It would be logical, but not on RubySoccer! :D
Here the logic is best (in terms of team quality on season start) against worst, second best against second worse and so on. I’m not saying it’s better, it’s just the way things work right now.
Dave, did you have room for the youth on your team? If you already have 30 players (including loaned players) the youths will leave.
Hmmm, I’ll have to investigate that. Thanks for reporting guys.
About not being able to remove the free kick players you’re right, we need an option there for it.
We could do that, but for sure it won’t be ready for next season :)
Thanks Jakob! I agree with you when you say you should go directly to the currently active round, will fix that soon. About the topscorer table you’re right, this has been reported already and we’ll take care of that as well. The data is stored, we’re just not dislplaying it correctly ;)
The two bugs are not related. The top scorers table is not correct for international cups, it’s not showing the group phase goals. Don’t worry, it’s just a matter of adding them up, the statistics are in our database, they’re just not being displayed correctly. I’ll fix that soon ;)
Regards.
The consequence of playing him on defense will be -3 on each skill during the match.
It does exist Luc. When your team balance becomes negative, your departments are automatically decreased until the balance becomes positive again (first scouting, then physioterapy and coaching). If that’s not enough your players will be automatically “sold” by a fair amount and disappear from the game. That will happen first with the transfer listed player, then with the one with highest wages. They will be sold until the balance is positive or you reach the minimum of 14 non youth players. If after all this you’re still negative, you’ll be fired, the team finance will be reset as well as the player wages.
A help page would be good to explain that :)
Cheers!
Unfortunately I’ll have to clear all red cards, some players that should not be suspended anymore did not have their cards cleared due to the tick error.
It was bugged, not anymore :)
I’m running the tick again. Sorry guys.
Currently agressivenes has just negative effects, but the impact is not that high. Even on normal or easy tackle modes a player with higher aggressivenes is more likely to commit fouls than a player with low aggressiveness. We had already received some suggestions to expand the role of this attribute to include some positive effects (and maybe increase the negative a little bit to compensate). It’s something to think about in the future :)
Just a correction Samir, the best player used to be the one with highest primary skill, but not anymore, now the CPU uses a formula considering all skills to decide who is the best for a specific position ;)
Hi RiCkyLinNk,
This is the list of players who have used the same IP as you to access the game at some point:
Henrique Dias
António Marques
Jose Vieira
Pedro Rosado
André Santos
Paulo Santos
It doesn’t mean these guys are still accessing the game from the same PC or network as you, but if they did in the last 3 months you’ll be unable to negotiate players with them. Unfortunately it’s the price we have to pay to help preventing cheats :(
Cheers!
Unfortunately when the new group phase matches are scheduled for a turn where a friendly is already scheduled the friendly is not being rescheduled, so I’ll have to manually delete the friendly matches while this bug is not fixed. If your team has a CL/UC match and a friendly scheduled to the same turn please cancel the friendly. If you don’t do that I’ll cancel it anyway, but it would be good to have some help :)
Sorry for that guys.
Interesting option. I’ll create an enhancement for that. :)
The criteria for selecting the team where the loaned player goes is highest wage percentage, longer period, weakest squad, in this order. An option to select the team would be unfair, but we plan to have some loan clauses to help, like minimum coaching level, minimum official matches played, etc.
Thanks Alexander!
We have received some complaints about this and we think we can improve the system. Youth players should improve a little bit faster, making it easier to tell whether or not he will become a good player. After being promoted to the regular squad things could go back to the speed we have now.
Cheers!
When Danilo said 2 squares it doesn’t mean the player will be limited to these squares during the match, but you can change the player position/mentality by 2 squares. For instance, a central midfielder on mentality 0 can be moved to M L 0, M LC 0, M RC 0, M R 0, M LC -1, M C -1, M RC -1, M LC +1, M C +1, M RC +1, A C -1 or D C +1 using the different tactics.
About the lack of players on corners I totally agree. We have an enhancement planned for that.
Are your attackers positioned on mentality +1? Do they have advanced tactics telling them to move forward? Do you have defenders on mentality -1 or with move back instructions? These could be reasons for the statistics you presented.
There is no need to send the file, I think I’ve got it :)
I’ll try to come up with a better improvement rate for youths. As soon as I have something concrete I’ll post it here.
Agreed, I’ll add this enhancement to our list. :)
Stay on position has already been re-worded. Not sure about the other options, any suggestions? Maybe a more detailed help section…
The value changes everytime the stats change. If the value decreased it mean the overall market value of players has decreased. We plan to have periodic value adjustments so that fully improved players’ value are updated according to the market changes.
There is a thin line here Sly, you’re right about this risk. We’ll think carefully about it before changing anything in the current system :)
Interesting…we could make it faster for youths I guess, sounds reasonable.
No for the first question, yes for the second…to create balanced groups I ignored the teams countries for now to keep things simpler :D
It’s not a bug, $2,147,483,647 is the maximum integer value for our database columns (2^31 – 1)
We had a discussion yesterday here at work to limit the estimated value to the amount of money the richest team has. We’ll probably recalculate the estimated values when things go back to normal. And I’ve just checked again, the formula parameter dropped again \o/
Merchandise is based on player skills, not values, so we are ok. I’ve been watching the formula parameters since this discussion began, it’s slowly returning to an acceptable level. I know it happens even after increasing 1 or 2 stats, but believe me, if you see your guy going from 1M to 50M is because his “real” calculated value would probably be more than 200M. If we need to interfere manually we will ;)
It’s being discussed on this topic . There were some crap players sold by high prices unbalancing the estimated value formula calculation.