Recent Posts by Gabriel Cesario

Subscribe to Recent Posts by Gabriel Cesario 4,164 posts(s) found

November 12, 2008 19:49

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Hi JadaX, welcome to RubySoccer!

All teams have 6 youth players whose age is somewhere between 16 and 18. At some point you’ll receive a message saying one of your youth players is asking for a contract. After that you’ll have an option to either offer a contract or release the player. If you do not hire the player in 12 turns after receiving the message he’ll leave your club. After hiring or releasing a youth a new 16 years old youth will replace him.

For now players only improve by playing matches, no matter whether official or friendly. The more experienced a player more matches will be necessary until he improves. When he does, the number of skill points he will earn depend on your coaching level. Check our game help for more details on that.

Our season has 144 turns and our week is 3-turn based. League matches happen on turns 3, 6, 9, 12 and so on (some leagues start later), national cup matches on turns 7, 10, 16, 19, 25, 28 and so on and international cup matches on turns 125 , 128, 134, 137, 143 and so on. Wages, sponsorship, merchandise income, all this is paid on first “week” turn (1, 4, 7, etc). Everything else (transfers, loans, renewals, improvements) can happen on any turn.

Hope this helps.

Cheers!

 

November 11, 2008 14:13

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We don’t have a final decision about this, what I can say is that they’re not in our short-term plans.

Cheers!

 

November 11, 2008 10:18

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We thought about that, specially when we were planning to let managers decide the ticket price, but then we put both ideas aside. So the answer is no, the positive influence of playing in your home ground is not affected by your stadium size or attendance.

Cheers!

 

November 10, 2008 22:01

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Minor improvements of the day:

- fixed turn displayed on some friendly canceled messages
- reduced maximum distance for headers towards the goal
- removed own players from scout search

 

November 07, 2008 14:23

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First, in English:

In the first 100 non-friendly matches of a manager or team, the points are the sum of match results (3 points per victory, 1 per draw and 0 per loss). From match number 101 and the following, we use the formula:

points = points – (points / 100) + match result (3, 1 or 0)

This way the more points you have more difficult to earn more points and easier to lose them in case of loss. The opposite happens for those with few points, it’s faster to earn points with victories than losing them with losses.

=======

Em português:

Nas primeiras 100 partidas não amistosas de um técnico ou time a pontuação reflete os resultados das partidas (3 pontos por vitoria, 1 por empate e 0 por derrota). A partir da partida de número 101 e nas subsequentes a seguinte conta é feita:

pontos = pontos – (pontos / 100) + resultado da partida (3, 1 ou 0)

Dessa forma quanto mais pontos se tem mais difícil fica para ganhar mais pontos e mais rápido para perder em caso de derrota. O inverso vale pra quem tem poucos pontos, é mais rápido subir com vitórias do que perder pontos com derrotas.

 

November 07, 2008 09:32

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Hello everybody!

We need volunteers to help us writing our game help. You can either write new topics in English or translate existing topics to your native language. As some of you may know we have a game help wiki with a few topics we’ve written in English and Portuguese. Leave a message if you wanna help and we’ll contact you with more details. The basic idea for new topics is that we’ll give the volunteers an overview about a specific topic so that he/she has enough information to write it.

Anybody? :D

 

November 07, 2008 09:25

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Friendlies and official matches have the same effect on player improvement, so you don’t need to worry. In the future we may change this so that friendly matches are less effective than official matches.

About morale, we still don’t have a final decision about how that will work, but probably not playing at all would affect morale more than playing friendlies, even though at some point not playing official matches will end up affecting it as well. More details on that when we start working on it, not high priority now.

Cheers!

 

November 06, 2008 18:46

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We’ve tried that once, didn’t work…but it’s worth trying again :)

 

November 05, 2008 10:56

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When we have more countries the international cups will start earlier and we should be fine…the purpose of having them in the end is to have competitions throughout the whole season and leave the most important ones to the end. But I agree there is an advantage right now for countries with more teams on first division, let’s see what we can do.

Cheers!

 

November 04, 2008 19:06

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Well, we won’t punish anybody due to unofficial trades, they’ve been going on for a while now and that’s ok. A tool may take a while, it’s not in our near future plans, lots of high priority enhancements first ;)

Cheers!

 

November 04, 2008 19:03

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Unfortunately you won’t be able to trade with him right now, we plan to delete old records so situations like this don’t happen again.

Regards.

 

November 02, 2008 10:36

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Our server entered on daylight saving time, that’s why the ticks ran 1 hour earlier.

Cheers!

 

November 02, 2008 10:34

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Added to our list Alban. It has been suggested before but we hadn’t created an enhancement for that yet. :)

 

November 01, 2008 20:47

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Not hard as well, we just need a more complete team history screen, I don’t think these would fit into the current team info screen where only the competition and manager history is displayed.

 

November 01, 2008 14:21

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Simple one, we’ll do it :)

 

October 31, 2008 10:28

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Not millions, the factor is the result of the formula, for example:

money = 8,000,000
departments = 200,000
player wages = 200,000
factor = 8,000,000 / (200,000 + 200,000) = 20 (regular)

If the expansion costs 4,000,000, you’d end up with 4,000,000

4,000,000 / (200,000 + 200,000) = 10 (bad)

Better now? :)

 

October 31, 2008 08:25

4,296 posts(s)

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Problem solved guys, apparently a “sleeping programming” consequence ;)

Sorry for the inconvenience.

 

October 31, 2008 08:24

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Quando temos problemas no tick pode acontecer dos cartões nao serem zerados…fiz algumas mudanças pra tentar corrigir isso quando houver problemas no tick.

 

October 31, 2008 08:22

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If you receive this message it means your financial situation would turn into “bad” or “terrible” as a result of the expansion…the calculation behind this is

factor = your money / (departments cost + player wages)

if factor < 6 (terrible)
if 6 < factor < 12 (bad)
if 12 < factor < 24 (regular)
if 24 < factor < 48 (good)
if factor > 48 (excellent)

We need to add that to the game help :)

 

October 30, 2008 14:08

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Yes, the logic to evaluate the player strength (and therefore the team strength) has changed. Before we used only the player’s main skill, now we have a formula considering all relevant skills, that’s why expectations have changed all around.

Cheers!

 

October 29, 2008 18:57

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The answer to the first question is: highest wage percentage, longest period, “weakest” team.

Second one: we have a same league block planned for when you transfer or loan list a player.

Cheers!

 

October 29, 2008 12:32

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Last update on FastTicker had some problems, so it is possible that some players have improved and the attributes are not blue and some red carded players are still unavailable for next league match. Unfortunately we don’t have enough time to fix that manually, sorry for the inconvenience.

Cheers!

 

October 28, 2008 18:00

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Some actions are being taken to change this scenario on the match but we have some interesting suggestions here, I’ll consider them. You’re right Alban, in some situations it is possible for an attacker to receive a pass and shoot even before the defenders have the chance to do something.

Thanks guys!

 

October 28, 2008 14:49

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Working on it Jorge, more improvements on match engine soon :)

Cheers!

 

October 27, 2008 08:16

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Some of the things you listed are in our plans Philipp, specially the trophy cabinet per manager, team and competition. :)

 

October 27, 2008 08:14

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Couple comments:

1) I believe there is no such thing as long backward passes, the problem is on the replay engine, when you see that kind of “pass” what really happened is that the attacker shot and the keeper caught the ball and passed it to the midfield all in one 10 seconds “turn”, that’s why the replay doesn’t show the details. Please check the match comments when you see this happen so we can confirm that ;)

2) Forcing the number of defenders is not a solution in my opinion, I can setup my defenders and tell them to move forward or creating rules to change their position, playing with 0 defenders during the match anyway. One thing we have planned that may help on this situation is make the keeper’s life harder when there are no defenders between the attacker and the keeper, so even though you may have less shots when playing against a 0 defenders team you’ll score more easily.

Cheers!

 

October 26, 2008 09:45

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Makes sense Fabrizio, we’ll think more carefully before implementing an isolated feature from those you mentioned.

 

October 24, 2008 21:04

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I totally agree. We have planned some tactical options to better explore the use of wingers, maybe I can do some small tweaks even before those options are implemented ;)

Thanks for your suggestions!

 

October 24, 2008 21:03

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We’ll probably have to do something more aggressive against such formations, it’s completely unrealistic but sometimes it does work here.

 

October 24, 2008 21:02

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Small problem I left on last update, it’s fixed by now :)