Recent Posts by Gabriel Cesario

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May 16, 2015 11:03

4,332 posts(s)

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Again? That’s weird, we are usually notified of errors, but this is the second time we are not notified…I’ll have a look.

 

May 15, 2015 12:00

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Already fixed. It seems red cards were never removed for national teams!!! Thanks Dirk.

 

May 15, 2015 10:54

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You are right, there is something wrong there! I’ve removed his red card, let us know if the other red cards are not removed after the next match..assuming you qualify ;-)
I’ll add this bug to our list.

 

May 15, 2015 00:51

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With the new in-game help system I think it is a good idea to restart the conversation here. If you have some spare time and would like to help us with the help content (writing or translating) it will be much appreciated. We can even negotiate some in-game benefits for the volunteers, if we must ;-)

Cheers

 

May 15, 2015 00:46

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The new in-game help functionality is ready but still needs content. Now if you click on the Help link in the top right corner menu an in-game window will open with help information about the screen you are currently in. When the help page for a screen does not exist yet you will see a link for the existing wiki where the old help still resides (unfortunately not up-to-date). Give it a try and let us know what you think. For some actual content you can check the Team Info, Finance, Team Titles, Team Matches, Invitations and Negotiations screens.

Cheers

 

May 15, 2015 00:38

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Hi Fabio,

I think that’s a nice suggestion. The idea of the restriction was to give all managers a fair chance of managing a national team, but I suppose we could allow any applications as long as the national team has been without a manager for a while. I’ll add that change to our list for consideration.

Thanks!

 

May 10, 2015 11:41

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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

 

May 08, 2015 21:37

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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.

 

May 05, 2015 10:51

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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

 

May 04, 2015 11:02

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Don’t be so harsh, I see some good players for sale. Notice I said good, not excellent ;-)

 

May 04, 2015 00:16

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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.

 

May 04, 2015 00:12

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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.

 

May 03, 2015 10:06

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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.

 

May 03, 2015 10:01

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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

 

May 02, 2015 11:04

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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

 

May 02, 2015 11:01

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@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 ;-)

 

May 02, 2015 10:37

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All good now.

 

May 02, 2015 10:19

4,332 posts(s)

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Crap, I’ll have a look :-P

 

May 01, 2015 04:15

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Administator

 

Yep, same as before, players in a team with higher coach level will require less experience points to increase their attributes.

 

May 01, 2015 01:05

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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

 

April 30, 2015 10:04

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Joseppi is right. We can continue this discussion in the right topic , if needed.

 

April 30, 2015 10:03

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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.

 

April 30, 2015 09:09

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He will not improve until he recovers or plays more matches.

 

April 30, 2015 03:37

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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.

 

April 29, 2015 23:28

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Added to our list of features for May.

 

April 29, 2015 12:08

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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.

 

April 29, 2015 04:00

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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 ;-)

 

April 27, 2015 09:48

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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.

 

April 26, 2015 04:14

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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.

 

April 26, 2015 01:29

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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.