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
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.