Olá Victor,
Não existe esse tipo de penalização, às vezes simplesmente os resultados não aparecem ou os adversários se adaptam. Aliás parabéns por levar meu Mengão ao título :D
Enhanced player movement during match. Instead of running in a fixed line from goal to goal players now have more freedom, making their moves more realistic. They’re still lacking a marking sense, but that will be improved in the future.
It’s hard to explain a single match Vaughn. The opponent keeper may be good, the players who shot in your team may not be the ones with best shooting skill, the shots might have been long shots which are harder to score. What I can tell you is that the match engine is currently being improved and we hope these apparently unfair results don’t happen so often ;)
Let me clarify things a little bit for you ;)
physio – you got it right
trainer (coaching) – players improve more frequently
scout – allows you to perform player searches based on some criteria (check the magnifier icon); the higher the level, more frequently you can perform searches
DA = AD = can play both as defender or attacker, without penalties
MD = DM = can play both as a defender or midfielder…as you can see an MD is not necessarily a defensive midfielder for instance…you can use him even as an offensive midfielder
subs – all players are potential subs, you can plan subs in the strategies “tab” at the formation page
GM tools – I can send you an email about them, I’m pretty sure you have a lot to add given you SS/MS experience
Cheers!
@Alban: hopefully we’ll be able to reduce the number of shots after the match engine enhancements and make the keepers weaker ;)
@Blakos: you’re welcome!
There are no contract break fees anymore, we used to have them when there were a “call player back” and a “return player” actions. What we could do is keep the player loaned even when he is sold.
These numbers are the player mentality. For example, a defender on +1 tends to move to the attack more often, while a defender on -1 tends to hold his defensive position. The same works for the different zones, +1 always mean attacking mentality and -1 defensive mentality. The player positioning is also different, player on +1 are in a more advanced position than players on 0, and the opposite is true for players on -1.
What Sly means about goalkeeper with good dribble is that if you don’t use defenders on 0 and -1 your keeper will be considered in 1-1 situation when your opponent shoots and will rely on good dribbling skill for not being penalyzed.
Hope this helps.
Some teams are really millionaires Ricardo. The economy in general needs several improvements and we have them planned. Probably after the current match engine enhancements I’m working on I can start working on economy enhancements.
Thanks!
Hmmm, that’s not good, the rule shouldn’t be partially applied. I’ll create a bug record in our system.
Thanks for reporting!
Yes, I’ve added this enhancemet to our list.
There must be something wrong with the message you received, have you received a message saying the player was sold? You should have received that to let you know that your loan ended as a result of the transfer. We’ll take a look.
I’ll make it clear somewhere in the screen and in the game help.
The match replay is pretty simple, I must agree. We definitely want to improve it so that watching the replays is fun and help us identify things to be improved in the match engine. The problem with the current format is that we have very little information stored for the replay, so there is no easy way to display arrows and symbols as you mention, so a new design may be necessary and it will take a while.
Nice suggestions ;)
I wouldn’t say that, Alban. It’s better to pass the ball (even if they miss) than try to run with it and lose the ball in a tackle ;)
Second improvement on the match engine: passing logic. Players used to pass the ball to the most distant teammate within the range specified in the passing strategy (short, medium or long), now they pass to any player within the range.
First improvement from the match engine enhancements package: zone based passing frequency. Your team will still use the passing frequency strategy you define, but your defenders will pass the ball a little more frequently while your attackers will pass a little less frequently.
I have a question about the wrong player taking the penalty/corner/free kick. Was the player assigned playing when the match started?
You can expect some match engine enhancements in the near future, including better use of wingers and full backs. Hopefully it will make this bizarre tactics less useful. What can I say about CPU-controlled teams…they’re just stupid, but sometimes their stupidity works :P
From Vaughn in the Improvements topic:
“gabriel,
did u make it on purpose that u can’t change the contract in wages/turn etc? Haven’t got to see it for myself, but i had a loan running out and i could renew the contract without knowing witch terms i would agree to. Would like to see a little improvement in that.”
It was made on purpose, the renewal terms are exaclty the same as in the original loan. We can change that in the future, I just thought it was better to release something simple first :)
Loan renewals are available! When the loan contract is reaching its end (12 turns before) both managers will receive a message and will have the opportunity to propose a loan renewal. If the other manager agrees the loan will be extended for the minimum period requested in the original loan clause. For example, if the manager requested a loan from 36-108 turns, the loan will be renewed for 36 turns. Wage and other conditions will remain the same. The loan can be renewed as many times as the managers want. It’s not possible to renew loans with CPU managed teams.
Important: if you have a loan ending in 12 or less turns from you will not receive any message alerts, but you’ll still be able to renew the loan going to the player info page and clicking the new loan renewal option in the bottom left area.
It’s an honor to have so many fellows from SS/MS here. I definitely remember you Stephen, always active in the forums and trying to help MS survive in its latest days until we realized there was nothing we could do anymore. Hope you enjoy our game and our growing community. Where is Chris Silcock? (did I spell it correctly?) He was also an active manager in the forums on MS :)
Fixed, your search results will be there when you look again ;)
The other positions don’t have a straightforward formula, other players use all their skills (except keeping) on different situations. The game help contains a quick explanation for each one of them: http://www.rubysoccer.com/mediawiki/index.php/Players_Skills
Yeah, sometimes that happens…we are continuously working so this is not too common ;)
I’ve had one for more than 20 turns…a long time ago :)
Sorry about that, I’ve made some changes to the system lately and those transfer showing 0 turns left would never be processed…they should be displaying 1 turn left now and will go through on next tick.
We’ll have to check guys, must be something related to my latest enhancement :(
Friendlies statistics are not displayed in detail anymore in the player statistics page. Mixing it up with official matches statistics were making it harder to evaluate the player’s overall performance. The only information left about it is the total number of friendlies the player has played, displayed above the official matches statistics table.
Click on the green icon which looks like your field (at least it’s supposed to). There you’ll find info about your stadium and departments. When your financial situation is comfortable enough you’ll see a green arrow and upgrade costs near the department information. If you don’t see this green arrow near a department it means the board won’t allow you to do upgrades right now.
Welcome Siqueira86! There are no training configurations, for now players get experience and improve only by playing matches. What you coaching department does is influence the number of matches needed for a player to improve. The higher the coaching level less matches need to be played. That’s the big picture.
Regarding youg players all teams have 6 of them. They’re displayed in a separate table in the team players page. At some point between 16 and 18 years old they’ll ask for a contract and you’ll have the option to hire or release them.
Now negotiations. Selling and loaning your players is pretty simple, click on your player’s name to check his info. You’ll see an option to transfer list him and another option to loan list him. To find players for your team you can either check country by country (globe icon, choose country, then click on transfer/loans link) or use your scouts if you have a scouting department. To use your scouts click in the magnifier icon. You’ll see the scouting options in the right side of the screen.
Hope this helps.
Cheers!