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 ;-)
Good feedback everyone. I understand the budget as we have now is not really a budget because we create money out of thin air, but it was just a new idea to start with in this new system. We will consider the options already presented among other things in order to improve this situation. Hold on tight! ;-)
The amount of money left in the budget at the end of season is converted into bonus points for the new season’s investment areas. We don’t want to make it accumulate just to prevent the inflation we had in the old model. In the future we may come up with other advantages for having a lot of money left in your budget when the season ends.
Cheers
Some very nice ideas here. I’d say the player related ones have a higher priority compared to the improved newspaper. And yes, when we have more types of articles in the newspaper we expect your help again in generating the templates for the different topics. I remember many people didn’t get the idea when trying to help in the past so we’ll make sure it’s better explained when we get back to it.
I’m ok adding the new column, it’s not something hidden or anything, just helping with the math for those who like average stats.
Yes, the report will work for all players. In the future we’ll end up allowing transfer proposals for non-transfer listed players anyway.
Yes, the scout report will work for your own youth academy players, but as I said they will be less accurate for such young players.
Done..or should I say, undone.
Put back estimated value for players until the new scouting reports functionality is ready.
Cheers
@Vaughn: interesting point regarding small teams, maybe I should reconsider the amount of time to generate the report being variable and use the scout level just to provide more accurate reports.
@Sly: Exactly, all your reports will be listed in a new screen, and also be available in a new tab in the player’s info screen (for the players you’ve requested a report, of course)
Yes, I am updating the scouting to make it more useful. I didn’t want to spoil the fun but I had to make it clear there would be an alternative way to evaluate players without the estimated values. I’ve created a new topic about the new scouting functionality: http://www.rubysoccer.com/forums/5/topics/2698
Hi everyone,
This topic is to give you a heads up on what’s being improved in the scouting functionality and give you an idea of how it is going to work. I don’t want to make it easy to find a player’s potential just by clicking a button, but the scouts should give you a rough idea of what the players attribute should look like once he’s fully developed.
Here’s how it is going to work. Right now you can do a scout search every (11-scout_level) turns, as long as scout_level is greater than 0. After the changes you’ll be able to do either a scout search or ask for a scout report on that same frequency.
The scout report is requested for a specific player and will not be generated instantly. It’ll take at least 1 turn and can take more depending on your scout level and the player’s age (the younger the player the longer it takes). You will be able to track the progress in a new Scout Report tab in the player’s information screen.
This same Scout Report tab will display the report once it is complete (and of course you’ll be informed by an in-game message). The report will consist in a number for each player skill representing the scout opinion of what the max value for that attribute will be. In some cases there will be no numbers for some skills, meaning the scout could not evaluate them. The report will be less accurate if you have a low scouting level or if the player is too young.
The report will be available to the team for a period of time (I’m guessing 3 seasons) and you won’t be able to ask for a new report of the same player before 1 season has passed. There will be a new Scouting screen separated from the Search screen where all the existing reports will be displayed.
How does it sound?
Cheers
Well, I can just bring the values back for now, it’s not a big deal. I was joking when I said I MIGHT be implementing it, of course I am. And when the scout reports are ready I may take down the estimated values again, just to make the scouting the tool of choice when trying to guess player’s potential. But we’ll see again by then.
Cheers
Have you guys considered that I might be working on a new scouting feature that will help you determine a player’s potential? ;-)
I understand what you’re saying, Dimitri, I also used the estimated value sometimes as the basis for hiring decisions or to give me an idea of how much to ask when selling player. This is just an experiment to see how things go without this value, to make sure it is really necessary. One thing I won’t put back is the player starting value in his history (at least not before we change the player evolution system), it was being used too much as an indicator of player potential.
Anyone else have anything to say about this latest update and its impacts?
Estimated value for players has been removed. It’s like they say, the value of something is the amount of money somebody is willing to pay for it. Or something like that, you’ve got the idea :-P
Removed maximum transfer price restrictions. With the new economy model and the renewal of your transfer budget every season it doesn’t make sense anymore to have such limit.
Cheers
That’s good stuff, BK. Interesting suggestions for a new investment area. We’ll start considering new areas as soon as we make scouting and physio more attractive.
Cheers
Worried about losing all that money you have on your transfer budget when the new season comes? Worry no more! During the season tick ALL the money remaining on your transfer budget will be converted into board points to be spent on your investment areas for the new season. That means there will be no transfers between turns 144 and 12, any pending transfer proposals on turn 144 will be withdrawn.
We won’t disclose how the conversion works (and it may have to adjust the formula over time), the only thing I’ll tell you is that the “bigger” your club more costly the conversion will be. In other words, if a big club and a small club had 100M left on their budgets the small club will get more points from it, as it was probably harder for it to have all that money left in the first place.
Cheers