Recent Posts by Gabriel Cesario

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December 22, 2008 14:44

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I don’t think dribbling is useless for defenders and tackling useless for attackers, they can be helpful in some situations. Anyway, I got your point. Main skill already have a higher importance on value calculation, like a defender with 90 tackle and 80 dribbling is worth more than another one with 80 tackle and 90 dribbling. If it’s common sense that it’s not good enough we could increase the difference ;)

Cheers!

 

December 22, 2008 14:40

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We have received some similar suggestions. Basically we need an easier way to schedule friendly matches. We’ll work on something.

Cheers!

 

December 22, 2008 09:23

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I’ll start as soon as I’m done with the “titles won” screens for managers, teams and competitions ;)

 

December 21, 2008 19:57

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Update on our plans:

-Coaching will be changed so that it does not influence how many skill points the player earns at once, but how often he improves
-When improving a player will earn from 1 to 5 skill points
-Different match types will give the player different amounts of experience points: 1 for friendlies, 3 for league and cup matches, 4 for UEFA Cup and Sudamericana, 5 for CL and Libertadores and 6 for Club World Cup
-In order to improve the player will need something around 15 to 60 points, depending on the coaching level and team division
-Second division youths will start at the same level as a first division youth. The difference between divisions will be the amount of points necessary for the next player improvement, as stated above
-Starting on 16 players will receive only part of their potential every year, 10% in the average so that their maximum can be reached around 25 years old. Of course there will be players receiving more or less potential per year allowing some to be young stars and some to reach their maximum near 30.
-Keepers will stop improving tackle and shooting while the other players won’t improve keeping
-After reaching his maximum a player will have increased each skill by 20 points, in the average, therefore the average total points increased in all skills will be 120 for keeper and 140 for everybody else

Let me give an example to make sure everything is clear. Consider a new youth defender, 16 y.o.. Suppose he receive 10% of his potential points, it means he will have a total of 14 points to increase on his skills. He plays some matches during the season and improves 3 times, earning 2, 4 and 5 points, respectively. There are 3 unused points that will be carried over to the next season. Now he turns 17 and receives more 5% of potential, 7 points. He has now reached 15% of his total potential points and has 10 points to improve. Let’s say he plays some matches and improves twice, 5 points in each. He has no more potential points left for this season, so even if he plays enough matches he won’t increase his skills until he is 18 y.o. and receive more potential points. And so his career goes.

I think we’re getting better now, thanks to this interesting discussion and your suggestions. If you guys have any questions or comments about the ideas above please don’t hesitate in posting a reply ;)

Cheers!

 

December 20, 2008 20:23

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The logic responsible for completing your squad when there are missing or unavailable players has been changed for friendly matches. For those types of matches your worst players (in terms of main skill) are selected instead of the best, which makes more sense for friendlies. This also allowed us to make CPU teams play friendly matches against each other, even though they will still refuse friendly invitations against human managed teams.

 

December 20, 2008 20:05

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Nice, morale is already in our plans and we could definitely use it! Soon I’ll reformulate the new ideas for the player evolution system and post it here.

 

December 20, 2008 11:47

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Right, it makes sense. We already have a higher chance of injuries for low stamina players, but obviously it’s not high enough ;)

 

December 19, 2008 18:15

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It makes sense Sly, I’ll consider this option too. The main reason for making they stop improving was to reduce the number of friendly matches played nowadays. But there are other ways of doing that, like making players unavailable if too low on stamina.

Cheers!

 

December 18, 2008 16:33

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Thanks for volunteering guys! So looks like we’ll start with ekxl, Samir, Philipp and Meninao. thorpedo and Onyros can be our replacements for now…or maybe we’ll find something for you ;)

Cheers!

 

December 17, 2008 09:19

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Nice post ekxl. Regarding your suggestions:

1 – definitely gonna do this
2 – interesting suggestion, we’ll discuss that; remember that with more countries more crappy youths will appear
3 – official matches will be required to make players reach their maximum

Cheers!

 

December 16, 2008 14:20

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We’ll make no difference between official and friendly matches regarding how much a player improves, at least for now…so from 35 to 90 minutes in any match type is the same.

 

December 16, 2008 10:52

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Friendlies and official matches will probably have the same effect on player improvement, the only difference is that after a certain point the player won’t improve playing friendlies anymore. The minimum time required on any match is 35 minutes.

My intention is to start working on these changes soon, probably in the beginning of next week.

Cheers!

 

December 15, 2008 22:15

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As I’ve been saying lately there are some important changes planned to the players improvement system. The purpose of these changes are, among others, to balance the game a little, reduce the number of 19 year old fully improved star players and the friendly frenzy done by lots of teams in order to improve their young guys. Let’s go directly to the point.

-coaching department change: instead of making a player improve more skills at once it would make the players improve faster. The average number of skills improved at once would be the same for all teams. A player who plays once every 3 turns, from a team with 0 level coaching would reach his maximum potential at 30 years old, in the average. With coaching 10 this average will drop to 23. Reason: coaching 10 is a huge advantage nowadays, it makes lots of your players become stars and the player market is less interesting;
-youths from second division will start at the same level as first division youths, but will improve slower while their teams are on second division. Reason: balance second division teams and be more realistic…if a country has high quality players it makes no sense most second division players have poor quality;
-friendlies would make the player improve until a certain level, after that only official matches will make him improve. It’s the job of the manager to figure out when friendlies are not useful anymore. Reason: stop the friendly frenzy, make improvements more realistic, make loans become an interesting option when a player is not ready to play in your first squad but still needs to play official matches to improve;
-friendly information will be displayed on player match history. Reason: there is no point in hiding it, friendlies won’t be enough to fully develop a player;

Of course we’ve already received other related suggestions, but this package seems to be complex enough and we expect it to make things become more interesting. It doesn’t mean other suggestions will not be implemented, all of them will be taken in consideration for continuous improvement.

Any comments? ;)

Cheers!

 

December 15, 2008 21:50

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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!

 

December 15, 2008 15:25

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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!

 

December 15, 2008 10:51

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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!

 

December 14, 2008 20:26

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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!

 

December 13, 2008 17:38

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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!

 

December 13, 2008 10:09

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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!

 

December 13, 2008 09:59

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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!

 

December 12, 2008 21:35

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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!

 

December 12, 2008 21:34

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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!

 

December 12, 2008 19:49

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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.

 

December 12, 2008 19:26

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It happened to some of my players as well, I believe the general market value of players has decreased recently.

 

December 11, 2008 18:47

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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!

 

December 10, 2008 18:16

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Thanks for the info Alban, we’ll take a look.

Cheers!

 

December 09, 2008 18:59

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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!

 

December 09, 2008 13:23

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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.

 

December 09, 2008 12:57

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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!

 

December 08, 2008 21:11

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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!