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April 29, 2015 19:52

639 posts(s)

Donator

 

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…

 

April 29, 2015 19:22

803 posts(s)

 

I understand your point Paulo, but I dont think we can yet compare that part of the game to real life yet…

Teams will always want to buy better players, I’m always in the market trying to sell my players and possibly replace them for better ones, (clearly still not enough to beat you in the league).

As Gabriel pointed, money has almost double in FT, thats something you dont see in real life, and something to be aware… You can argue less successful teams are getting to much money, dont think that would be good for the game either as those managers would perform even worse and eventually give up…

Looking forward for those implements Gabriel :D

Cheers

 

April 29, 2015 18:26

639 posts(s)

Donator

 

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.

 

April 29, 2015 12:08

4,296 posts(s)

Administator

 

An additional clarification with regards to the transfer budget during the season. There is a limit to how big it can be in relation to the total money balance, if you start to lose money for instance you may see the transfer budget reduced, even if you don’t buy any players. This limit is higher than what you would get with a level 10 investment on transfer budget, so you still have room to increasing the budget above the original value by selling players, even if you raise the investment level to 10 on season start. This represents an additional step by the board to protect the club finances.

 

April 29, 2015 04:00

4,296 posts(s)

Administator

 

Nice discussion folks. I’ve just done the same analysis with my club and after disregarding players bought and sold my profit was $362k. If I take into account players bought and sold the profit jumps to $4.7M.

Overall FastTicker’s total money jumped from $6.6B to $12.5B, which is definitely quite a lot and something to be looked at in the near future. Apparently that money is not being concentrated in the hands of a few teams, as the most rich teams have around $30M and the poorest around $4-$5M. What seems to be happening is that teams with high salaries are either losing a bit of money or making very little while good performing teams with low salaries are getting richer.

You could argue either way about having a fair money distribution between teams, so let’s not go there yet. I tend to agree that salaries should be lowered a bit overall, but not before we have either a new way to spend money or morale implemented and the squad limit removed or increased. Then it will be up to the manager to balance the money spent on salaries, squad size, other expenses, etc.

@Paulo: reason to buy players is to kick everyone’s arses, even if I have to lose a bit of money for some time ;-)

 

April 28, 2015 23:02

13 posts(s)

 

Sure Filipe, but how about the reason to buy players?

A club buys players to achieve good results. In turn, good results provide good financial rewards. If the rewards aren’t enough to cope with the expenses, what is the point of buying players?

Think real life now, we are both portuguese and we know that our clubs sell to survive. But they sell to whom? 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.

If those rich clubs didn’t exist, we wouldn’t have anyone to pay 20 or 30M for our best players. If they couldn’t be sold at those prices, there would be no motivation to sell.
My point is, selling to survive only works if there are rich clubs in the market.

If this economy model tries to make us all sell to survive, it will not hold because there will be no buyers.

I hope I have managed to explain my point. I will shut up now :)

Cheers

 

April 28, 2015 20:51

803 posts(s)

 

Profit from tickets and sponsors shoudnt ever be an objective, we have seen what happens to the game without a stable transfer market. A good market is achieved by giving managers reasons to sell players, it should be the only way to make real profit…

 

April 28, 2015 19:17

639 posts(s)

Donator

 

Anyone having problems? It worked for me after switching from Firefox to Chrome, but suddenly it stopped working.

 

April 28, 2015 18:26

13 posts(s)

 

Dirk,

I understand your point. In the real world, a club only has a chance to get rich if playing in the CL, I can understand that approach.
Your club is a great example. Spanish champion, semi finals of CL and cup runner-up. Can I ask you what was your profit, excluding player transfers?

Cheers!

 

April 28, 2015 17:16

637 posts(s)

 

Paulo

My salaries cost me $934,947. I also only spend half of the wage limit. I don’t think it’s too high but you need to play matches in all 3 competitions.
CL matches gave me lots of profit but in the period without I have to manage my salaries. That’s one of the aspects that make the game interesting. It’s a manager game after all.

Cheers

 

April 28, 2015 16:16

13 posts(s)

 

Dimitri,

I can’t agree with you for several reasons.
First of all, the most profitable clubs in the world pay high salaries to their players and staff, that’s just the way it is. They make up for it in sponsorship, attendance, marketing, etc.

Secondly, a professional football club is supposed to be profitable. If I’m told my wage limit is 1.5M and I only spend half of it, I expect profit, it is only logical.

Also, I would like to see which football club having a full stadium (100 000 seats) when playing at home, would charge about $10 per ticket on a league match, while fighting for the title :)

Cheers!

 

April 28, 2015 15:03

1,003 posts(s)

Administator

 

Please start using rubysoccer.com (without the www) to access the game. There are still some things to be done to fully transition to that url everywhere, but we’d like to have a single and shorter way of getting to the website to simplify things. Right now if you try the www version, you’ll be automatically redirected to the non-www version.

 

April 28, 2015 13:24

639 posts(s)

Donator

 

You have very high salaries (your wage total is almost double of mine) and still make a profit….

So no, the impact is not way too high.

 

April 28, 2015 10:48

13 posts(s)

 

Hi guys!

Now that the season has ended, I will give my opinion about how I find the economy model, using my club’s data.

I think the valuation of the players value is fair. You have less money, players cost less, it’s ok. However, I find the salaries way too high in comparison.
My wage limit is $1,540,814, my total salaries cost $849,909. Which means, I’m $690,905 below the limit (which I expected to provide me with more profits).

I started the season with $19,148,995 total cash, with a level 10 stadium and did a great season, objective’s wise. Sold only one player by $1,200,000 and bought no one. My total balance now is: $21,997,776. Comparing with season start, it’s a profit of $2,849,781 (if you take the player sale from the equation, it results in only $1,649,781 profit).

That being said, I think that, or the sponsors and tickets are too low, or the player’s wages are too high but as it is, the economy model is more harsh than it should, imho.

What are your thoughts on this?

Cheers!

 

April 27, 2015 17:43

803 posts(s)

 

Well, mine is bigger. I have almost the same 27m. Estimate budget of 22M level 10

 

April 27, 2015 17:31

31 posts(s)

Donator

 

FT Transfer Budget (estimate) 9 $13,671,961
MT Transfer Budget (estimate) 10 $11,653,557

 

April 27, 2015 09:48

4,296 posts(s)

Administator

 

Alright, switched the transfer budget again to something in between the values for the current season and the previous adjustments I did for which we posted the numbers. My budget estimate on FT is now 6.8M at level 8 and on MT it is 5.5M at level 4. I’ve got a bit more money on both now as I’ve sold some players, otherwise the difference from my previous post would be a bit bigger.

 

April 27, 2015 08:12

296 posts(s)

 

Sounds good, loving the improvements !

 

April 27, 2015 08:11

296 posts(s)

 

No one has that amount of money! Lol I only have £7mil

 

April 26, 2015 07:49

639 posts(s)

Donator

 

FT: 27M – 17M, level 7 (1st place 1st league)
MT: 9M – 1.3M, level 1 (last place 2nd league) (also wage limit 0!)

 

April 26, 2015 04:14

4,296 posts(s)

Administator

 

That amount is because I changed it already so we could see the new estimates ;-)
Anyone else care to share? I’ll share mine:
13M – budget estimate of 7.9M at level 8
16M – budget estimate of 5.8M at level 4

Yeah…it does sounds like too much…maybe I’ll try something in between.

 

April 26, 2015 01:29

4,296 posts(s)

Administator

 

The system itself is still the same regarding points, but now players earn points from “training”. They still earn the usual 1 point from friendlies, but I’ll probably change that. I’ll do some more adjustments as well to make sure they don’t over improve just from training, things like considering match day a no training day for instance.

 

April 25, 2015 20:13

639 posts(s)

Donator

 

Yeah, I would like to have some more clarification. In the past we had a points system (playing matches gave points, 15 points = improvement with coaching 10 iirc).
How is it now?

 

April 25, 2015 12:19

803 posts(s)

 

Old economic sistem, old marketing tecnic :D

All players for sale:

http://www.rubysoccer.com/game/team_players/592

 

April 25, 2015 11:32

803 posts(s)

 

I dont think you should change it right now. People are saying you should because the budget this season is too low. You should only consider the values next season, as this one has the big reset in it.

My team has 27M this moment, and the board estimates to give me 20M budget with a 10 investment level. I think is more than enough, maybe even too much…

 

April 25, 2015 11:24

803 posts(s)

 

Great improvement Gabriel and Danillo, it was the most painful thing I had to do playing the game.

Now, if I got it correctly, friendly matchs wont give experience to players anymore, but official matches still do right?

 

April 25, 2015 09:59

4,296 posts(s)

Administator

 

What is your opinion about the club money return so far?

26% I like it the way it is.
23% No Answer
21% I prefer the game the way it was before.
13% I like it but we should have no transfer budget.
13% I like it but we should have a higher transfer budget.
4% I like it but we should not have wage limit.

Let’s crunch some numbers. If we group the “I like it” answers we have 56% of the managers saying they like the return of the club money against 21% who prefer the way it was before and 23% of undecided, don’t know yet, either way is fine. It saddens me to see the high number of people who didn’t like it, but at the same time we have more than twice that number that liked it, which shows me we are on the right track again and with a few more tweaks we can make those 21% happier.

Now, within the 56% happy ones, a little bit more than half would like to see some improvements, mainly with regards to the transfer budget. I could probably see it coming and I’ve said multiple times the numbers used were experimental, so I’m more than happy to experiment a bit more and increase it, for the next season if possible. Please keep your feedback coming, there is always room for improvements!

Cheers

 

April 25, 2015 05:41

4,296 posts(s)

Administator

 

The automatic scheduling of friendlies on season start option has been disabled. Players will now improve even without playing, to simulate improvements from training. In summary a non injured player with stamina 100 will improve during a turn as if he had played a friendly on that turn.

Having friendlies during the whole season was not realistic at all, but a necessity due to the way player improvement worked so far. Hopefully now managers can focus on official matches and play friendlies only when they feel like it to play against a friend or to test some specific tactics.

Cheers

 

April 24, 2015 21:52

4,296 posts(s)

Administator

 

Last 3 ticks have run ok and the times displayed until next tick are behaving correctly. All reported issues seem to be fixed now. Thanks everyone for pointing out the errors, enjoy!

 

April 24, 2015 20:39

1,003 posts(s)

Administator

 

This is not going to make a huge difference, but I’ve improved the way message contents is handled. When you respond to an user’s mail, you should now not see a lot of pollution in the text (html tags).