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.
I’m pretty sure the number of saves equals shots on target – goals from the opponent team. Now if you don’t wanna count deflected balls as saves then we need to calculate that :)
Working on deeper enhancements for the match engine. It may take a while to complete them and test properly. They will be released as soon as they are ready, without waiting for a new season to start.
That’s exactly the situation, if the player was offside when the shot happened, not when he gets the ball ;)
You’re right….I’ll add it back (except when the skills is blue or red, of course)
We’ll do exactly that, Filipe :D
As usual, it happened 2 in the morning here. Back to normal.
They will only have title when the skill value changed (is blue or red) and the title will indicate how much the skill increased or decreased.
Enhancement: keep skills color (blue or red) for 3 turns when player improves or lose skills
Enhancement: put your mouse cursor over a player skill in blue/red and a tooltip will appear informing how many points were earned/lost for that particular skill
Bug fix: do not count match missed for loaned players who received a red card or were injured in the beginning of a match
Match Report: players statistics.
Check out the match report page, players statistics are shown in the bottom. It will only have non-zero statistics for matches played from now on, since no information was stored before.
1) OK
2) OK
3) OK
4) Future
5) Rebound offsides (players are caught offside when the ball hits the bar or is deflected by the goalkeeper)
6) Stamina will affect all skills by 1% for every 3 points below 100
Guess that’s all :)
I thought about it…what I’ll do is keep the skills blue (or red) for 3 turns instead of just one and add a tooltip to the skills saying how much they increased/decreased. Adding this info to the message would be complicated for translation purposes…we’d have to create a single message with all skills (and some would display an increase of 0) or lots of messages for all combinations of skills possible.
@Charles: yes, I was waiting for someone to notice. Messages are sent whenever a player gains or loses skills. :)
They didn’t expect 3×0...maybe 2×0 ;)
Match Engine: corner kicks accuracy decreased for next season
Match Engine: enhanced players pace starting next season
Players used to always run when they moved, now their pace depends on the situation and mentality. If a player moves there are 3 paces (from faster to slower):
1) When with the ball or when moving towards to ball.
2) When mentality is 0
3) When moving forward and mentality is -1 or when moving back and mentality is 1