@Will: thanks for letting us know, it is indeed a bug.
@Charles: you are right, the money will be deducted from the transfer budget. When it reaches zero the team performance will be impacted.
@Filipe: also true, and that’s probably the worst consequence of having exceeded the wage limit
This topic is a good read now that I’m back from holidays. I’ll just let the discussion continue for now and mention that we will consider all the feedback while improving the new system. The initial idea as I said is to convert the remaining transfer budget into board points somehow. I can’t promise it will be working next season as I have a business trip tomorrow and will be unable to work on RubySoccer for the rest of the week.
@manuel: no changes to the injuries frequency or duration yet; we want to make the physio area more important but as Filipe said we will announce it properly when we change it.
I’ll not say too much, I’m on vacations :-)
The scripts from Ulisses weren’t added just because, we simply trusted that those interested in that information would simply use the scripts and we focused on other things. I don’t mind including them in the future and I don’t think Danilo would mind either.
Now, about the whole player development system, I agree it is time for a re-design and that’s likely to be the next big thing to happen. Me and Danilo have worked on a new model but to be honest recently I have been thinking and having doubts that the changes are good enough. Anyway, I will discuss that with him when I’m back, but if you guys have good suggestions feel free to post them, as usual.
Cheers
FastTicker tick is stuck. I’m on vacations in Brazil and Danilo is most likely getting ready to go to work, so I’m not sure when we’ll be able to look into it. Just relax for now :-)
It shouldn’t be frequent as to make the game un playable, just enough so people start worrying about the physio department.
You can offer more, but the price paid will be whatever the player is listed for, so it’s up to the manager to realize you’ve offered more and raise the price so you bid exclusively.
Completely agree. We’ve already considered making those areas more important in the past but never got to implement anything. Now that they require the same level of investment as the coaching department I believe the time is right to make them more attractive.
It makes sense, especially now where cheating by transfering money between teams is not a big issue as it used to be.
@Filipe: it costs 55 points to go from level 0 to level 10, 385 points to get all areas to level 10 (55 * 7). The only way to get 385 is to manage a club from the top country and win all competitions (league, national cup, top continental cup and club world cup)
@Will: I won’t spoil the fun, but the number of points depends on your country’s ranking, final position in the league, league division, knockout round on national cup, knockout round on international cup (Champions League and Libertadores are worth more than Europa League and Sudamericana) and result on Club World Cup
@Sly: interesting ideas, will keep them in mind for future tweaks if needed.
@Roger: você deveria ser capaz de usar olheiros se seu departamento de olheiros tiver level maior que 0. Caso contrário tera que esperar a proxima temporada para aumentar o level.
De qual keeper está falando? Vi que no fast vc so tem 2 keepers na equipe principal e um deles está em seu time por empréstimo, portanto o jogo não permite que vc empreste o outro.
Let me clarify the wages thing. Once you get above your wage limit you won’t be able to hire new players or renew contracts (unless during the renewal the players asks for less and that new amount makes your total wages become lower than your limit) and also your transfer budget will be reduced by your wage deficit every 3 turns.
I agree with you about the other games Charles, I prefer to have real life teams rather than nonsense named teams. What I mean by customized training is not being able to simply focus on a single skill and have the player develop it exclusively, but maybe some tendencies like defense / attack or training intensity. We don’t have a decision on that yet so when we start we can have a topic to discuss the options.
There will always be a lot of shit in this game, but we do expect to add more squad management aspects such as player morale, contract clauses, detailed training :-)
We just had to do something about the economy and the latest changes were a huge step in that direction (hopefully the right direction). Now we can adjust it a little bit and move on to add more fun!
Well, that happens if the team loaning the player can’t keep the minimum coaching level. Managers loaning players need to remember that. I believe we’ll have to request slightly lower coach levels when loaning out players. I understand the average coaching level may be reduced with the new economy, but we are already planning changes to compensate that.
Sobre o alto salário, nos moldes atuais o unico impacto que o alto salario tera eh comer uma grande fatia do limite de salarios do time, o que na eh uma boa coisa pra quem quer uma equipe completa. Futuramente o alto salario de um jogador do time influenciara a moral dos demais jogadores que podera sim querer um salario muito mais alto na renovação.
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About the high wage, in the current model the only impact the high wage will have is consume a large chunk of the wage limit, which is not a good thing if you wanna have a complete squad with depth. In the future the high wage of a player will influence the morale of the other players that may ask higher wages in the renewal.
As Danilo said, the rules are the same. Maybe the country of your team which received less points has a worse ranking? ;-)
The transfer budget reset is something to be worked on for next season. I don’t plan to let it simply add up but give another benefit instead (e.g. more board points).
Yeah, I’ve been thinking about it and I believe the remaining transfer budget should have a positive effect in the next season…even if something indirect like giving additional board points to spend in the investment levels.
No momento o transfer budget restante é ignorado na temporada seguinte, mas acredito que vamos mudar isso pra que a sobra possa ter algum efeito positivo.
This should be an easy addition, nobody has asked for scouting changes in a while now :-D
Yes, the limit is still 30. I agree with you, maybe we can remove the hard limit and let managers hire players as long as they have wage limit available. Or maybe we should wait and introduce player morale first…those extra players should be unhappy for never being part of the first team ;-)
Do jeito que está vale a pena se você estiver sem budget e quiser repor pra fazer novas compras. Mas talvez as mudanças nos permitam pensar em flexibilizar as regras como vc sugere ou até mesmo introduzir o conceito de troca de jogadores. Vamos ver como as coisas vão ficar.
Don’t forget you can reduce some levels to increase others during the first 12 turns of the season, so in reality you do have some board points to spend :-)
Read again, level 10 says “including old players” ;-)
That means all players in the visitor team (including those aged 29, 30 and above) will receive a -3 penalty in all skills. The other levels’ penalties do not apply for players above 30 and partially affects those aged 29 and 30.
It is based on the team’s performance so you’re right, if you’ve had a great season and change to a team that had a terrible season the amount of points available to spend will be low due to the new team’s bad performance. We’ll have to monitor the amount of money available in the transfer budgets and adjust accordingly. I’ll get the average budget when we get to turn 13 on each dimension.
The new transfer budget is only applied on turn 13, when the new investment levels are locked for the season.
The wages may be huge but the wage limit should be enough to cater for that. With the changes managers will have to worry about balancing all the areas and the strategies will definitely be different than before. But I understand the pain with player development, I envisaged it would be harder to keep high coaching levels with the new concept so what I’ll have to do is tweak the player development speed a little bit to compensate for that. But first let’s see where teams will stand after having established their new investment levels.
Cheers
The current sum of wages is displayed in the team information screen, right below the wage limit. It is also displayed when you are making contract or loan proposals (if I’m not mistaken).
Yes, it abolishes those aspects of the game but introduces the challenge of managing the investment levels each season :-)
@Antonio Pinto: vou reduzir manualmente seu nivel de coaching para aumentar seu nivel de wage limit, afinal os valores definidos arbitrariamente durante a migração não necessariamente refletem as necessidades do seu clube. Esse será um dos novos desafios na virada da temporada, distribuir os pontos nas areas de investimento de forma a ter uma margem suficiente de salarios para gastar.
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Antonio is complaining about not being able to renew contracts due to his wage limit. I’ll manually adjust that in this case (reduce coaching to increase wage limit) as the values arbitrarily defined during the migration not necessarily suits his teams needs. Starting next season this is one of the challenges, establishing an appropriate level of wage limit so that you have enough for raises and new hires.
@Dcaniva: posso te garantir que não tiveram consequencias e já te explico porque. Como vc pode ver agora a tela de investimentos no Medium tem uma tabela extra onde vc define os niveis da nova temporada. Essa tabela extra estara disponivel ate o turno 12. O que o jogo faz na virada da temporada é zerar todos os niveis da tabela nova, calcular o numero de pontos que vc vai ter pra gastar nessa tabela nova e ja distribuir alguns automaticamente pra tentar fazer a tabela nova (temporada atual) ficar igual a tabela de baixo (temporada passada). Se o numero de pontos que vc ganhou na temporada atual forem suficientes pra fazer isso vc vai ver os niveis nas duas tabelas iguais no turno 1, e a sobre de pontos sera mostrada acima. Se o seu numero de pontos pra nova temporada nao forem suficientes pra manter os niveis da temporada passada vc vai ver a tabela de cima com niveis menores do que na temporada passada, indicando que os investimentos pioraram entre uma temporada e outra. Espero que não tenha ficado muito confuso :-)
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Diogo’s concern is that the initial “mistakes” in the determination of investment levels when the new economy took place had consequences in the new MediumTicker season as the investments table for the new season displayed the same levels as the investments table for the previous season. What I explained to him is that there are no consequences and in each season the team starts fresh with regards to investments. The way it works is, during the season tick, the new season investment levels start all at 0 again, the amount of points you will have to spend is calculated and then the game automatically tries to spend them in such a way that the new season levels are equal to the previous season levels. If you have enough points for that what you will see on turn 1 is the same levels on the 2 tables (current and previous seasons) and the excess of points will be displayed at the top. In case your amount of points wasn’t enough you will see the new season table with lower levels than the previous one, meaning the investment levels got worse when compared to the previous season. Hope this is not too confusing :-)
Cheers