Option 4 it is.
We know more countries will improve the game a lot. As soon as we finish the admin tools and a few other enhancements RubySoccer will be ready to start getting more users and, consequently, increasing the number of countries.
Thanks for your replies. That’s one of the advantages of visiting the forums, you have the chance to give your opinion about changes and new features. Another poll-like post soon, on players improvement.
Cheers!
It probably has to do with the changes regarding face-to-face shots. You must have at least 1 defender on mentalities -1 or 0 WITHOUT advanced tactics telling him to move forward or all forward, otherwise your keeper will be penalized by his dribble skill.
Please let us know if you need more clarifications, we’ll be glad to explain as we don’t have a complete online help yet :)
Cheers!
Your suggestions are welcome Sly and similar changes are already being discussed behind the scenes (I’ll post some updates on these soon). About friendlies, our idea is that after a certain level a player won’t improve by playing friendlies, he’ll have to play official matches. This should also increase the number of loans of those players not yet ready to play official matches in your team but that could perfectly fit the first squad of a weaker team. With the changes we have in mind it would be ok to show the number of friendlies played in the player history. I’ll try to summarize our new ideas in another post tonight. :)
Cheers!
There are some changes planned for player improvement and I’ll ask for some suggestions soon. But the way it works now is how Danilo described, your players will have a random pre-defined potential for each skill and will only earn points by playing matches. In the beginning a single match will make your player improve, then a few matches and finally a lot of matches. Doesn’t matter if friendly or official matches (for now). There is no age based unlocking of skills and the only age limit for player improvement is 30. With 31 years old his stats may start decreasing.
Hope this helps :)
Cheers!
His skills are not affected during the match, except for speed. The low stamina won’t affect his growth, even though I guess it should ;)
Cheers!
The explanation for that result is simple Dr. Gullit, you were using only one defender on mentalities -1 or 0 and this defender had a move forward individual tactic, making your goalkeeper vulnerable to the opponent shots, so his defensive power was affected by his dribbling skills (defensive power * dribble / 100). The purpose of this enhancement is to be more realistic and punish teams with no real defenders. In order to not receive this punishment you must have at least one defender on -1 or 0 mentalities with no individual tactics telling him to move forward to +1 or midfield.
Hope this helps.
Cheers!
A low stamina player can get injured more easily (even though I think we should raise the odds) and is slower during the matches.
Cheers!
It worked on mine after updating to Java 6 update 11. The page said it’s not fully supported on Chrome yet so we may have to wait if you still have problems.
Cheers!
Fixed. But I’d say it’s safer to keep the players at least 35 minutes in the match (as you’re already doing), I found out that sometimes he can still lose some seconds. I’ll update the game help ;)
Cheers!
I know what’s happening. After I added the enhancement where some time is spent on player positioning before free kicks, corner kicks, etc, this time spent is not being accounted as time played.
Sorry for that, fixing it now.
It happened to some of my players as well, I believe the general market value of players has decreased recently.
As announced 2 days ago, keepers now use dribble skill if your formation doesn’t have any defenders on mentalities -1 or 0. Get ready for a new goalkeeper announcement: control skill usage.
Currently this skill is completely useless to goalkeepers but Bruno Costa has helped us in finding a good way to use it. Control will be used to decide if the keeper catches the ball, deflects the ball or punch it to outside the field when he makes a good defense. Keepers with high control value will catch the ball more easily while those with poor control skill are more likely to deflect it. THIS WILL NOT INFLUENCE THE KEEPER ABILITY TO AVOID GOALS, BUT INFLUENCE THE WAY HE MAKES THE SAVES.
Of course it’s not fair to add this rule right away, so it will be applied starting next season in FastTicker and mid-season in MediumTicker. Another enhancement will be added at the same time, giving goalkeepers the chance to catch a deflected ball before another player reaches it. As of now the keepers stand still, waiting for someone to get the ball :)
Cheers!
Thanks for the info Alban, we’ll take a look.
Cheers!
Changes on match engine to be applied in 2 days affecting teams that:
-use formations with no defenders on mentalities -1 or 0
-use formations where all defenders on mentatlities -1 and 0 are told to move forward to D +1 or M -1 using advanced tactics
Keepers from teams using a formation as described above will suffer a face-to-face effect on regular shots (not on headers). This means their keeping ability will be affected by their dribbling skill, using the following formula:
(keeping * 0.6 + speed * 0.4) * dribble / 100
The first part of the formula is what we already have now, the dribble portion is the face-to-face effect. If you have a keeper with 100 on his dribble skill you don’t have to worry about it.
The motivation for this change is that some teams have been successfuly using formations with no defenders and their keepers are not penalized for this lack of defense, which is unrealistic. I hope those using this kind of formation understand the need for this improvement in the match engine.
Cheers!
Sorry for the long post, it’s an important subject ;)
I’ve been discussing youth quality evolution based in the Country Ranking via in-game messages and then I decided to bring this subject to the forums. I know it’s not clear to everybody how it works, specially with our yet incomplete game help so this is a good opportunity to clarify things a little bit.
For each country we have a base value for each skill (keeping, tackle, passing, shooting, speed, dribble, control and header). On season 1, the first and second countries had 80 in all base skills, the third and fourth had 79, fifth and sixth had 78 and the last 2 countries had 77. At the end of a season we calculate the international points and change country positions as needed. Only one base skill is updated per country, if necessary. An example where it wouldn’t be necessary is for a country with 80 in all base skills that is still in first or second in the country ranking.
Let’s say Brazil was first in season 1 and is now third on season 2. One of its base skills would be reduced to 79. If on season 3 Brazil is the last country, one of its skills will be reduced to 79 (unless it’s the one whose value is already 79, in which case this skill will go to 78). The same rule applies for increasing base skills values. So for a team which start in third on country ranking it would require 7 seasons in first or second to increase all its base skills from 79 to 80.
Our intention with this system is to make youth quality change slowly as the country gets better or worse results on international competitions and also allows a country to have better tackle values than shooting, for instance. The purpose of this post is get some opinions about this system. Is it too slow? Is it ok? What could be changed?
My suggestions are:
1) Keep it the way it is
2) Change all skills at once (reducing or increasing 1 point on all base skills)
3) Change only one skill but change it directly to the current position value (e.g. tackle is 80 and the country is in fifth, we should reduce it to 78 instead of 79)
4) Change all skills using the rule described in option 3.
Options 2 and 4 would make it useless to have separate base values for each skill as they will always have the same value, but if it’s for the good of the game we can change anything!
Cheers.
I expect the number of shots to be reduced this season as we now have some time spent for player positioning on fouls, corners, etc. Let’s see what happens.
Cheers!
The economy needs to be adjusted, that’s for sure, but I don’t feel the value system is responsible for that, as the idea is that it should regulate itself. Anyway, suggestions for game economy are always welcome (I know we already have some here in the forums :D )
Cheers!
Interesting, they have the same average regarding the value calculation. I see they were hired from free transfer, so no influence from transfer price. I can think of 2 explanations:
-the dynamic value calculation coefficients were higher when Allais improved than when Huertas improved
-Allais got lucky on Random effect during his value calculation
I’d guess it’s a little bit of both, but first option is more likely. Allais is 1 year older and prices have dropped a little, in general. Huertas value is close to the calculated value using the current coefficients.
Just an extra comment, this calculation doesn’t take side, aggressiveness or age in consideration, we’ll probably add these factors in the future.
Cheers!
Second possibility: they have accepted another team’s friendly invitation or another team has accpeted their friendly invitation for the same turn you proposed, in which case you’d receive a friendly rejected message. Could be it?
Who invited who? Haven’t the invitations expired?
Match Engine: 10 to 30 seconds are spent before goal kicks, corner kicks, throw-ins and penalty kicks.
Enhancements on Hall of Fame suggested by Philipp Leibeck:
-separated CL from Libertadores and UEFA Cup from Sudamericana on Manager Hall of Fame
-it is now possible to sort the table by any competition
More statistics:
total non-friendly matches analyzed = 26695
home victories = 13635 (51%)
visitor victories = 6780 (25%)
draws = 6280 (24%)
home goals = 45481
visitor goals = 27011
Again, I think it’s not that unbalanced, it must be harder to win when playing as visitor, weak teams must have a chance. If your team is much stronger you’ll probably win anyway. The strange results may happen sometimes, we’ll always work to make sure they don’t happen very often. I’d like to hear more opinions on this subject before changing the code.
The bug should be fixed.
Cheers!
The match Hertha Berlin x Recreativo Huelva on turn 122 was played again because Hertha’s formation for the original match was not the intended one due to some weakness related to setting up the formation in the fixtures screen. I can give more details if anybody wants. Please make sure that when you change your default formation from A to B you check the formations assigned to your matches in the fixtures screen so you won’t end up using B where you wanted A. We’ll fix it as soon as possible. If you never changes your default formation you don’t need to worry.
Cheers!
A manager is fired for bad performance only if the best applying manager is better ranked than him. The Board wouldn’t want a worse ranked manager to take over the team ;)
Cheers!
There is a more complex calculation behind it, after the upgrade you should have enough money to be in a regular financial situation, already considering the new maintenance cost, otherwise the board won’t let you do that.
There is not time limit, your money is the only limit. If you’re not able to upgrade right now is because it’s too expensive for you at the moment. In the game help you can see the costs for all departments:
http://www.rubysoccer.com/mediawiki/index.php/Staff_Departments
Cheers!
The reason for not having the group phase is the number of teams. We’ve had suggestions to add a group phase even with this small number of teams. We may do that, but we will for sure when we reach 32 teams on CL. Same for Libertadores and Sudamericana.
Cheers!
I’ve seen that happen in the past, not sure how though, it’s not common.