You got it right amacb, if you set it to rare your players tend to dribble instead of passing, but it affect all your players, not only midfielders. Wingers (any player on most left or most right positions) have passing frequency set one level below your team, in other words if you set your passing frequency to normal your wingers setting will be rare.
The way I see things, rare passing frequency should be more effective if your players have good dribbling skills or your opponents have poor tackling skills. In the other hand frequent passing could make you reach the opponent goal quicker but there is always a risk your passes are intercepted.
Hope this helps :)
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Cheers!
I’ll add this bug to our list…it happens either when the player leaves without manager action or when the manager releases the player. We’ll see :)
Thanks for reporting!
I would think it’s not available only if the player was released to free transfer before player history was added to the game. If that’s not the case please let us know so we can fix it.
Cheers!
Improvements and fixes:
- long passes and shots are now less accurate
- reduced even more maximum distance for headers towards the goal
- fixed bug on substitution of injured players when some individual tactics were applied
We were not planning to change that, it would require some important design changes…is it worth? :-)
Now serious, if the season/turn system bothers you or other users we can certainly consider changing that, but it will require a good amount of programming time.
Cheers!
At least 30 minutes…in the future the improvement will depend on how much time the player effectively played.
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!
We don’t have a final decision about this, what I can say is that they’re not in our short-term plans.
Cheers!
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!
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
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.
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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.
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
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!
We’ve tried that once, didn’t work…but it’s worth trying again :)
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!
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!
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.
Our server entered on daylight saving time, that’s why the ticks ran 1 hour earlier.
Cheers!
Added to our list Alban. It has been suggested before but we hadn’t created an enhancement for that yet. :)
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.
Simple one, we’ll do it :)
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? :)
Problem solved guys, apparently a “sleeping programming” consequence ;)
Sorry for the inconvenience.
Quando temos problemas no tick pode acontecer dos cartões nao serem zerados…fiz algumas mudanças pra tentar corrigir isso quando houver problemas no tick.
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 :)
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!
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!
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!
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!