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September 03, 2008 08:26

4,310 posts(s)

Administator

 

It is not predicted, but if a player has less skill points to improve it’s possible that he reaches his maximum before the 39 improvements. If a player has 100 skill points to improve and increase 3 points every time he will need only 34 improvements to reach his maximum.

 

September 03, 2008 05:35

387 posts(s)

 

does every player has 39 times an improvement or are some predicted to have less?

 

September 02, 2008 22:33

4,310 posts(s)

Administator

 

It is possible, but in the average they won’t. A player will have a total of 140 points to improve in the average, 20 per skill, so he needs to improve 3.6 points every time his skills increase to earn all 140 points after his possible 39 improvements. Of course some players will have less than 140 points to improve or you can be lucky to have a player always improving a high number of skills at once even without a level 10 department. In such cases you will be able to reach the player peak. Was that clear enough? :)

Cheers!

 

September 02, 2008 19:42

42 posts(s)

 

Here I have a young promising english player for you :

Nick McCoy
Age 20
English
Passing 73
Shooting 73

I need money so I want to transfer him.

Let me know if you are interested in him.

 

September 02, 2008 18:58

241 posts(s)

 

Hi Gabriel,

In an other topic you have mentioned something about coaches also effecting the players reaching their potential. Here is the direct quote".. Remember that the player may not reach his maximum potential if you don’t have a good coaching department. A level 4 department for instance should be enough to unlock half this potential."

So if a team doesnt have lvl 10 coaching department there is no way that a youth can reach his peak no matter how many games he plays?

Thanks in advance

 

September 02, 2008 16:00

23 posts(s)

 

JUst checking, my best one was like 70 if i remember correctly and i was able to get him like 76 at most….while other teams have players to 90+…no wonder it is hard to win from them in CL and thus we end up in a cirkel in which the german team always gets beat :S

 

September 02, 2008 14:28

387 posts(s)

 

would be very kind, thx :)

 

September 02, 2008 14:09

4,310 posts(s)

Administator

 

It’s still the brazilian system, Philipp. My intention is to use country specific rules on RubySoccer in the future…maybe we can use goal difference for now, I agree it’s more common that number of victories :)

 

September 02, 2008 13:29

387 posts(s)

 

is it a big deal to change the criteria for the ranking in league tables? Status quo is, when teams have the same number of points the number of wins is the 2nd ranking decider. That’s not common, so why don’t change it to goal difference or direct-matchup?

I remember you said it’s the brazilian system, but i had look to the current standings in Serie A & and there’s no such rule active. Or am i wrong?

 

September 02, 2008 08:43

4,310 posts(s)

Administator

 

Hmmm, we have (or had) a bug entered for that…I thought it was a one time event but as we can see this is still happening in some very specific situation…

Thanks for reporting, Philipp.

 

September 02, 2008 06:49

387 posts(s)

 

obviously i had agreed (or others have agreed) on 2 friendlies at turn 20 (fastticker). so i had the same line-up at:
20 Arsenal 1×0 Hertha BSC Berlin Lost Friendly
20 Leixões 0×4 Hertha BSC Berlin Won Friendly

 

September 01, 2008 11:12

375 posts(s)

 

Yes, I’ve just checked it, works fine ! Thanks !!

 

September 01, 2008 11:08

1,003 posts(s)

Administator

 

It should be working now!

cheers!

 

August 31, 2008 19:45

2 posts(s)

 

Also an ex-managersim and soccersim manager…I managed for long years Valencia in Fulltest

I started about one day in this new game, and i’m with Bolton

Excelent work by the creators in this game

cheers

 

August 31, 2008 18:15

4,310 posts(s)

Administator

 

The time limitation sounds reasonable. I’ll add that to our list of improvements.

Thanks!

 

August 31, 2008 17:57

387 posts(s)

 

regarding the rule not allowing to buy a player your team sold (years ago) before.
i would suggest to delete this rule or to assign a time limitation to this rule. e.g. after 2 years it’s aloud to buy him back.
or if you sold/released a player as a youth (not finally reached his improvement limits), you’re able to buy him back someday.

 

August 31, 2008 16:28

5 posts(s)

 

Oh, so the generation algorithm indeed tries to balance the positions of new players . Ok, thank you all for the answers and tips : D

 

August 31, 2008 11:23

4,310 posts(s)

Administator

 

Just to clarify the odds involved in youth position when he is generated:

11,1% → goalkeeper
33,3% → defender
33,3% → midfielder
22,2% → attacker

 

August 31, 2008 10:30

375 posts(s)

 

I think Dave is right !

Besides, having 3 youth goalkeepers means you have 3 times more chances to develop one of them into a very good player ;)

 

August 31, 2008 10:26

120 posts(s)

Donator

 

Create your “reserve” or “friendlies” lineup and save it. Then create a substitution pattern for that lineup. You can make up to 10 subs in each friendly game, so get your young and developing players into the games.

Schedule some friendlies. Rotate the 3 youth goalies in each game. One starts. Replace him after 30 minutes. Then replace that one at 60 minutes. Each keeper will get 30 minutes of playing time. Hopefully, at least one of them will make some good progress. No problem!

 

August 31, 2008 10:02

120 posts(s)

Donator

 

Working perfectly now. Thanks!

 

August 31, 2008 08:04

12 posts(s)

 

looking for an attacker……shooting 85+, transfer or loan

willing to pay upto 6million

 

August 31, 2008 05:52

637 posts(s)

 

@ Philipp: 12 seasons? so you’re talking about fastticker? In fastticker I have very good youth players (1x 96; 1x 94;1x 91; 1x 88;…)
But I’m talking about mediumticker (6 seasons). Maybe other teams in Italy have better youth, I don’t know.

 

August 30, 2008 21:43

4,310 posts(s)

Administator

 

Sorry Philipp, I wasn’t clear enough. When the player is generated he already knows his maximum potential. An attakcer for instance may start with 68 in shooting and have 23 points to improve in shooting. That means that he will reach 91 in shooting in the best case. I say in the best case cause a player will improve at most 39 times during his career, so if you are unlucky or have a poor coaching department you may end up with a, let’s say, 80 attacker.

Answering your question directly, no, a player starting with 73 have more chances to reach higher shooting than the one which started with 59.

 

August 30, 2008 14:23

1,003 posts(s)

Administator

 

I know what is wrong. Thanks for reporting, I will fix this asap.

cheers!

 

August 30, 2008 14:20

1,003 posts(s)

Administator

 

That was a bug introduced by a last minute change :(. Anyway, thanks for reporting this, guys! We really depend on you to help us “clear” the game from bugs!

cheers!

 

August 30, 2008 12:46

375 posts(s)

 

When I tried to edit a substitution rule today, I had a bug – I had no option “any” after the option “time” (only if we are ahead, not behind, tie .. etc.)

 

August 30, 2008 11:37

387 posts(s)

 

@Gabriel:
that’s interesting. so every youth player can reach the 100 in each skill (or just the main skill?) – theoretically. a player starting with 59 in shooting has the same chance to recah 100 like a player starting with e.g. 73 in shooting ?

@ smithers & thorpedo:
the highest player level in Berlin has been 90 (1x) so far (12 seasons) – 1x 88 and currently 1 player 86 & improving.

 

August 30, 2008 10:26

4,310 posts(s)

Administator

 

I think I fixed that. Let us know if you can find any other problem.

Cheers!

 

August 30, 2008 09:34

4,310 posts(s)

Administator

 

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