@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 :-)
It is based on country ranking, finishing league position, finishing cup position and finishing international competition position. The only way to get all the available points is to be in the top ranked country and win the league, cup, Champions League (or Libertadores) and club world cup. From the competitions, the league contributes to 50% of the possible points, the cup contributes with 20%, Libertadores and Champions League with 20%, Club World Cup 10%. Sudamericana and Europa League contribute with 10% instead of 20%.
Hi Berhan,
Just signed up and got redirected to a website for registering domains. Thinking it failed I tried again and this time got a message saying the username is already in use. Can you please confirm I’m in? :-)
Cheers
Hmmm, very good point. While we check this issue you can tell me what you would like to change and I’ll do it for you.
Cheers
Every season the points are recalculated based on your performance and transfer budget left. If your total for the new season is greater than the total of the previous season, your department levels will be unchanged and you will see the surplus as remaining points to spend. If the total for the new season is lower than the total of the previous season, your department levels will be decreased accordingly and you might still have a few points left to adjust.
A simplified example now. Let’s say we only had 3 departments and levels from 0 to 3. That means a maximum of 18 points to get all of them to level 3 (1 point for level 1 + 2 points for level 2 + 3 points for level 3, times 3 as we have 3 departments).
Season 1 – 10 points spent as shown below
Dept1 – Level 3 (6 points)
Dept2 – Level 2 (3 points)
Dept3 – Level 1 (1 point)
You had a good performance on season 1 and in season 2 the calculated points are 15. On season start you will see the following:
Points left to spend: 5
Dept1 – Level 3 (6 points)
Dept2 – Level 2 (3 points)
Dept3 – Level 1 (1 point)
From the 15 points you have, 10 are already invested the same as previous season (to make your life easier) and the extra 5 are shown as points to be spent. Let’s say you invest them like this:
Dept1 – Level 3 (6 points)
Dept2 – Level 3 (6 points)
Dept3 – Level 2 (3 points)
Now on season 2 you had a poor performance and got only 8 points. Clearly your existing deparmtment levels are unsustainable, so the game will randomly decrease them until the level totals are equal to 8 points or less, for example:
Points left: 1
Dept1 – Level 1 (1 points)
Dept2 – Level 2 (3 points)
Dept3 – Level 2 (3 points)
OR
Points left: 2
Dept1 – Level 2 (3 points)
Dept2 – Level 2 (3 points)
Dept3 – Level 0 (0 points)
Hope it helps :-)
Progress update on bringing back club money (this has been developed but is not in the game yet):
-Adjusted amounts for ticket income, sponsorship and merchandise
-Calculation of transfer budget and wage limit within the constraints of club money balance
Yet to be adjusted:
-Determine how to define club money balance when changes are complete
-Sanity check
RubySoccer’s host will go under maintenance within one hour. It will be out for up to 2 hours during that maintenance, hopefully everything will be back to normal after it.
Cheers
You can, I think I’ve done that myself. You’re not allowed to move back to your previous team and there is a limit on the number of players you can negotiate with another manager per season.
Cheers
C’mon mate, do you think just increasing that number will adress your issues with the youth system? I mean, I could do that, but not sure what good it would do.
Cheers
Not really. Things take time to be completed, but at least now I’m actually doing something ;-)
Progress update on bringing back club money (this has been developed but is not in the game yet):
-Club money with updated finance screen and financial periods
-Old money checks when buying/loaning players
-Stadium size and maintenance based on stadium investment level
-Match attendance and ticket income put back
Yet to be adjusted:
-Amounts for ticket income, sponsorship and merchandise
-Determine how to calculate transfer budget and wage limit within the constraints of club money balance
-Determine how to define club money balance when changes are complete
This is a know issue that only happens if you initially login using rubysoccer.com instead of www.rubysoccer.com as the in-game messages links all point to the one with www. Let us know if that resolves the issue.
Cheers
If I remember correctly 35 is the minimum. My rules are setup at 45.
Berhan and Davison showing some love as usual.
It is hard to come to the forums when I haven’t completed what I intended yet. Of course I spend some time in game as I do that as a past time as I would any other online game. On the bright side, spending time playing RubySoccer made it even more clear to me that fixing the economy is truly the highest priority.
Cheers
If we had 32 countries we would have a group stage ;-)
You’re only sacked when you go below 1% and someone with a better manager ranking than you is applying for your job. If you go below 1% and nobody better than you is applying your rating goes back to 1%.
Cheers
As you guys may have guessed from my lack of updates I haven’t been able to spend much time on RubySoccer development in the last couple weeks. I’ve been working extra hours on my “real life” job and have been completely drained of energy to work here. I was even fired for inactivity on MediumTicker…lol
Yeah, I agree with you Berhan, introducing the money back will bring with it problems we wanted to get rid of (inflation, cheating) so we will have to introduce something else with it. I like your suggestions here and might pick some of them to start with, such as wage match by other players and lower morale for having too many players of the same position. It is probably the toughest on the list, but also the one I feel needed working the most as having no money balance had more negative than positive impacts overall, even though introducing the Investments was something I really liked.
Cheers