We have been considering a new investment area for youth players, but haven’t thought about squad size in general. Your suggestion sounds interesting, but to be honest I’d rather abolish the squad limit once we get player morale introduced, as bigger squads will mean more unsatisfied players…anyway, we could go either way on that and end up implementing your suggestion!
No, unfortunately there is no way of looking back at this level of detail :(
That’s weird, I can’t see any reason why the subs wouldn’t have happened. Are you sure the sub players were not red carded or injured?
Well, the difference can be seen in practice if you watch the match replay, you have one less player in the field meaning it should (in theory) be easier for the team with more players to find holes in the field. I believe the problem lies in the fact that the match engine is not smart enough to take advantage of such holes.
I believe I have fixed the bug and removed all the substitution rules that existed as a result of the bug. Thanks for reporting, Dirk!
Cheers
Hmm, you should only have such a bad performance if you’re having bad results against weak teams or not satisfying the board objectives when knocked out of a competition or after last league match. Similarly you should have performance boosts when overachieving, which seems to be your case. Can you follow your performance after each match so we can have a better idea of what’s going on? We don’t store a history of performance changes unfortunately…
The only logic behind the matches in the international cups is to pair teams qualified in first against teams qualified in second and avoid same country matches if possible. Same pairing happened to me this season in Libertadores. I know it is not ideal and we may look into it again in the future, but definitely not a priority at the moment :-)
Hmm, under 20s leagues would be an interesting way to boost youth players development…and having a separate, non-managed under 20s squad from where you could pick players for your main squad also sounds like an interesting idea. The youth investment area is likely to be implemented in the future for an effect similar to what we had in SS/MS, allowing the club to have more than 6 youth players in the squad. And if we go ahead with a under 20s squad it could have more interesting effects!
Cheers
First point: agreed, this has been discussed before and sounds like a good idea
Second point: I understand your goal with that, but as we only allow the current manager to negotiate a new contract when the player has 36 turns left we would have to change the timing of things if we were to allow such pre-contract negotiations.
Third point: I’m afraid I’m with Filipe on this one, I know the bot teams are usually stupid but letting you buy players like that from them wouldn’t be a great improvement on gameplay…
Cheers
Honestly I’m open to these reset / new dimension ideas. After some time well spent in the new economy and improvements yet to come I’m in a kind of a halt due to very busy personal and work life at the moment. If you guys really want something radical like that to shake the game a little bit feel free to add more ideas here so Danilo and I can give it some serious thought.
Cheers
I see what you’re saying, I think Football Manger has such feature. How difficult would that be? Not much really, I guess with some focus all the changes and testing could be done in 1-2 hours.
I will ignore the sarcasm from Davison and Rui and reply to Berhan. This is not cheating per se but I agree we should not allow a player to be removed from the transfer list before he has spent at least 6 tunrs in there I’d say. And yes, once we have morale putting a player on transfer list will definitely affect it.
Now, BACK TO THE TOPIC’S SUBJECT…Daniel, some clarifications:
1- I can see 2 motivations to have a good performance and win competitions: have your name in there and securing more board points for the following season.
2- You’re not always getting new points besides the one already invested. Every season the game calculates how many points your team will have and give them to you. If they are equal or greater than the previous season you will see all your investments at the same level as before, plus any additional points available to be spent. If the new number of points is less than what you had in the previous season the game will randomly decrease levels from your investment areas until they get to a level suitable to your new total number of board points. Any extra points after this process will be displayed as available to be spent. As you can see it always looks like you are getting additional points, but in some cases your investment levels may have been automatically reduced from one season to the other. Too confusing? :-)
3- The points you need to upgrade do not vary according to your team’s level, the upgrades cost the same to all teams and the number of points distributed to each team depends exclusively in the team’s finishing positions in each competition in the previous season, the team’s country ranking and the remaining transfer budget from the previous season.
4- Not much to say about this one, I must agree the money aspect of the game has lost most of its purpose with the change, but at the same time the board points system added a new dimension to the game.
I’m not defending the new system, just clarifying its mechanics ;-)
Cheers
I won’t delete anything this time but I would appreciate if you could stop the accusations and offenses.
Davison, we’ve asked you over and over again to watch your language in the forums and to not be aggressive, but you continue to ignore that. If you disagree with someone or don’t like what they’re doing, such as what Rui did you have all the right to say something about it, but you could certainly do that in a more polite way like Lince just did.
Just to add my two cents to that particular situation, it’s not against the rules to do that but it’s certainly annoying. Right now I’m thinking we could add a mechanism to prevent a manager from removing a player from the transfer list more than once or something like that. But I won’t elaborate on that too much on this topic, which has moved away form its original subject some time ago…
Cheers
Thanks for the feedback, Daniel. We’ll certainly think about but for now we need to give the new economy a chance of proving its usefulness. We are still working on adjustments to the investment areas and even thinking about new ones to be added. There are certainly mixed feelings about it, even for us, so we’ll keep the options open to move back to the old system in the future if that proves to be the best option.
Cheers
LDU Quito: 8M
It should only happen if you’ve logged in using rubysoccer.com instead of www.rubysoccer.com. The in-game messages links always point to www.rubysoccer.com.
I’ve probably revealed that at some distant point in the past…but Dimitri is right, it should also be in the help (now that I’ve revealed). I’ll do that as soon as we figure out an error that happens when trying to edit our wiki.
We will have some kind of training system, but not until we fine tune the new economy, add scout reports and player morale…at least :-)
Every 3 points of stamina below 100 gives the player 1 point of penalty in all skills.
Filipe’s formula is correct, when it comes to header you only replace speed with header skill. Control is used to make sure the keepers keep the ball rather than defending it and dribble helps him on one-on-one situations if your team doesn’t have any defenders on -1 or 0, as mentioned by Filipe as well.
Not sure about the real statistics, but they might be accurate due to the way most managers player (focusing on center positions rather than wingers). Of course the way they play is influenced by how the match engine works, in this case it could be our job to make it more interesting to use wingers :-)
It’s nice to see such initiative! I think it would not be that straightforward to officially add it to the game, so I’d rather not do it for now. Especially with all other high priorities such as scout reports, player morale, etc.
Good one, Will!
The server was out for almost 12 hours, so that’s the amount of time by which the ticks have shifted, hence the new match schedule. Similar shifts have happened in the past, sometimes we moved them back, sometimes we haven’t. It’s not a big deal, if lots people consider themselves to be affected negatively by this shift we may adjust it, but for now we’re sticking to it.
Cheers
Deleted posts from Davison and Lince as they were clearly breaching the forum policy. Let’s keep the discussion on topic instead of simply offending each other.
Cheers
Not sure if someone else’s got a solution, but we are aware of this limitation. I’ve recently experienced the game in a tablet and it looks really nice, except for the useless drag and drop. A solution we might have to implement while we don’t have a full mobile version is an alternative formation screen for mobile devices with selection boxes for the positions.
I have to say that was one of your best posts, Davison :-D
Anyway, the current situation, huh? Well, not much happening at the moment as I have been travelling for work in the past 2 weeks and didn’t want to spend much of the weekend working on RS. That might change next week.
As I said recently I’m working on improving the scouting functionality and allowing managers to have scout reports for players. My plan after that is to look into physio, player morale and tweak the wage/budget values, not necessarily in that order.
I’ll try to provide updates more often, I think that’s a good idea to help me keep the momentum when I’m working on something new.
Cheers
Berhan, if we do what you say we would bring back the money concept and have to deal once again with the balance issues we are trying to avoid (or at least reduce) using the points system. If you want to role play you may consider the board is using the money for other things and also getting money from different sources (TV revenue, sponsors, marketing, etc) and making available to you a particular amount depending on the level you request on that investment area.
@amacb you have to admit it could happen. A player with great shooting but that plays awkwardly when put in the attacking positions :-)
Anyway, that’s a future improvement to allow a player to train a different position or side.
I understand both views, I’ll try to add clarifications to the help without spoiling anything. For now, quick Q & A:
Q: Does this mean A0 is about 14 squares from the goal?
A: Roughly speaking, yes
Q: Easy → Lower chance on a succesful tackle, lower chance on a foul, higher chance on a failed tackle.
Normal → Default
Hard → Higher chance on a succesful tackle, higher chance on a foul, lower chance on a failed tackle.
A: Yes
Q: Does the last sentence say that defenders pass more frequently than midfielders? If so, why is it mentioned here and not in the description of passing skills?
A: Yes, because intuitively a defender wants to clear the ball from his field.
Q: In real life, the longer the pass, the higher the chance it fails. I suppose it’s the same in RS?
A: Yes
Q: Is pass accuracy just influenced by passing or also by tackling skill of the opponent?
A: Tackling has no influence on passing. The ball may bounce or be intercepted by a player in the middle of the way (if it was not a “high pass”). The chance of the intercepting player controlling the ball or have it close to him depends on its control skills.
Q: And in long range, someone playing DR, does he have the same chance passing to DL/ML and AR or would he prefer AR?
A: It has the same chance as long as the players are within range
Q: L and R are wingers, C is a central player. Do RC and LC also counts as central? Or would ‘Along sides’ means RC/LC will get more passes than C?
A: RC/LC will get more passes than C
Q: He will always shoot, even when there are a lot of defenders blocking the shot?
A: Not necessarily, the player may be smart enough to find a better position
Q: I suppose the further away, the more chance of failing (shooting)?
A: Yes
Well, excluding goalkeepers and the keeping atrributte, all other positions use all attribute depending on what the player is doing during the match. I think we can add more to the wiki for each skill, but there is not much more to add really. What we can do is be a little more specific about when each skill is used, something like “tackle is used to determine if the player was successful when trying to take the ball for an opponent” or
“passing is used when the player tries to pass the ball, make a cross, take a corner or throw-in to determine how accurate he was in the attempt”, but anything else would require revealing formulas, probabilities and other details of the match engine.
The likelihood of a player in a position using a particular skill really depends on how often he performs whatever action requires that skill. For example, defenders are less likely to use the shooting skill because they’re usually far from the goal. The example you gave about a player on A -1 using tackling more than on A 0 is intuitively true because A -1 exposes the player more to the mid sector of the field than A 0, so he’ll probably have more opportunities to tackle the opponents.
Does it make sense? Is there any particular point you think I’m missing or you just would like to see things like what I’ve just explained added to the Wiki?
Thanks for the feedback, Dimitri. Here are my comments:
1) That’s a good starting point to improve the current situation. Of course we may have to revise the current transfer budget formula and analyse the impact.
2) I’m currently working on that (not as fast as I’d like due to business trips, but still…)
3) That was the next thing on my list after improving the scouting department. Still haven’t decided the best course of action but it definitely relates to injuries and stamina!
4) When I first came up with the formulas for wages and budgets I was sure they would have to be revisited at some point. I think I should also mention that the levels doesn’t mean the same thing for all teams, the same level for smaller teams would mean a smaller wage limit when compared to big teams. My lack of definition of what makes a team big is on purpose ;-)