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December 20, 2008 19:52

1,003 posts(s)

Administator

 

Very good point. I think a balance between morale and slower improvements on friendly matches may get us there.

 

December 20, 2008 18:47

375 posts(s)

 

33%, 66% and 95% ? Come on…just implement morale and make them unhappy if they have to play 40+ matches a season, for example, or with low stamina

 

December 20, 2008 11:47

4,311 posts(s)

Administator

 

Right, it makes sense. We already have a higher chance of injuries for low stamina players, but obviously it’s not high enough ;)

 

December 20, 2008 09:28

678 posts(s)

 

I don´t think it´s a good idea to make a player unavailable to play a friendly. I think you should simply increase the chance of getting an injury when low on stamina. I´ve seen players in this game with like 5 stamina. Just make it so that if a player has below 50 stamina he has a 1 in 3 chance of getting injured when below 30 he has a chance of 2 out of 3 to get an injury. And just make it known that if a player has below 20 stamina he has a chance of 95% of getting injured, so it will have people rethink the fact of playing all those friendlies.

 

December 19, 2008 18:15

4,311 posts(s)

Administator

 

It makes sense Sly, I’ll consider this option too. The main reason for making they stop improving was to reduce the number of friendly matches played nowadays. But there are other ways of doing that, like making players unavailable if too low on stamina.

Cheers!

 

December 19, 2008 14:51

678 posts(s)

 

I believe the “playing officials” should be important but different then said here. I don’t think it’s very realistic if a player improves in friendlies and then after a certain point will only improve in officials still and not with friendlies anymore. I think thats not very realistic. I think a player should simply improve faster or more with officials then when playing friendlies, just like in managersim. It matter if you played vs a good opponent with your youth or let them play international games. International experience in real life football does a player wonders. They grow more and get more experiance from me. I think that should be the case here. Just making players stop improving through friendlies isn’t good enough. I think you should be rewarded for playing young players in official games. It brings the risk of bringing down the skill level of the overal performance and you might end up losing a match or 2 :)

This way you have to make a choice, increasing youth stats and lose a match or win the match but don’t increase your youth stats……

 

December 18, 2008 16:33

4,311 posts(s)

Administator

 

Thanks for volunteering guys! So looks like we’ll start with ekxl, Samir, Philipp and Meninao. thorpedo and Onyros can be our replacements for now…or maybe we’ll find something for you ;)

Cheers!

 

December 18, 2008 14:52

24 posts(s)

Donator

 

Well, there’s 4 or 5 people who have already applied, but count me in as replacement if anyone drops out :)

I’m a strictly Linux user, but I don’t suppose that’s a problem with Ruby tools ;)

 

December 18, 2008 11:12

637 posts(s)

 

You can count on me if you haven’t enough people but first I have to finish the dutch translation.

 

December 18, 2008 10:52

12 posts(s)

Donator

 

Count me in! 3

 

December 18, 2008 10:40

387 posts(s)

 

Count me in!

 

December 17, 2008 22:28

1,003 posts(s)

Administator

 

E-Mail messages should now be in the user choosen language (or english if N/A).

 

December 17, 2008 17:56

55 posts(s)

Donator

 

Count me in!

 

December 17, 2008 17:34

15 posts(s)

Donator

 

I haven’t been active in forums but i’m in this community since soccersim days and i like it. I’d be happy to help if i can.

 

December 17, 2008 15:52

1,003 posts(s)

Administator

 

Anybody?

 

December 17, 2008 11:06

15 posts(s)

Donator

 

I’m playing a few online games and i believe the most important thing is ‘random’ factor.

Random factor makes things interesting and more attractive. If you can calculate ‘everything’, it’s not a game, it’s just a math problem. That’s one of the very good points of ruby: We don’t know which young player will be good.

Thorpedo’s suggestion is good, he really got the point. But even this percentages should be different for all players. Some players should be able to reach their max. potential in the age 22 while it takes till 30 for others. Argentinean star Saviola added something to his football after his 20? Not so much i believe. He’s an ‘early boom’er, reached his momentum early. But for Zidane, it took a bit more than others.

I don’t know much about coding and i don’t have any idea how ‘potential’ factor coded but if thorpedo’s suggestion (with flexible random factor) can be added for that data, it’d be great.

Also it’s nice to be able to in touch with administrators! : )

Cheers

 

December 17, 2008 10:47

637 posts(s)

 

For the first suggestion of ekxl you can make a ratio:For instance:
- youths <20 => max development till 40% of their maximum skills
- players <22 => max development till 50% of their maximum skills
- players <24 => max development till 65% of their maximum skills
- players <26 => max development till 80% of their maximum skills
- players <28 => max development till 100% of their maximum skills

Of course you can multiply this ratio with a potential percentage. There need to be some talents that already reach their maximum skills at a young age but not so much as there are now.

 

December 17, 2008 09:19

4,311 posts(s)

Administator

 

Nice post ekxl. Regarding your suggestions:

1 – definitely gonna do this
2 – interesting suggestion, we’ll discuss that; remember that with more countries more crappy youths will appear
3 – official matches will be required to make players reach their maximum

Cheers!

 

December 17, 2008 04:36

15 posts(s)

Donator

 

And that is the thing that makes the game quite unrealistic imho.

I really really like ruby soccer and it’s unique for me, i never enjoy an online game that much because the best part of being a manager is youth development for me, however it’s bothering to see that it’s that easy. Teams are full of superstars under 20 players and that doesn’t make any sense. I even saw a player with 100 keeping when he was 18 _

As far as i know, there is a hidden ‘potential’ for every player and as he plays matches, player fulfills his potential. In real football, players usually reach their momentum in later stages like when they are 26 or something. That’s how the life is for most of the players -except superstars like Messi or Rooney. Greatest players we all know played their best of football not when they were 20, remember Zidane, Beckham, Giggs, Henry.. list can be endless. Sure thing they shown a glimpse when they were young but they were not >95 in important skills. It takes time to reach that point.

I believe we should have something similar here: Make it harder to reach high levels of skills in early ages. Players should learn in time, with playing official games, high level games, like cup games, champions league etc. Implementation of experience may effect a lot of things imho.

Also it’s not realistic to see youth players are so similar. Not all youth players are that same. Some youngsters should be crappy, should have 40 tackling if defender for example. That’ll make 60 tackling defender youngster more valuable. See the point? Decrease overall player qualities in general and superstars will be harder to achieve.

In sum, this is my suggestion list regarding player improvement:

1- Make it harder to reach high levels of skills in early ages.
2- Make youth player skills more random, less average.
3- Players should learn in time, until ~28, with official and high rank games.

 

December 16, 2008 16:20

637 posts(s)

 

These changes sound good and the game will be more realistic. Now there are teams with all
< 20 year old 90+ players.

 

December 16, 2008 14:20

4,311 posts(s)

Administator

 

We’ll make no difference between official and friendly matches regarding how much a player improves, at least for now…so from 35 to 90 minutes in any match type is the same.

 

December 16, 2008 11:56

678 posts(s)

 

Wil a player playing 35 min in an official improve the same amount as 90 min in a friendly?

 

December 16, 2008 10:52

4,311 posts(s)

Administator

 

Friendlies and official matches will probably have the same effect on player improvement, the only difference is that after a certain point the player won’t improve playing friendlies anymore. The minimum time required on any match is 35 minutes.

My intention is to start working on these changes soon, probably in the beginning of next week.

Cheers!

 

December 16, 2008 08:49

678 posts(s)

 

Oh and another question. For the future, the playing of officials will improve a player further then letting him play friendlies.

But you can always sub a player to let him play 5-10 min in an officials. I assume this also helps to improve.

My question is, how long does a player need to play ATLEAST to get some decent improvement when subbing in an official match? 5 min is harly enough, but maybe 30 min is just as good as playing 90 min? I think it’s fair that 30 min in an official is just as good and EVEN BETTER then playing a 90 min friendly…..

 

December 16, 2008 08:25

678 posts(s)

 

when will this be implimented?

 

December 15, 2008 22:15

4,311 posts(s)

Administator

 

As I’ve been saying lately there are some important changes planned to the players improvement system. The purpose of these changes are, among others, to balance the game a little, reduce the number of 19 year old fully improved star players and the friendly frenzy done by lots of teams in order to improve their young guys. Let’s go directly to the point.

-coaching department change: instead of making a player improve more skills at once it would make the players improve faster. The average number of skills improved at once would be the same for all teams. A player who plays once every 3 turns, from a team with 0 level coaching would reach his maximum potential at 30 years old, in the average. With coaching 10 this average will drop to 23. Reason: coaching 10 is a huge advantage nowadays, it makes lots of your players become stars and the player market is less interesting;
-youths from second division will start at the same level as first division youths, but will improve slower while their teams are on second division. Reason: balance second division teams and be more realistic…if a country has high quality players it makes no sense most second division players have poor quality;
-friendlies would make the player improve until a certain level, after that only official matches will make him improve. It’s the job of the manager to figure out when friendlies are not useful anymore. Reason: stop the friendly frenzy, make improvements more realistic, make loans become an interesting option when a player is not ready to play in your first squad but still needs to play official matches to improve;
-friendly information will be displayed on player match history. Reason: there is no point in hiding it, friendlies won’t be enough to fully develop a player;

Of course we’ve already received other related suggestions, but this package seems to be complex enough and we expect it to make things become more interesting. It doesn’t mean other suggestions will not be implemented, all of them will be taken in consideration for continuous improvement.

Any comments? ;)

Cheers!

 

December 15, 2008 21:50

4,311 posts(s)

Administator

 

Option 4 it is.

We know more countries will improve the game a lot. As soon as we finish the admin tools and a few other enhancements RubySoccer will be ready to start getting more users and, consequently, increasing the number of countries.

Thanks for your replies. That’s one of the advantages of visiting the forums, you have the chance to give your opinion about changes and new features. Another poll-like post soon, on players improvement.

Cheers!

 

December 15, 2008 15:25

4,311 posts(s)

Administator

 

It probably has to do with the changes regarding face-to-face shots. You must have at least 1 defender on mentalities -1 or 0 WITHOUT advanced tactics telling him to move forward or all forward, otherwise your keeper will be penalized by his dribble skill.

Please let us know if you need more clarifications, we’ll be glad to explain as we don’t have a complete online help yet :)

Cheers!

 

December 15, 2008 14:09

387 posts(s)

 

i guess the only reason is your goalie: bad rating.

 

December 15, 2008 12:01

2 posts(s)

 

Hi,

can you explain me how did i lose this match?http://www.rubysoccer.com/game/match_report/221153

I had more possession, more shots, all my players had good rating. How can it be possible?

I can’t continue playing a game that i can’t understand.

Regards,
Jaime