Keepers value had always been a concern, usually they had high values as just a few skills were used in the calculation, now that we’ve changed that their value is pretty low. We’ll review each skill influence in the calculation, not only for keepers so I guess this is likely to change.
Thanks, Jorge!
I kinda feel that too…I’ll review this later so that main skills have more influence on player average skill calculation.
Thanks Amac!
Exactly, a +6 means a total increase of 6 points, it can be 6 points in one attribute, 2 in one and 4 in another one, 1 on 6 different attributes…any combination.
We finally found a good formula for player estimated value calculation. It will change dynamically based on the transfers between human managed teams and its parameters are dimension specific. All other calculations like wages, merchandise and sponsorship remain the same for now.
Cheers!
The purpose of a dynamic formula is to have an estimated value close to the real market value and use similar ideas for wages, sponsorship and merchandise calculation…but these are a different subject.
In the future we’ll have a star player concept that will give a boost to the player value.
Your stadium is always full cause you have good players and were always in the top of the league table this season :D
What about the other skills? Has he improved other skills?
Brazil
10 x Cruzeiro
1 x Flamengo
1 x Botafogo
1 x Goiás
1 x America-RN
Happy now? :)
Congratulations by the way, the brazilian league was really exciting this season!
1) No.
2) No. Wage demands formula will be implemented and announced later ;)
3) Discussing with a friend the formula I was going implement we ended up with new ideas that will probably make the values increase. More on that when I have made the preliminary calculations.
I’m about to change again player value calculation as we agreed it can stay the way it is now. With the change I have in mind all player values will be immediately recalculated using the new formula and this new formula will be dynamic, meaning it will change according to the player transfers that are currently happening. As a consequence, each dimension will have its own dynamic formula.
What I could observe with the data collected from the last 100 players transfer is that the player estimated values will decrease dramatically, as most transfers do not involve top players. This scenario is likely to change over time as new countries with weaker players are added to the game. For now, I see top players’ estimated value around 2.2M, average players from 800k to 1.3M and weakest players around 400k.
If anyone has anything against these changes or another suggestion on how to calculate player estimated value please feel free to tell us. Another option is to remove the player estimated value, but I think it’s fun to have it.
Cheers!
It’s the player who received the foul.
Sorry, where I said “you can give any kind of order” I meant “you can’t give” :P
I ended up buying a defender, I already have the 5th best attack in the league, but also the 4th worst defense :P
I wanted to surprise you guys and properly announce it when we allow free kick takers to be selected (as well as for penalty kicks and corner kicks). The answer is yes, keepers use the same skills as in a regular shot, 60% keeping and 40% speed. The free kick taker in the other hand uses 80% shooting and 20% control.
Free kicks are always direct shots when near the goal, otherwise they’re always high balls, meaning they can result in a header. For now you can give any kind of order on free kicks Alban, it’s a fixed behavior, but it’s an interesting enhancement for the future, if not too complex ;)
Cheers!
Nice! Thanks for the info Philipp! While we don’t have this hall of fame in game it’s cool to see it in the forums :D
Hi Kalle,
Bids for non listed players are on our plans, as well as some kind of BCC contract clause (and other clauses). Morale, definitely! We feel we’re almost done with what we consider basic functionality, then we’ll be able to start working on more interesting things like that :)
Stadium expansion cost is not exponential, but linear. You pay 100,000 for 100 seats when your stadium is smaller than 10,000 seats and 1,000,000 for the same 100 seats when it’s bigger than 90,000. The construction time also increases, in the previous example it would take 1 turn to build 100 seats for the small stadium and 10 turns for the bigger stadium.
Cheers!
Not sure about that yet, some people complained this should be coaches job…but it is a possibility :)
When I say dynamic value calculation I mean use the value paid on transfers to adapt our estimated value calculation formula so all players value would slowly become more realistic when recalculated. :)
Thanks Alban! We’re always trying to do our best so RubySoccer can improve fast!
Cheers!
I completely agree with all that has been said. Here’s my action plan: adjust all player’s values based on the new rule AND make the value calculation dynamic over time so it will slowly approach the real market value.
Sorry for the mess guys, I didn’t mean to get everybody confused ;)
7M is too much for me right now. Any chance of reducing the price a little? ;)
Done, the very last scout search results are now available right below the Scouting title on Search page. We think 3 would be too much, if you like some players from old searches you should add them to your favorites ;)
Cheers!
Well, fixing it means applying the new calculation to all existing players, would that be ok? :)
A player must play at least 30 minutes in a match to gain experience. I’ll add that to the game help ;)
Cheers!
What about “turn(s)”?
No…I should’ve added this option, I was sure someone would ask for it :D
Anyway, my idea was to allow viewing the last search only…last 3 shouldn’t be bad. First scout enhancement!
Cheers!
Hheheeh, your suggestions weren’t ignored Alban! We just don’t have enought time to implement such complex and interesting features as fast as we’d like. Don’t worry, in time, they’ll all make it into the game, including this one about player experience, I really like it ;)
Cheers!
A 31 y.o. player will lose only 1 or 2 points during the whole season, in the average. It is possible for a player to reach 33 without having decrease any skill :)
About players improving too fast I agree, we have some future plans to make player evolution more realistic without making it too complex, it’s good to read your concerns about this subject, we are open to suggestions, as always.
Cheers!
New department added: Scouting. In your Stadium information page you’ll now be able to build and upgrade a scouting department, like we already have for coaching and physioterapy. This department gives you a tool in the Search page to look for players using detailed criteria. Complete information about scouts can be found in the game help.
English: http://www.rubysoccer.com/mediawiki/index.php/Staff_Departments
Português: http://www.rubysoccer.com/mediawiki/index.php/Comiss%C3%A3o_T%C3%A9cnica
Cheers!
Make sure you don’t have any substitution rule to add this player in the friendly formation. Another possibility is that there was an injured player in your friendly formation and then your main player was replacing him.
Cheers!
Yet about the super starts wage, maybe we could change the weight of the skills in the calculation…tackle is already more important for defenders, but what I’m saying is that we could raise its importance a little bit for instance. I know, it’s too soon to change it again, let’s wait and see how the current system will work out :)
Cheers!