What’s your guess Sylvain? Cheats?
Good question. My guess is that the manager didn’t understand that the ‘money’ he received was of no use at all.
I don’t know how difficult it is to implement, but I would find it useful if you could add notes to (your own) players. For example, if you’re considering to sell a player but do not want to put him on the transfer list yet; or if you want to give a player rest for some turns but don’t want to forget to select him later again. Or if you just want to remind yourself how you want to use a player.
Of course you can make notes on your own computer about players, but in game would be more convenient.
Or a facebook app. I’m sure it would be done already if Danilo and Gabriel would have a lot more time and money :)
Makes sense, I’ll pay attention to that.
Sometimes, when I click on a link in a RS mail, the game logs me out and I’m back on the login screen again. For example, this just happened when I just clicked on a link to a player in a hotlist notification. Am I the only one with this problem?
He should, but it would be better if the information was also in the help.
+1
If it’s really 5%, it shoudl be changed. See http://www.byfarthegreatestteam.com/posts/stats-scoring-trends-timing-set-pieces-headers-open-play/ : assuming there’s not much difference in effectiveness of headers and shots, in the premier league about 20% are headers.
Isn’t that 90.2 average keeping skills? Or how did you calculate it?
But doesn’t it makes sense that playing one game a week doesn’t fatigue a player, but playing two does?
I’m not quite sure what your point is, but your third sentence suggests you want to abolish the points system, or at least for the transfer budget?
Thanks for the answers Gabriel! I think it would be more logical to have “Defenders tend to pass more frequently while attackers and wingers less frequently.” in the explanation of passing at the /player_skills page.
Filipe, for a weaker team to beat Barcelona, copying their tactics will normally not work. As I said yesterday, " You should play in whatever works for your players."
I can tell from experience that the wage formula is less simple than you make it seem…
And you don’t think that the results from your experiments could have been explained by the random factor?
http://www.rubysoccer.com/mediawiki/index.php/Formations
“The match field on RubySoccer is 81×45 “squares”. "
Does this mean A0 is about 14 squares from the goal? This is important for shooting distance.
“Tackling Intensity: the intensity of your players tackles influence how often their tackles will be successful but also how often they will commit fouls”
This just says there is an influence, but not what the influence is. I guess:
Easy → Lower chance on a succesful tackle, lower chance on a foul, higher chance on a failed tackle.
Normal → Default
Hard → Higher chance on a succesful tackle, higher chance on a foul, lower chance on a failed tackle.
“Passing Frequency: players decision to pass the ball or run with it is influenced by this tactic. There is no way to tell the exact probability as there are other factors in place, but in rough number we have 30% chance of passing if you choose “rare”, 50% if you choose “normal” and 70% if you choose “often”. Defenders tend to pass more frequently while attackers and wingers less frequently."
Does the last sentence say that defenders pass more frequently than midfielders? If so, why is it mentioned here and not in the description of passing skills?
“Passing Style: “short” means your players will look for teammates within a 20 “squares” range when passing the ball, if you choose “medium” the range is 35, and “long” range is 50."
In real life, the longer the pass, the higher the chance it fails. I suppose it’s the same in RS? Is pass accuracy just influenced by passing or also by tackling skill of the opponent? And in long range, someone playing DR, does he have the same chance passing to DL/ML and AR or would he prefer AR?
“Passing Priority: picking a “mixed” strategy will give you a 50% chance of passing to wingers and 50% to passing to central players, supposing both are within passing range. Choosing “along sides” will raise the chance of passing to a winger to 70%, while “center” reduces this probability to 30%."
L and R are wingers, C is a central player. Do RC and LC also counts as central? Or would ‘Along sides’ means RC/LC will get more passes than C?
“Shooting Distance: “short” range is 10 “squares”, “medium” is 15 “squares” and “long” is 20 “squares”. Whenever a players has the ball and is within this strategy’s range he will shoot. The only exception is for headers, for which the range is always 10."
He will always shoot, even when there are a lot of defenders blocking the shot? I suppose the further away, the more chance of failing?
Rui, why would it suck? Imagine that in real life Sunderland uses the same tactics as Barcelona, would they suddenly start to win much more? No, cause they have different players. And I don’t think that in RS copying the formation/tactics of whichever team won the world cup will be likely more succesful than copying the formation/tactics of the bottom team. You should play in whatever works for your players. But to try to solve the puzzle, it should be clear what the numbers of your players mean, imo.
Gabriel, yes, a clearer description like that would help. I talked about skills, but also the descriptions of formations is unclear, I will explain that in the next posting.
There is a big flaw in the game. At least in my opinion, though I have noticed it’s not a popular discussion subject. But I can explain it.
This game is all about numbers. Managers try to build a team with good players, and numbers are used to decide on how good a player is. But what do the numbers say? Is a 90 keeping 20 shooting keeper better than a 89 keeping 30 shooting keeper, all things being equal? Yes it is, according to the guide: “Shooting: ability to shoot; not used by goalkeepers” Well, that helps. But how important are the different stats for other positions? That is unclear. A 85 avg player can be better than a 87 avg player, but when is that the case? Are main skills (tackling for defenders for example) more important then secondary skills, or not? I guess a lot of people would like to know, still http://www.rubysoccer.com/mediawiki/index.php/Players_Skills give limited info. Why not add more information there?
The admins have said something about it before. It is afaik an official policy not to tell everything they could tell. Why is this? One could argue “by not telling some things, we give managers a chance to find out those things for themselves.” However, there is no – scientifically valid – way to find out. One would have to experiment with all things being equal, or with a lot of data input, and this is not possible, and even then, it’s not so clear how to interpret the data. So I don’t think this is a good reason. Another reason for the policy could be that it’s more fun if you don’t know everything. I think though that a game in general is more fun if you understand it better. It’s better if you know that your actions make sense, than that if you know that you might as well use a coin flip to make decisions.
A more or less valid reason for not explaining more about the skills is that it’s difficult to explain. All players use all skills, it depends on the situation what skill is being used. There’s no golden formula to really value how good a player is. I can understand that. But I’m sure there is more to say then the wiki currently says. For example, I think I’ve seen mentioned that a player on A -1 uses tackling more than on A 0. If this is the case, why is it not in the guide? I also can make an educated guess that heading is being used more on AC than on MR/ML, so the value of heading depends on the position. Would it really hurt to add to the wiki on which positions heading is the most and the less important? To explain passing distance, when you should use short, when long, etc? I thihk not, on the contrary.
So sum up, more information/knowledge is more fun in my opinion. Improving the help/wiki is the best way in making the game better.
I am still no fan of the points system, but apart from that, there are a few things that can easily be improved.
1) The transfer money. As mentioned by a lot of people, if you lose all your money at the end of the season, why would you sell players? My suggestion is that 50% of your money is transfered to the next season as money, the other 50% as points.
2) Scouting needs to be improved, but I understand this will be implemented shortly.
3) Physio should be more important too. The easy solution is to have more (or more severe) injuries, for example double the amount/chance. The question is: does this make the game more fun, or more frustrating (no one likes to have injured players)? Not sure about this, I suggest just to test one season how it works out. Another idea is to have physio influence stamina. For example: level 1 gives 1% chance of an extra point of stamina for each player not playing, level 10 10% (if that seems low: it’s about 6-8 points during a season)
(also I don’t think you should get messages about it, just see it in the player screen as you see improved stats)
4) Wages. For me:
Wage Limit: $870,980
Current Wage Total: $679,523
I have wages at 2, could have done it at 1 too, but that would have given me (I think) 2 extra points?
I checked another team (Feyenoord), about 800k in wages, probably also wage limit at level 2. So I have 15% lower wages, should that not be worth 10 points or so? I have the feeling it’s not balanced yet. Maybe 5 points for every level, starting from 600k?
I like the player morale idea. An improved newspaper would be fun too, but I guess we can partly do something about that ourselves?
No buyers for a 20yr old 84 tackling?
Edit: sold!
Reminds me of what happened last season in group D of the CL. Ajax was 3 points and 7 goals up before the last round, then this happened:
Dinamo Zagreb 1 – 7 Olympique Lyon
Ajax 0 – 3 Real Madrid
Real Madrid 6 6 0 0 19 2 +17 18
Lyon 6 2 2 2 9 7 +2 8
Ajax 6 2 2 2 6 6 0 8
Dinamo Zagreb 6 0 0 6 3 22 −19 0
Yes Berhan. And cool!
A positive correlation with player quality.
There are currently two ways to quickly rank your players: estimated value and (with a script) average stats. The script (currently) only works if there is an estimated value and it’s unclear if the script will be updated.
But there is a solution: add a column for average stats in the game (as a replacement for estimated value, or in addition).
(and I know the average stats don’t say anything, but that is also the case for any other number in the game…)
Which means that if the estimated value have to be removed for some reason, it should be replaced by adding a column for average stats (in the game, not with a script).
(I’ll make a separate posting for it)
Thanks! Now I can make sense of the players screen again.
So, will the removal of estimated value be undone or not? I think the play currently is unplayable (making it very difficult to see quickly how good your players are), so this is an very important issue for me (not much point in continueing to play otherwise).
Filipe, how many seconds does it take you to evaluate a player based on age and skills?
And how many seconds to evaluate 5 players (the youths) and 30 players? (the main squad)?
Filipe, a 15M youth is better than a 10M youth. The game is based on ranking players, at least for me. It’s not about transfer prices, but about which players to keep. Without a way of ranking the players (without having to calculate everything by hand each time), I think the game is dead…