Recent Posts by Gabriel Cesario

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

April 25, 2015 09:59

4,332 posts(s)

Administator

 

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

 

April 25, 2015 05:41

4,332 posts(s)

Administator

 

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

 

April 24, 2015 21:52

4,332 posts(s)

Administator

 

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!

 

April 24, 2015 10:53

4,332 posts(s)

Administator

 

League form table fixed!

 

April 24, 2015 10:10

4,332 posts(s)

Administator

 

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 ;-)

 

April 24, 2015 09:50

4,332 posts(s)

Administator

 

Thanks Dimitri, we’ll look into it. Davison, what are you scared of? :-D

 

April 24, 2015 05:52

4,332 posts(s)

Administator

 

I’ve just fixed this. Please let us know if you still see anything weird.
Cheers

 

April 24, 2015 00:19

4,332 posts(s)

Administator

 

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

 

April 24, 2015 00:15

4,332 posts(s)

Administator

 

It should be all good now, even though the schedule has been shifted by 4 hours.

Cheers

 

April 24, 2015 00:14

4,332 posts(s)

Administator

 

Thanks for reporting. It seems players are being sorted by position alphabetically (A, D, G, M) instead of logically (G, D, M, A).

 

April 21, 2015 23:29

4,332 posts(s)

Administator

 

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

 

April 20, 2015 11:34

4,332 posts(s)

Administator

 

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!

 

April 20, 2015 06:14

4,332 posts(s)

Administator

 

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.

 

April 20, 2015 05:54

4,332 posts(s)

Administator

 

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.

 

April 19, 2015 07:24

4,332 posts(s)

Administator

 

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.

 

April 15, 2015 10:13

4,332 posts(s)

Administator

 

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

 

April 15, 2015 01:10

4,332 posts(s)

Administator

 

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.

 

April 14, 2015 10:36

4,332 posts(s)

Administator

 

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.

 

April 14, 2015 01:50

4,332 posts(s)

Administator

 

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.

 

April 14, 2015 01:49

4,332 posts(s)

Administator

 

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

 

April 11, 2015 23:39

4,332 posts(s)

Administator

 

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

 

April 11, 2015 23:32

4,332 posts(s)

Administator

 

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

 

April 11, 2015 01:04

4,332 posts(s)

Administator

 

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 ;-)

 

April 10, 2015 02:44

4,332 posts(s)

Administator

 

@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

 

April 08, 2015 22:20

4,332 posts(s)

Administator

 

@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

 

April 08, 2015 11:27

4,332 posts(s)

Administator

 

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.

 

April 08, 2015 09:29

4,332 posts(s)

Administator

 

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.

 

April 08, 2015 09:22

4,332 posts(s)

Administator

 

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

 

April 08, 2015 09:06

4,332 posts(s)

Administator

 

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.

 

April 08, 2015 06:42

4,332 posts(s)

Administator

 

Club money is back! Please leave any feedback on this topic