be renovated or your stadium may have some broken seats, etc).
If we go that way the money related investments such as transfer budget would have to be automatically calculated and determined by the board instead of being defined by the manager. I actually quite like this idea, I’ll add to our feature list to make sure Danilo and I discuss this in more details.
That wouldn’t be fair to new managers or even managers changing teams, they would most likely join a team on its way to bankruptcy :-P
That escalated pretty quickly :-)
Jokes aside, I’m sure we can help you with your login issues. I suppose this translation error is from the forum, yes? The forum is a plugin we use and was not fully developed by us, so every now and then we have to fix some weird stuff.
What browser are you using? Do you use normal user and password login or do you login via Google/Facebook? Have you tried clearing the browser cache?
Cheers
@Dimitri/Filipe: it is a bit harsh, I agree…at the moment the experience points are integer numbers so I cannot give a player 0.5 experience points. It’s an easy change though and I can do it if needed.
@Dr. Gullit: completely agree, the training idea was only introduced to stop the “every turn” friendly logic that was the only real way to improve your non-first squad players. My idea as a next step is to separate the experience players earn from training from the experience they earn by playing matches. In other words you would only get to a certain level with training and in order to unlock the player’s full potential he would have to play matches (including official matches)
@Davison: we don’t have immediate plans to do that. We are not huge fans of having to manage hired staff so we did something different with the departments and levels. But hey, you never know and if the hired staff proves to be something desirable in the future we can always consider it ;-)
All good now.
Crap, I’ll have a look :-P
Yep, same as before, players in a team with higher coach level will require less experience points to increase their attributes.
The 100% stamina player will earn no points in a turn where your team has a match scheduled, as there is no training on match day. So:
Two friendlies per week => 2 points per week (correct)
No matches at all => 3 points per week (correct if by no matches you mean not even official matches happening)
No matches played but team had an official match during the week => 2 points per week
Hopefully that makes sense
Joseppi is right. We can continue this discussion in the right topic , if needed.
Reply to Fabio Moraes who posted the question in the wrong topic
Official matches are still a better way of improving than friendlies or “training”, so no reason to hold back using young players in official matches. If you think only about player improvement, there is no reason to play friendlies anymore, they should no be used to have fun playing against teams you don’t usually face or to test how your team behaves with different formations, strategies, etc.
He will not improve until he recovers or plays more matches.
Not the right topic to ask this, but I’ll answer anyway. The players that are fully fit (100 stamina and no injury) will gain experience on non-match days as if they had played a friendly. Nothing else changes, meaning the amount of experience they need to improve depends on your coaching level.
Added to our list of features for May.
An additional clarification with regards to the transfer budget during the season. There is a limit to how big it can be in relation to the total money balance, if you start to lose money for instance you may see the transfer budget reduced, even if you don’t buy any players. This limit is higher than what you would get with a level 10 investment on transfer budget, so you still have room to increasing the budget above the original value by selling players, even if you raise the investment level to 10 on season start. This represents an additional step by the board to protect the club finances.
Nice discussion folks. I’ve just done the same analysis with my club and after disregarding players bought and sold my profit was $362k. If I take into account players bought and sold the profit jumps to $4.7M.
Overall FastTicker’s total money jumped from $6.6B to $12.5B, which is definitely quite a lot and something to be looked at in the near future. Apparently that money is not being concentrated in the hands of a few teams, as the most rich teams have around $30M and the poorest around $4-$5M. What seems to be happening is that teams with high salaries are either losing a bit of money or making very little while good performing teams with low salaries are getting richer.
You could argue either way about having a fair money distribution between teams, so let’s not go there yet. I tend to agree that salaries should be lowered a bit overall, but not before we have either a new way to spend money or morale implemented and the squad limit removed or increased. Then it will be up to the manager to balance the money spent on salaries, squad size, other expenses, etc.
@Paulo: reason to buy players is to kick everyone’s arses, even if I have to lose a bit of money for some time ;-)
Alright, switched the transfer budget again to something in between the values for the current season and the previous adjustments I did for which we posted the numbers. My budget estimate on FT is now 6.8M at level 8 and on MT it is 5.5M at level 4. I’ve got a bit more money on both now as I’ve sold some players, otherwise the difference from my previous post would be a bit bigger.
That amount is because I changed it already so we could see the new estimates ;-)
Anyone else care to share? I’ll share mine:
13M – budget estimate of 7.9M at level 8
16M – budget estimate of 5.8M at level 4
Yeah…it does sounds like too much…maybe I’ll try something in between.
The system itself is still the same regarding points, but now players earn points from “training”. They still earn the usual 1 point from friendlies, but I’ll probably change that. I’ll do some more adjustments as well to make sure they don’t over improve just from training, things like considering match day a no training day for instance.
What is your opinion about the club money return so far?
26% I like it the way it is.
23% No Answer
21% I prefer the game the way it was before.
13% I like it but we should have no transfer budget.
13% I like it but we should have a higher transfer budget.
4% I like it but we should not have wage limit.
Let’s crunch some numbers. If we group the “I like it” answers we have 56% of the managers saying they like the return of the club money against 21% who prefer the way it was before and 23% of undecided, don’t know yet, either way is fine. It saddens me to see the high number of people who didn’t like it, but at the same time we have more than twice that number that liked it, which shows me we are on the right track again and with a few more tweaks we can make those 21% happier.
Now, within the 56% happy ones, a little bit more than half would like to see some improvements, mainly with regards to the transfer budget. I could probably see it coming and I’ve said multiple times the numbers used were experimental, so I’m more than happy to experiment a bit more and increase it, for the next season if possible. Please keep your feedback coming, there is always room for improvements!
Cheers
The automatic scheduling of friendlies on season start option has been disabled. Players will now improve even without playing, to simulate improvements from training. In summary a non injured player with stamina 100 will improve during a turn as if he had played a friendly on that turn.
Having friendlies during the whole season was not realistic at all, but a necessity due to the way player improvement worked so far. Hopefully now managers can focus on official matches and play friendlies only when they feel like it to play against a friend or to test some specific tactics.
Cheers
Last 3 ticks have run ok and the times displayed until next tick are behaving correctly. All reported issues seem to be fixed now. Thanks everyone for pointing out the errors, enjoy!
League form table fixed!
Most issues caused by the last update have been resolved. Tick times have moved a bit and we are still resolving related issues, so the time displayed until the next tick may not be accurate 100% of the time and ticks may occasionally run out of schedule while we resolve this. Thanks for your patience ;-)
Thanks Dimitri, we’ll look into it. Davison, what are you scared of? :-D