I’ve just fixed this. Please let us know if you still see anything weird.
Cheers
No Armageddon, just the latest big pack of technology upgrade that was introduced a few hours ago :-)
Thanks for reporting the issues guys. The tick has been fixed and we’ll look into the other two, mail content being the top priority. The other know issue is the player order in the match report, we’ll look into that as well.
Cheers
It should be all good now, even though the schedule has been shifted by 4 hours.
Cheers
Thanks for reporting. It seems players are being sorted by position alphabetically (A, D, G, M) instead of logically (G, D, M, A).
I haven’t looked at your tactics yet but I would say it is very important to have a defender on DC0, the most central position. I know it ruins a classic 4-4-2 or 4-3-3 formation, but this is something we need to improve in the match engine to allow such classic formations to work better.
Cheers
Working on some important software upgrades before we can move forward in terms of features. Lots of new things planned but most importantly we are trying to bring some structure and organization to the way we introduce new things in RubySoccer. Stay tuned!
What is/would be your preferred way to interact with the game developers and the RubySoccer community?
41% Game Forum
24% In-game Messages
16% Chat (to be developed)
10% Facebook
7% No Answer
1% Twitter
Interesting, looks like people prefer to stay in the website when interacting and don’t really bother about getting updates from external sources such as Facebook and Twitter. That’s actually good news as we can stay here longer and focus in the forum for announcements and discussions while using Facebook for less important stuff or as a second source of news.
Ah, but keeping inflation in check will not be achieved by limiting the transfer price. People can still have hundreds of millions and pay 4 millions for a good player, if that’s the limit for instance. We’ll have to worry about inflation as a separate issue, that’s for sure. We need a way for managers to spend extra money, when they have it.
What I don’t understand is why allowing high transfer prices bothers you so much Davison if nobody will pay those prices. Maybe in a few seasons some teams will have that much money and will be willing to spend it on outstanding players, so why put a limit now and remove it or increase it later? The estimated value is just a number to give people a rough idea and a baseline for clubs without managers.
I see you’re currently selling a couple players but they’re not great. I mean, one has awesome secondary skills, which could be attractive, but he’s already 31. The other one is a promising young player, but not everyone is looking for that.
I suppose to begin with it will be only easier to sell great players, but of course you will want to keep them most of the time. Some smaller teams may be interested on average players, especially AI managed teams, but it will depend on what they can afford at the moment. Maybe others can give you better advice as I’m not a great seller myself :-P
The logic behind the money given to teams initially was random but constrained to the fact that it should leave the team in a regular economy situation. I’ve seen rich teams that are struggling to make money and small teams that are getting lots of money, so I’m not overly concerned. Overall the money is increasing in the game and soon the initial money loaded won’t matter anymore.
Davison, you don’t get it. Face this as a reset on game economy. It was shitty before and we are fixing it by bringing back the money, which is what everyone (including you) wanted. Clubs will not have a lot of money to start with, but with good management (and any necessary adjustments from us) they should improve and be able to afford more players.
Forget about what you had in the past seasons, that was a different economy model that we tested and didn’t work out. At least now I can see some meaningful transfers going on that require more thought into them because money is a finite resource once again. Player values are just estimates, people are free to bid as much as they want (or can afford) on players.
Also, player values were reduced to reflect the new reality, if that proves not to be enough we can always adjust them. If money increases in the game over time I’m sure people will start selling players for higher values.
level 10 = 4m transfer budget with the amount of money your team currently has. Remember the transfer budget value is now attached to your money balance, it’s not a separate value you have to spend on players, any players you buy will deduct money from your money balance AND from the transfer budget. Similarly, selling players will add money to the club balance AND to the transfer budget, the difference being that only a % of the sale goes to the budget (determined by the corresponding investment level).
That said, the budget left is not carried over because there is nothing to carry over, it will be re-calculated based on your money balance and the level chosen. Does that answer your question?
Cheers
Olá Rodrigo,
Não tem problema escrever em português, só peço que crie um novo tópico colocando [pt] na frente do título, como fiz, pra não haver confusão. Quanto ao que aconteceu com seu time preciso investigar, o budget não deveria ficar negativo. Isso implica apenas que vc não poderá comprar jogadores até a definição do próximo budget na próxima temporada. O budget é apenas uma restrição imposta pelo clube para que o treinador não gaste mais dinheiro do que devia em compras de jogadores.
Abraço
Postado por Rodrigo Pinho:
Olá Gabriel, eu pouco entro no fórum e fiquei em dúvida. Não fiz nada de extraordinário e meu time apresenta um índice negativo que me deixou com a pulga atrás da orelha.
Seu Desempenho: 100%
Dinheiro: $13,379,016 (regular)
Transfer Budget: $-1,505,637
Wage Limit: $1,844,330
Current Wage Total: $926,136
Esse índice negativo está correto?
No que isso implica?
O que fazer para acertar as finanças?
(desculpe por escrever em português, mas é a língua que consigo me expressar)
Saudações
That means stadium plays an important role on your income now, so during investments level selection you should try to get a decent size without aiming too high so that you don’t have to pay too much for maintenance without using the full capacity. The fact that you get less money when you have a not so good squad mimics the real life challenge of turning a small/medium club into a big one. Sometimes you may have to sell a star player to get more money.
If with time we realize such challenge is impossible we’ll make the necessary adjustments ;-)
@Fabio: sure thing! So, the ticket price is 10 for all matches, except for club world cup where it is 20. The attendance depends on the type of match, the quality of the teams involved, their position (if league) or competition stage (if cup or international). The home team position and quality has much more influence than the visitor, but both play a role. Oh, for league matches your division matters as well. To sum up:
- League matches will attract more public if the home team is in a good position currently
- Cup matches will attract more public the closest we get to the final
@Filipe: I know it’s too early, just anxious to see how it plays out! I’m also very happy to be back working on the game.
Cheers
@Dimitri: yes, they both still play their usual roles. The main differemce is that transfer budget will be calculated based on your money instead of having the old crazy high values. I should also mention that stadium level will determine your stadium size as well now.
@chaos: I am sure you will see the benefits of having a money balnce to drive the club finance. It adds a new level of planning amd strategy to the game. The way it was nobody cared much about spending money and selling players was not much worth it. Wages can be adjusted if they prove not be at the right levels yet.
Cheers
Hi Paulo, this topic has a summary of the changes, but not in detail. I’ll try to bring back the discussion with Danilo of a better in-game help system, we defintely need that! In a nutshell your team now has a money balance available, you will make money with tickets sold (when playing home matches), sponsorship (based on your team quality at season start), merchandise (based on team’s performance) and selling players. You will spend money with player wages, stadium maintenance and buying players. In the future we may add more ways to earn and spend money. The fixed incomes (sponsor and merchandise) and expenses (player wages and stadium maintenance) happen every 3 turns, and you can check that in the Finance screen.
The main difference between the old system and the new system is that your transfer budget now will be set based on your money balance and your player wages will need to be more carefully managed to make sure you don’t go bankrupt. The wage limit is there but if you use it all there is no guarantee your club will have enough funds to pay wages for too long. You will get the gist of it after a few turns.
Talking about bankuptcy, if you ever reach a point were your balance would become negative, a random player is “sold” by a price close to his estimated value and is removed from the game. If that’s not enough to put you back on positive balance, another player will be sold and so on. If you reach the minimum number of players (I think it’s 14, including at least one GK) and you’re still negative, you will be fired and the team finances will be rebuilt so that the next manager stands a chance.
Hope this helps.
This has been done on purpose as part of the changes to bring back the clube money balance concept. All teams were affected by this change and the new value is compatible with the money balance the clubs received to start with. Same thing applies to wage limits, even though with a less drastic impact.
This club money concept existed a couple years ago, but I can see that when you joined we had already moved to a new model where there was no club money balance, just the budget, wage limits and the improvements section. Basically now your club has some money available and the transfer budget will be calculated based on that. Every 3 turns you have to pay the wages and stadium maintenance, but you also receive some money from sponsors (based on your squad overall quality on season start) and merchandise (based on team performance on matches), not to mention income from tickets when you play at your home ground. Hopefully this will bring back some excitment to the transfer market, which was pretty boring lately.
Please feel free to ask more questions about this.
This has been done on purpose to adapt the game to the reintroduction of the club money balance concept. We believe the old values were too high and would require teams to have a huge amount of money to be able to transfer players. Of course managers are still free to set the transfer price as they wish, but for now not many teams have enough money to afford high prices.
As this has been done across the board it should not have a negative impact on any specific managers, it is just a matter of adapting to the new reality. I’m sure this will make the player market more interesting than it was before, where there was no real reason to sell a player. Now if you need the money, you’ll sell them!
Cheers
Initial analysis of cash flow in MediumTicker where we had a league round and a financial period rollout indicates the economy, in general, is in good health. We had an addition of approximately 170 M in club money overall. Of course the real analysis will have to be done over the course of a season, after all we have a period where no official matches are played but clubs still have to pay the players.
Club money is back! Please leave any feedback on this topic
I’ve created this topic to specifically discuss the recent changes in the game economy where the club money was reintroduced into the game. Please leave your feedback here, be it positive or negative. We are mostly concerned about how team’s balance will behave in these early stage.
Cheers
I’m happy to announce I’m done with the testing and changes. As I clearly don’t have time to thoroughly test it an error or two might still occur. I’ll also rely on managers feedback with regards to how their team economy is going, if the balance seems to be uncontrollably going down for example or if everyone start to get rich quickly. Initial testing suggests this won’t happen, but we’ll see.
Player values and wages will be adjusted once the changes go in. I’m pretty sure future adjustments will occur once we start playing with this for a few seasons, but hopefully they are good enough for now. This will have no practical effect other than adapting to the new reality.
I’ll wait until tomorrow to put the changes in and I’ll announce it here, but I’m pretty sure you will notice once you enter a dimension and have a look at your team info or players screens. The only reason for not putting them in now is because it’s night time here and we won’t be around for much longer to fix any errors. Not that I’m expecting any ;-)
Cheers
Most of the testing is done, I just want to make sure transfers are still working fine and have a final look into the screens I’ve changed. My goal is to have it all done this week so we can fix this aspect of the game and move on to new and exciting features.
Only testing left before bringing back club money. Fingers crossed no errors happen so I can finally apply this to the game :-)
Progress update on bringing back club money (this has been developed but is not in the game yet):
-Calculation of initial money balance determined
-Unfinished contract, loan and transfer proposals to be cancelled on club money return, offers need to be made again
-Transfer lock on season start will not be required any more
Yet to be adjusted:
-Re-adjust transfer budget and wage limit on club money return
-Ensure budget never exceeds money balance during the season
-Sanity check
Main page is not accessible anymore it seems…tomorrow I’ll check the IP you posted on Facebook.
Not sure which team I want, I guess I just want to be on a league with lots of other human managers :-)