I do play Managersim, but I think it’s very userunfriendly. I do appreciate Rubysoccer more because of it :)
I actually left the game for the same reasons. I’m back now, but I would probably leave again if my job gets stolen again.
Are there many teams with over $100k already?
Pompeedom.
That!
But actually Rubysoccer already works very well on the iPad with Safari.
Yago Arango, 20 yr A C, future star, for only 5M.
Scouting (level 10) says he will be 88 avg:
Skill Current Value Potential Value
Keeping 31 31
Tackle 77 88
Passing 71 83
Shooting 85 90
Speed 79 86
Dribble 81 85
Control 86 96
Header 77 86
I had been thinking about the same thing actually. Maybe try it out for one season to see how it works out?
I guess the same thing as happend to MT a few days ago.
Sure, no problem!
Perhaps you can send me a what still needs to be done (sort of todo list) and I choose some? And some explanation how of course.
I’m not sure if a Dutch translation would be worth the effort. Allmost all Dutch people (over 12 under 60) have a good understanding of English, a lot even prefer to use English to Dutch.
What do the other Dutch (or Flemish) managers think?
Medium Ticker is hanging, no new tick.
I do have the patience for writing, and am probably willing to help (depends on how much time it takes).
Ok, some basic economics.
Inflation means that you can buy less with your money than before (prices go up). So currently you pay something like 10M for a top player; in a few seasons it will be 20M if inflation continues.
Wikipedia says: “Economists generally believe that high rates of inflation and hyperinflation are caused by an excessive growth of the money supply.” So if everyone is making money, there will be more and more money in the game which causes inflation.
What happens in the transfer market is just a consequence of inflation. It’s better to do something about the cause: prevent an excessive growth of the money supply.
Another idea: maybe friendly games shouldn’t cost 3 stamina but only 1 or 2?
Btw, a nice side effect of the new system is that computer teams will develop their players better.
The Sunderland players? ;)
Anyway, I sell players when I think they’re not good enough and to make room for new players. I wonder if there are managers who are selling (good) players because they need the money. I think gamewise it’s a good thing if that would happen. For that there needs to be some shortage of money, and little or no inflation. So the goal should be to reduce +170M to around 0M. Do you agree?
Gabriel, if I remember correctly, didn’t you post somewhere that you hoped that people would be selling players? Even good ones?
Well, there is a certain game (I won’t mention the name, but it is based on Soccersim) that does have bankrupts and managed to attract hunderds of new players. So I don’t think these things have to bite each other.
But a bonus for new players might be a good idea.
Or perhaps combine board points and money? At the beginning of a season you can buy extra points for x money per point (with a max).
It would just be an extra challenge :)
Also it’s not that different from joining a club with few investment points I think?
To prevent (too much) inflation, there need to be ways for money to leave the game. I have thought of an option: a fitness centre (or gym or something like that).
The idea: you spend money, you get stamina. It could be a fixed amount: for example, you pay 100.000 per week, all players get 1 point of stamina each week (unless they are on 100% of course). Or a variable account: you spend x money, your playing have an x chance of getting a point of stamina each week.
Don’t make it cheap though.
Is it an option to make some AI teams lose money (or even go bankrupt)? To balance that most human teams will have a positive balance?
There is a second problem: Chrome now disables scripts that aren’t coming from their official web store :(
So with 100% stamina (and no match) you get a point, and with 99% stamina nothing at all? That doesn’t make sense I believe…
99% stamina is 0.99 points, 10% stamina is 0.1 points, that would make sense though. Or perhaps 50% stamina is 0, 60% is 0.2, 90% is 0.8 etc. But at least a system where you don’t need 100% stamina to develop.
Say that I have a 100% stamina player.
Two friendlies per week (in the main squad) => 2 points per week
No matches at all => 3 points per week.
Is that correct?
I read you need 100% stamina for improvements?
So what happens with a 10% stamina player who doesn’t play matches?
See http://rubysoccer.com/forums/1/topics/1165
But I think that the homepage of the script has disappeared (and the maker also, at least from this game).
But it would be nice to see it in game next month!
I think adding a new way to spend money is a good idea. It is logical that the total money will normally increase, as there will (and should) be few teams with a negative balance. So the teams that have a very positive balance should be triggered to spend money. Bigger squads is an idea, and/or the classic youth academy? Even taxes I would be ok with.
Off topic: “To the richer clubs, to Barcelona, Real Madrid’s, Man City’s, etc… And how did those clubs got rich? Definitily not by selling players. They got rich due to good results, sponsorship and investment.”
I thought Barcelona and Real Madrid got rich with our tax money…
Since the userscript with average stats is not working for me anymore (maybe because of the change from www.rubysoccer.com to rubysoccer.com), it would be very convenient for me if the avg column would be added. I use it for example to see how my players have developed over a season, and to quickly scan the strength of a team.
Anyone having problems? It worked for me after switching from Firefox to Chrome, but suddenly it stopped working.