Recent Posts by Gabriel Cesario

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November 22, 2012 03:44

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You’re right, in MS you could hire your staff like players and we may eventually do that in RS, but we need to focus on the other changes first. I like the training schedule idea and I believe that this idea with some other changes to player development should help us get rid of playing lots of friendlies during the season.

I’m more and more inclined of getting rid of estimated value, even though once it’s adjusted could server as a starting point. My idea is to still let the managers set the transfer price to whatever they want, but given the new transfer budget to be introduced there is no point in setting it too high as even rich teams may not be allowed to spend what the selling manager is asking. Bottom line is, if you are unreasonable in your prices you will not be selling.

From the new attributes you mentioned for the players I believe morale is the top priority, and that would certainly influence the willingness to renew the contract and match performance.

Cheers

 

November 20, 2012 00:18

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Thanks for the input guys. Here are my comments:

@Charles: I’m not sure it will reduce the gap between rich and poor teams, the idea is that a poor team will initially have lower budget and cap and not so good facilities, but if they have a good season they will have better conditions in the following season and so on. What will be better in the following season will be the manager’s choice. My idea is that at season start the board will give you some “points” to spend if you did well, and you can decide where to put those (higher transfer budget, better facilities, better youths, etc).

@Welington: the decisions will be based on current team status + last season performance, so it will be incremental (or decremental), not a hard reset every season. I like the idea of having a manager goal for the season, if the manager aims higher the board can give him more resources (but also penalize him harder if he fails) and the opposite if he aims lower. Staff market was my initial idea before having the departments, but then we moved away from that…we’ll probably keep things as they are initially, if we go ahead with these economy changes (too many things changing already). Regarding players contract I agree with you, but again we may implement economy changes first and leave that for when everybody is familiar with the new model.

I’m thinking with this new model the player’s estimated value doesn’t matter any more…you (and everyone else) will have a transfer budget and it’s up to you to decide how much you want to pay for a player and how much you think others are willing to pay.

Cheers

 

November 19, 2012 09:08

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I have been thinking about some drastic changes in the economy. We all know how hard it is to balance the money in any kind of game and the focus of RubySoccer is not (or should not) be the economy. That said, my idea was to get rid of the concept of money balance altogether and have the board of each team define the season budget for transfers and total wage cap. These 2 numbers would be based on performance, achieving goals (we could add new goals other than final result on competitions), managing the money well, etc. When you sell a player a % of the value would be added to your transfer budget. This % could also be variable and defined by the board on season start.

We could also have more complex team departments or investment areas. For example, let’s say we have levels for coaching, scouting, physio, youth academy and stadium. These levels would not be controlled the way they are now (where you can increase or decrease at any time), instead they would be fixed for the whole season and the board could give you extra points to spend on whatever you want on season start (depending on your performance in the previous season). For example, let’s say you had a good season and the board gives you 3 points to spend. You could then improve your coaching department 3 levels…or maybe 1 level for your stadium, 1 for physio and 1 for youth academy.

There is still a lot to think about and discuss between us, but basically my idea is to give more control of the economy to the board and let the manager use whatever the board provides to manage the team and focus on squad management, investment decision and budget management.

What do you think? Have I gone too far? :-D

Cheers

 

November 19, 2012 08:56

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I suppose it was bad luck on the random factor. Team performance was clearly not a problem and I doubt player quality would have a huge influence in reducing the attendance.

 

November 13, 2012 08:09

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Reverted last change on players wages, we’ll now focus on applying fundamental changes to the economy model at once rather than trying to remedy the current unbalance beforehand using such measures. We have a suggestions topic open in the forums if you wish to have your say: http://www.rubysoccer.com/forums/3/topics/2226

Cheers

 

November 13, 2012 07:57

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Thanks a lot for the feedback guys. I appreciate you’ve taken the time to write such long opinions and suggestions. The rationale behind the change was charge more from rich teams, but not from average or poor teams. I knew from the beginning it wasn’t going to be the solution to the economy problems and definitely not a very popular change.

I was hoping to gradually reduce the amount of money available so that when we implemented more fundamental changes to the economy things would not be that unbalanced anymore. Now I see we will have to rely on a hard reset on bank accounts when the time comes. I liked some of the suggestions in this topic and I’ve also had some new ideas.

If you have more, keep them coming: http://www.rubysoccer.com/forums/3/topics/2226

Cheers

 

November 13, 2012 07:57

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Yes, being worked on and always open to suggestions ;-)

 

November 12, 2012 11:16

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I’ve just added some clarifications here: http://www.rubysoccer.com/forums/5/topics/330?page=14

 

November 12, 2012 11:15

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I’ve just added some clarifications here: http://www.rubysoccer.com/forums/5/topics/330?page=14

 

November 12, 2012 11:15

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It’s good to see a lot of discussion around the new change, I already expected that :-)
I don’t want to explain too much but the way I’ve tried to do it shouldn’t make it harder for small teams to hire their youths, but it could make it harder to compete when hiring players. The players will not always try to double their salaries…they should be smarter now, ask for money when they “think” they can. If in the future we introduce other expenses for example they be should smart enough to not ask that much money because now the team may not be able to match it.

Hope this clarifies things a little bit…if in the end we see it’s not a good change we can always go back ;-)

Cheers

 

November 07, 2012 05:22

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Lots of teams have money to spare…players might as well get their cut! Don’t be surprised if players start to ask for more money when you negotiate contracts, it’s only fair they get a raise due to inflation. I know, this will not fix the economy and we won’t forget other related issues ;-)

Cheers

 

October 30, 2012 23:46

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Welcome Daniel! Me and Danilo used to play ManagerSim as well, that’s why the game has many similarities with it. We had been planning to create our own game for a while before MS came to an end, which sped up things a little bit.

We used to be more active regarding game improvements, but as we got older and busier things got slower. This doesn’t mean we’ve abandoned the game and we are aware of issues such as game economy as you’ve pointed out. Let me stop right here before I change the subject of the topic.

Welcome again :-)

 

October 23, 2012 09:34

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We are currently testing a solution to stop the spam in the forums. Please let us know via in-game messages if you are unable to create topics or posts.

Cheers

 

October 12, 2012 04:39

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Some of you may have noticed FastTicker is stuck. Well, can’t fix it from work, I’ll have a look when I get home :-)

Cheers

 

October 07, 2012 11:10

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We can have a look just in case. Please send me an in-game message with more details.
Cheers

 

October 03, 2012 10:35

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Accounts are blocked but new ones are being created. I have an idea to stop it, just need to find some time to implement it.

 

October 02, 2012 07:58

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We’re discussing the best approach for that, we’ll probably have to add one of those human verification tools, but it would be good to have an immediate temporary solution to block all this crap…

 

September 28, 2012 07:18

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Not sure about this one, I had a look and the error didn’t make sense so I just re-run it and it worked. I’m guessing a glitch when trying to access the database.

 

September 25, 2012 09:38

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Hard day at work, could only fix it when I got home, hence the silence ;-)

 

September 18, 2012 14:17

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Well, I’m not sure I have good points for your result :-)

Besides what has already been said I can add maybe your opponent’s strategy ended up working really well against yours. Maybe it ended up working well especially after the red card. Other than that it was pretty much an unlucky outcome (made worse by a possible random factor as pointed out).

Cheers

 

September 17, 2012 09:46

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I’m not sure if I had a conversation with any of these managers in the past, I don’t think so. Anyone else maybe?

Cheers

 

September 15, 2012 04:12

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Not recently…too much work on “real life” :-(

 

September 07, 2012 23:19

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Thanks Joseppi. Yes, we do encourage help from you guys. As Charles pointed out private messages are usually a better idea.

That said, the new manager is not related to the previous manager, but he is linked to a different network of managers who has been under investigation more than once, so it’s worth mentioning. Of course, he/they could be innocent and just playing “by the rules” now, I’m not pointing fingers, just saying this particular network has done some wrongs in the past.

Cheers

 

August 31, 2012 11:39

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Jean was actually not playing anymore and his team was being controlled by a friend, who also has his own user and team, therefore I had to fire him.

 

August 31, 2012 11:37

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True. The problem here is that we use the same system for groups and leagues. While it works pretty well for leagues (usually 20 teams), it generates these pairings for groups of four.

Definitely worth changing!

 

August 30, 2012 06:33

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Thanks Imortal, 36 is for resigning from a club, 72 is for firing / transfer listing players :-)

 

August 30, 2012 06:32

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Portuguese: Aí já é mais complicado, pois cada país tem regras específicas com relação aos times classificados pra Libertadores :-)

English: Imortal is suggesting we should implement realistic rules for Brazil, where the winner of the National Cup gets a spot in the Libertadores the following season. My reply says it’s complicated to do that, as each country has very specific rules on which teams qualify to the Libertadores.

 

August 09, 2012 06:11

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I can confirm the 36 turn rule applies only to human managed teams :-)
Cheers

 

August 06, 2012 02:44

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It took some time but FastTicker is back to the normal. On Sunday it’s pretty hard to notice something went wrong :-)
Cheers

 

August 01, 2012 08:28

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Yeah, this kind of situation still needs fixing. We haven’t worried about it much since we’ve introduced all the South American countries cause it was less likely to happen, but unfortunately it does every now and then. I had something pretty much ready for that, let’s see if it is still going to work.

Cheers