I think we didn’t even need friendlies in the newspaper :)
Maybe when we have other types of news they won’t be there anyway.
The draw was written all over the match…before it started :D
Probably, first we need to either make the Board unhappy when the number of players is too high or implement players morale to make it more difficult to handle a bigger squad since just a few will have first team opportunities. The second option is far more interesting :)
That’s true :)
All answers correct Vaughn, just a comment about the 1st one, it doesn’t affect because we don’t have player morale yet, as soon as we have it things will be different ;)
I believe disassociating tackle vs dribbling is a good option. We can use them separately on different situations, should make things more interesting.
The excessively good goalkeepers are compensating the high number of shots. This is not good, we know, but hopefully that will change soon.
What is his name? Is he using a hotmail or live account? If he is please have him send us an email (admins at rubysoccer.com) with another email account to use on RubySoccer since we have problems sending emails to those providers sometimes.
Fantastic topic, you guys really got the whole idea. Just to emphasize all number are average: 140 points to grow, 20% during academy and 10% afterwards, 15 EP for next level on coaching 10. The number which are not average is the experience acquired from matches: 1 for friendlies, 3 for league and national cup, 4 for EL and CS, 5 for CL and LA and 6 for WC.
Thanks Ulisses!
Now I remember :)
And yes, Flamengo is my club in real life.
We’ll add a history record informing a player went pro. About your other suggestion, what was that again? Sorry for not remembering, too many suggestions in my mind :P
I have no reasons to believe it’s not working since there were no updates to the match engine since that change was implemented…and it was working by that time :)
Football Manager (desktop, not online) has a transfer budget defined on season start. It is always less than your amount of money and a percentage of the profit from players being sold is added to this budget. Similarly there is a wage budget. I think we could use this idea and improve them based on how long the manager has been in the game and how long has the manager been in the team.
Not yet, we’ll announce when the changes I’m working on are applied.
I am :)
Which player is it? I couldn’t find any loaned player on your team whose loan contract had already ended.
Talking about free transfers, what are your opinion about what ManagerSim called agent fee? Let me explain for those who don’t know it. When players went to free transfer they were not available for free, but there was a value called agent fee that a team hiring the player would have to pay to the player agent. This value started close to the player estimated value and was reduced over time while the player was in the free transfer. I didn’t like it but I see some benefits in using it, like taking money out of the game, reduce the profit of millionaire teams who hire free players to sell them later, etc, etc.
We have plans to keep the dimension available or partially available even during the ticks ;)
This has nothing to do with your complaint, Nirabdha :)
Groups are formed following a pre-defined rule based on team’s quality. We have that pending for change for a while now, Philipp’s right. I trying to finish my initial changes to the match engine as soon as possible, but unfortunately there are lots of things going on right now that’s why we haven’t delivered those yet.
You also need at least 1 GK that is not loaned, not transfer listed, not loan listed and is not youth :)
Ball possession is simply measured based on how long each team had the ball during the match, considering 10 seconds intervals. For example, let’s take the first minute of a match. If your team has the ball at 0:10, 0:20 and 0:30, at 0:40 nobody has the ball and your opponent has the ball at 0:50 and 1:00, the possession for this minute would be 60% for your team and 40% for your opponent. So there is no single factor to determine ball possession. If your team keeps the ball on its possession by any means (not losing the ball easily on tackles, not missing too many passes, etc) you will have high possession. Which doesn’t mean you are being effective, just that you kept the ball longer with your players ;)
The Board consider the quality of the 2 teams and the fact that you were playing at home. If you lost 2 points it means your team is considered to be better than the other and playing at home raised the expectations. They don’t care if you had 2 injured players or when you got the draw. It is still too simple ;)
RubySoccer is now available in Russian! The translation is not 100% done yet, but Russian speakers can enjoy most of the game translated to this language thanks to Andrew Andreev. Or should I say Андрей Андреев? :)
Cheers!
Can I make for Turkey’s Ligi A (div 2)? Besiktas will take this one, Nedim Muslic for the third time in a row.
I’ve restarted the server, it was using too much memory. Let’s see if the next tick takes less time.
Hello!
You must hit the enter key after entering the formation name.
Cheers!
We’ll have assists too, but this will require an extra effort compared to keepers saves :)
@Jesus: I thought about what you’re saying as I typed the last message :)
Shouldn’t be hard to add this info to the stats.
In this case the manager will be punished by not being able to loan players for a certain period.