Recent Posts by Kuroyuki

Subscribe to Recent Posts by Kuroyuki 65 posts(s) found

September 28, 2011 22:23

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Berhan how differently would a person play if their was a contract clause stating for good performances he would get a 10% pay bonus, but then in reverse was to get a 10% pay reduction for a bad performance.

Vaughn their have been instances with differing sporting codes where players have received performance related contracts or in extreme cases the player contract stating he gets paid per game played rather than a set weekly pay.

 

September 28, 2011 02:00

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I just thought of this and decided to post the idea.

A manager should have the option to contract players with a game performance clause in the contract. So that if a player performs poorly on a consistent basis then a manager can reduce the players wage accordingly.
I.e. a player receives too many disciplinary points or has consecutive games where he has a performance evaluation of 4 and below.

What do other managers think of a performance based clause in contracting players?

 

September 14, 2011 06:51

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sounds interesting, can’t wait to see what it is. :)

 

September 14, 2011 00:56

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My suggestion is the following:

Have all countries regardless of country rank receive the same quality of youth player in regards to their starting stats. After this you randomise the players stats so you get the difference in the players total stat at the end of their development.

Doing this relies on the skill of the manager rather than being in the best country.

 

July 29, 2011 00:48

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Currently you are given players with an attribute detailing what side of the field they are to play on (L, LC, C, RC or R), why not just get rid of this feature. The removal of this gameplay feature will make the game easier to play by making field placements easier and by simplifying player recruitment. i.e. I need to get another midfielder, you just do a midfield player search compared to I need a RC midfielder, theirs a good midfielder, can’t use him he’s a LC midfielder, gotta keep looking.

 

July 20, 2011 10:56

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Vaughn I wasn’t inferring that one player keeps the ball but the team (referred to as they) keeps the ball until it gets within the distance for short range shooting.

 

July 20, 2011 00:35

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I am not well versed in this aspect of the game, but does it work something like this:

What you choose restricts your player to that level:

1. passing setup
a) short passing – only does short passes
b) medium passing – player does a mix of short and medium length passing depending on open players
c) long passing – player will do either a short, medium or long pass depending on open players

2. shooting setup
a) short shooting – will keep the ball until they reach the short range shooting distance
b) medium shooting – will shoot either from the medium or short range distance depending on the strength of opposing defence
c) long shooting – will shoot from either long, medium or short range distance depending on the strength of opposing defence

Is this information correct or if wrong can someone provide some clarifying information.

 

July 16, 2011 22:29

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When it comes to tackling intensity, how do you decide whether to use easy, normal or hard?

 

July 14, 2011 01:18

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Things in my opinion I believe are needed in the game:

1) Improved game economy
2) Comprehensive and up to date game guide written by someone who understands the game.
3) Youth academy system
4) Enough youth players to field a youth team in the youth academy system
5) Managerial control over the youth a team receives. This can be done by generating a group of say 5 youth players and the manager selecting a player to suit his needs, rather than getting a player for a position he doesn’t need.
6) Youth player contract negotiations to begin when the player turns 20 rather than the current random setup of anywhere between 16 – 18.

 

June 11, 2011 10:38

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I have a couple player search suggestions, they are:

  • search by player value; and
  • search by nationality

 

May 30, 2011 01:52

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I would like to see the number of youth at a club setup like the following:

Coaching Level 0 = 1 youth player
Coaching Level 1 = 2 youth players
Coaching Level 2 = 3 youth players
Coaching Level 3 = 4 youth players
Coaching Level 4 = 5 youth players
Coaching Level 5 = 6 youth players
Coaching Level 6 = 7 youth players
Coaching Level 7 = 8 youth players
Coaching Level 8 = 9 youth players
Coaching Level 9 = 10 youth players
Coaching Level 10 = 11 youth players

Plus also giving the manager more control over what youth player he gets.

 

May 24, 2011 22:42

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Currently the way the game is setup with the player being automatically generated, you receive youth players with an affinity for a particular side of the field i.e. L, LC, C, RC or R. The flaw with automatically generated players is you can get a player for which your team already has plenty. I.e. receiving a leftside player when you already have alot of leftside players.

My suggestion is the following:

1) Get rid of the side positioning and have the players being usable in all positions (L, LC, C, RC, R); or

2) Enable manual control over the assignment, in this case the arriving player gets assigned his position on the field by the manager to suit his requirements.

 

May 06, 2011 00:58

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I don’t know how hard this will be to implement but here is my suggestion.

Currently team formation is sorted through a click and drag operation. You click and hold a player and drag it to the desired position. This may work on a PC, notebook or netbook but it doesn’t work on a mobile device (i.e. a smartphone). As when you go to move a player by click and drag, instead of moving the player, you move the screen around. So my suggestion is to move players via tapping only rather than click and drag. So it would work like this: You tap on “Player A”, the player is highlighted, you then tap on the location you wish the player to go. An example: you wish to replace a player on field, so you tap on the bench player you wish to use, then tap on the on field player you wish to place on the bench. In my opinion this method would be more friendly for those utilising a touchscreen interface than the current click and drag player movement.

 

May 03, 2011 12:07

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By any chance would this planned change to youth development result in a faster evolution of a player to its max stats?

 

April 06, 2011 10:27

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http://www.rubysoccer.com/game/player_info/188132

Craig Woodcock
Age: 18

Attributes
Position: G
Side: -
Keeping: 80
Tackle: 32
Passing: 65
Shooting: 25
Speed: 69
Dribble: 76
Control: 76
Header: 72
Aggressiveness: 32

transfer price: $14,000,000

 

April 01, 2011 09:16

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Bump for attention.

 

March 28, 2011 00:34

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How is the fix for the hotlists coming along?

 

February 18, 2011 08:52

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The hotlists seem to be not operating correctly.

 

February 18, 2011 05:44

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Have young players regain stamina at double the rate of old players.

 

November 14, 2010 10:12

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It has been like that for at least one and a half hours.

 

October 31, 2010 20:50

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It skipped a few ticks I think.

 

October 15, 2010 05:47

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Is it a random stat loss, if so personally I believe the stat loss should come from speed only. As players age their ball skill remains while their speed diminishes.

 

October 14, 2010 06:50

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When the boards expectations are only to improve the team no matter the game, what sort of things do they expect to be done with the team. In my opinion if my actions still result in player skill improvements across the team, shouldn’t the board be happy regardless of game results.

 

October 14, 2010 03:21

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It depends on the second string players that you use in the game and the skills they have. I generally utilise a second string team in games which I wouldn’t stand a chance of winning even with my default starting squad. Does the board consider this scenario?

Afterall, a lost game is a lost game, regardless of scoreline.

 

October 14, 2010 01:23

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So why do you get the board giving an email about a bad result in a game when using a reserve team made up of second string players in a league game, cup game, etc. They should take into account the skills of the actual players used in the game and base game performance on that rather than anything else.

 

October 13, 2010 23:06

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This is a bad idea considering current board evaluation setup. Currently I believe the board evaluates based on the best eleven players you can field in a competitive game not the actual team you put on the field. Until the board is given better intelligence such things shouldn’t be implemented in the game.

 

October 05, 2010 20:40

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The only way this is not a bug, would be position based on games won instead of goals difference.

 

September 18, 2010 01:32

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What happens in this situation:

A team is heading towards financial collapse but the manager responsible resigns before this happens and the restructure takes place. A new manager comes along to manage the team just prior to its financial collapse and restructure. Does the incoming manager get fired during the restructure or does he keep his position?

 

August 14, 2010 22:45

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MediumTicker

Fernando de la Mora vs Olimpia

1 × 0

5-3-2 formation 4-4-2
42% possession 58%
5 shots 26
4 shots on target 16
87% accurrate passes 94%
45% effective tackles 61%
1 corners 6
7 offsides 5
10 fouls 3

 

July 21, 2010 22:29

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My suggestion is to have two separate pages for team setup configuration.
One page for players field placement and another for player mentality (offense, defense or neutral).