The idea of using more than 11 players to determine the team potential is exactly to evaluate the ability to rotate players without suffering much, so when you play using second string players you should still be able to do ok if you are highly rated. If we always use the actual 11 players used in a match we will allow managers to always use their worst players without being penalized for that. Why should the board allow you to do that and say “oh, well, we lost 5×0 because we didn’t use the star players that we have” ;-)
The board evaluation is not based on the best eleven, they consider a few more players than that, the board knows you must rotate some players during the season :-)
Nice idea. This plus player morale (which would be related to playing official matches) would certainly make things more interesting.
If my calculations are correct you’ve lost around 4% for losing at home and around 34% for being knocked out of the national cup in the round of 16 by a second division team while you manage one of the strongest German teams :-)
But I understand your concerns, it’s just that we have to severely punish this early eliminations situations…and also reward them, if the other team had a manager.
That’s much better than the boring 0×0 matches in the World Cup! :-D
Are you guys sure about that? I think he will miss a match only if he plays less than the required 35 minutes or so. Has anyone seen a loaned player miss a match for not starting the match even if he entered later on in time to play at least 35 minutes?
Corners only consider the passing ability. Free kick (towards the goal) is 80% shooting and 20% control. Penalty kick is only shooting.
Both. Players will always play like if they were with 100 stamina and won’t lose stamina after playing.
That’s ok. When the player is generated we give him a bonus in the main skill, but when multiple positions were introduced the bonus is split between the 2 main skills when a player has 2 positions, so for this type of player it can happen more often than with 1 position players. The thing is, this guy just got lucky to start with a higher passing value :-)
Yeah, that makes sense to me. I remember trying that a while back and having the same results as you. This is something we need to improve somehow. I hope people try to look for Managersim when their search for Soccersim is not successful :-D
You got it, in the Brazilian league the most important stat is games won, then goal difference and goals scored.
Let’s not forget this is just another cheating prevention feature, that’s why it considers the hard coded formula instead of matches played and team success ;-)
Dirk is right, the only factor besides wage is first team opportunity. I don’t remember the numbers but for keepers it is possible that if he would be the best keeper in a team vs. the third or worse keeper in another he accepts a wage around half what the best team offered.
There is no bug here, the board considers him your second best, not 4th best attacker. We know you’re not cheating so I’ll fire him for you ;-)
You have to think about your country! If teams from the same country don’t face each other both have a chance to win and score points for their country ranking ;-)
I know, you were unlucky, the same country problem is more critical in South America. But I hope this will change soon when we have 8 groups instead of 4!
Teams from the same country will not face each other anymore in qualifying and final stages of international competitions, unless it is inevitable. We’re working on applying the same rule to the group stage in order to spread teams from the same country in different groups when possible.
Cheers!
Yes, it is. You can expect more changes on that logic for next season (or the one after). I’m finally working on preventing same country matches as far as possible on international competitions ;-)
Hidden values sound good, specially for caps…we need to come up with a way to prevent national managers to benefit themselves and friends by selecting their clubs’ players, if we ever add such a bonus for caps.
We have a plan to make players temporarily lose skills in some situations such as playing rarely in first team, as you mentioned.
No changes in the match engine. I still believe we used to have more of these results. As Félix mentioned (in Portuguese) above, most of these results are not something to worry about as football is unpredictable too often. Also, remember that the number of shots in RubySoccer is still too high when compared to real life, that’s probably our biggest problem…our matches are too dynamic, not the defensive style of play we see nowadays in real life :-)
Well, during the period that was supposed to have a competition you’ll be unable to change the players in the national team, but I guess that’s ok since there are no matches to play yet :-)
The age limit is really 31, when the skills start to decrease, not increase. And not all players get 140 skill points to improve, that’s just an average. And even for players that have always played regularly it is still possible that they continue improving beyond 25 y.o., as long as they locked in stats haven’t all been unlocked, as Sly pointed out. Of course you’re more likely to find these situations when the player has not played many official matches or has been in teams with low coaching level.
So Argentina does stand a chance in the World Cup :-)
That explains why my Uruguayan attackers were so uneffective against Argentina!
I doubt…this is the best goalkeeper I’ve seen!
A change. It is part of the changes ‘package’ related to cups where the best teams are drawn against the worse, but not in a predictable order. Now any first place team from the group stage can face any second place team. I thought about this situation yesterday (facing a club from the same group in the quarter-finals)…it is not good, but should be ok.
I’m still working on avoiding same country matches as much as possible…not ready yet ;-)
The draw is similar, except that it uses country ranking instead of team quality. The best ranked countries are placed in one side of the draw and the worst ranked on the other side.
Regarding Paraguay and teams that had their managers fired, the reason is they performed below expectation. Paraguay for example was expected to reach semi-finals.
And I could do nothing against Argentina. We played really well, but the strongest players in Filipe’s squad did the job :-(
Yes :-)
From Davison in the announcements thread:
“what about the players that were transfer listed prior to the change ? thier prices are still over inflated and shitty.
see i took my player off transfer list because i wanted to follow the rules… i dont need an advantage.
cos i can garantee im on of the best managers in the game….but i like knowing i am because of my integrity and chivalry
thank for you for the new changed :)"
Unfortunately the old players with shitty inflated prices will remain as is :-)
Cheers!
For now, stamina will have no effects on national team matches. It means your players won’t be tired or be more likely to get injured because of low stamina. Of course the rules for club matches remain the same ;-)
Cheers!
I agree, at some point they will become regular matches in that sense. I’ve made the changes (but they will not be available until after the next national teams matches) and they’re simple to revert.
Cheers.
@Filipe:
1 – yes, but now that I think about it, it shouldn’t
2 – yes
3 – yes, but it shouldn’t
Thanks Filipe, looks like I’ve got some work to do :-)
@Philipp: not sure I understand what you mean…do you want to know how to replace players in the national team? If that’s your question, just go to your team players page and click in the blue icon in the left to replace a player. You’ll be presented with a list of possible replacements. Just by clicking in a replacement it will then be part of your national team. Sorry if that’s not what you asked :-P