Recent Posts by Gabriel Cesario

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April 21, 2009 19:54

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Yes, there is. I’m pretty sure it is:

nr 1 grp 1 vs nr 2 grp 4
nr 2 grp 1 vs nr 1 grp 4
nr 1 grp 2 vs nr 2 grp 3
nr 2 grp 2 vs nr 1 grp 3

 

April 21, 2009 19:52

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Control skill is now used when a player receives a pass. They may not completely control the ball (it may bounce on them) if their ability on this skill is low.

 

April 18, 2009 12:37

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30 is the limit. Atletico Madrid has 30, one of his loaned out players is youth so he is not included in the 30 limit ;)

 

April 18, 2009 12:36

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It is normal Simon, the formula used to calculate the player’s estimated value is dynamic and change based on the transfers being made. If your player’s value has decreased it means the overall value of players has decreased due to deflation in the market.

 

April 17, 2009 16:12

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The idea has not been dropped, just postponed ;)

 

April 16, 2009 22:48

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Swap position feature (changine MA to AM, DM to MD and so on) is available for managers with players loaned in. The manager who loaned the player out won’t have access to this feature on the loaned player until he comes back.

 

April 15, 2009 11:23

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We don’t have official trades mechanisms but we’ve seen some unofficial trades where managers buy each other a player paying much more than the real value to guarantee nobody else will interfere, which causes inflation. Monitored trades could be a better solution.

 

April 15, 2009 00:23

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Question from Vaughn in the Improvements topic:
“does this effect the stamina and speed? Cause when you are not playing long bal players get quicker tired because they run/walk more?”
The latest changes in the match engine does not affect the player stamina, but now they will cover longer distances as they can run diagonally instead of only horizontally and vertically.

 

April 14, 2009 21:28

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You’re right about the penalties, Michael. We can add that possibility for the loaning manager though, it’s pretty simple.

 

April 14, 2009 21:27

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Improved player running and distance calculation on match engine. Real distance (diagonal) is now used instead of horizontal distance plus vertical distance. This will affect the distance a player can run and the distance calculation for shots, passes, etc.

 

April 14, 2009 21:24

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Here you’ll find some explanation, Saliba: http://www.rubysoccer.com/mediawiki/index.php/Team_Setup

MDs and DMs are the same, the only difference is where they’re displayed in your formation screen. They receive penalties only if playing on attack. Regarding sides, L players can player in both L and LC, C players can play in LC, C or RC, R players in R and RC. Players with multiple sides can play in any position but one (LC cannot play in R, LR cannot play in C and so on).

 

April 13, 2009 11:28

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I’ll take a look at the offside awareness logic ;)

 

April 13, 2009 11:28

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You can expect that, Alban :)

 

April 13, 2009 00:26

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The stadium size (or increasing its size) does not affect performance in any way.
Cheers!

 

April 11, 2009 17:21

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I missed this topic due to my vacations :)
After reading everything here I must agree with you, Sly. The main change here is the bid negotiation happening before the contract negotiation and that’s what I’ll add to our list of enhancements. We’ll probably keep the 3 turn wait for bid negotiation and all bids above the transfer price will be accepted. After that there will be a 3 turn contract negotiation with the player for the teams whose bids were accepted. I guess it’s better to implement this one change first and see how it goes.
Cheers!

 

April 11, 2009 11:53

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Player rating system (the score they get in a match report) has been changed. The quality of the opponent is now taken in consideration. In other words, your players are expected to play well against weaker teams, so their score might not be that high if they don’t play very well, even if you still get the victory. The opposite is also true, playing against stronger teams your players will have to give their best and that may not be enough, sometimes they will get good ratings (they did well for their capacity) but that wasn’t enough to get a victory.

 

April 11, 2009 11:35

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Overriding the board may be an option…I think there must be an exchange for that, like the board being more strict for a while when you override it (strict regarding rating the manager’s performance). In fact I believe a better improvement would be the player considering other factors while choosing the team where he’d go, like where is he more likely to be in the first squad (this is already planned).

 

April 11, 2009 02:25

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@Blakos: It is not working yet, we’ll announce it in the improvements topic when it’s done.
@Dhimitri: correct, the penalty for playing in the wrong position is 3 in all attributes. I agree with you about the implementation, young players should adapt to a new position easily.

 

April 09, 2009 17:01

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Minor adjustments on wage cap formula so that the club’s financial situation is now the most important factor.

 

April 08, 2009 14:24

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Wage cap is now at a more reasonable level. Besides getting a more realistic value allowed by the Board we will prevent mistakes like extra zero’s in the wage value or misunderstandings between transfer price and player wage.

 

April 08, 2009 12:56

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Looks like a mistake. I’ll fix the player wage and add a warning message when the wage offered is outrageous ;)

 

April 06, 2009 21:06

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Hmmm, not sure why that happens, I would think it would either always load or never load :(

 

April 06, 2009 21:05

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We could create sticky topics for each div and add links to them from inside the game as a start, how does that sound?

 

April 06, 2009 21:04

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I’m not sure if it’s the best way to say this, but anyway…the number of fouls depends on dribbling vs tackling and aggressiveness. Of course the number of fouls is still unrealistic, but if that happens it probably means the opponent tackling skill was really poor compared to your dribbling, or their players were too agressive or they were using hard tackling strategy or any combination of these options :)
Regarding your second question, if a player can reach the opponent, slow or not, he will be able to tackle him.

 

April 06, 2009 01:56

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The only exception to that Sly, is when your player had earned all the skill points possible in the previous season, in this situation the experience points are “reset”.

 

April 06, 2009 01:54

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Yeah, we could improve that.

 

April 04, 2009 21:31

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@Alban: your idea is possible to be implemented, but not easy due to the format we currently use.

 

April 04, 2009 21:28

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That happens to me too, that’s why I usually check the recent posts link instead of going forum by forum.

 

April 04, 2009 21:26

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The ?-? shouldn’t be related to your OS, it’s an option you can configure in your settings page, something like “See match results on main page”.
If the link is kicking you back to the login screen you’re probably accessing the game using rubysoccer.com instead of www.rubysoccer.com. Using the second version (with www) will make the links work.

 

April 04, 2009 21:21

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We have such improvement planned Vaughn, I miss that too…for now I rely on my excel sheet :P