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October 05, 2017 11:47

3,983 posts(s)

Administator

 

The player traits related to playing better/worse against weaker/stronger teams are now based on team classes. The corresponding trait descriptions have been updated to better explain this change. For example, if you manage an A team and is playing against a B team, your players will have the traits “plays better/worse against teams with a class worse than yours” activated whereas your opponent’s players with the traits “player better/worse against teams with a class better than yours” will have it activated. When both teams have the same class these traits will not come into play.

 

October 05, 2017 11:42

3,983 posts(s)

Administator

 

I can definitely do it in the player information screen, just not sure how to accomodate in formations. That is a very particular screen and the colour coding used there helps identify player positions. I’ll see if I can do something without leaving it cluttered.

 

October 05, 2017 09:11

27 posts(s)

 

Hello,

I’ve suggestion about players numbers.
Can you add this numbers “to be seen” in the player profile card and in the formation/team selection card too, please?

Regards,
Bronson

 

October 05, 2017 07:08

3,983 posts(s)

Administator

 

The number of votes for inactive teams is now being displayed in the “Inactive Teams” tab from the country screen. At the same time we’re putting in a fix to ensure those votes are really taken into account when promoting clubs into bottom divisions, it seems so far they were not!

 

October 04, 2017 21:26

3,983 posts(s)

Administator

 

You can now give numbers to your players using the “Numbers” tab in your team players screens. These number will then be displayed in match reports alongside the player names. This is an optional feature and you can leave players without numbers if you wish (or even remove numbers from currently numbered players).

At the moment the interface used to set the numbers is as simple as possible and there is a single validation that you’re not giving the same number to more than one player. If you do that an error message appears and you have to re-do any changes you had previously done.

Cheers

 

September 28, 2017 10:41

3,983 posts(s)

Administator

 

We have added league classes. It can be seen in the league table screen, on the left hand side of the title panel beside the league name, where the season number corresponding to the league stats being displayed used to be (now moved to the right hand side). The team class is now also displayed in the ranking pages.

Another small addition done at the same time is displaying multiple goal icons beside the player name in the match report, when they’ve scored multiple goals. If they’ve scored more than 3 goals during the match we should the goal icon followed by “x” and the number of goals.

 

September 19, 2017 08:48

3,983 posts(s)

Administator

 

Teams now also have a class attribute! This is based on their key players skills and is also relative to other teams in the dimension (except national squads). The team class can be seen in the team info screen, managers at risk and dimension’s free teams list from the Job Centre. We plan to add this into a couple more places such as ranking screens.

As with the player class, the team class is informational only at this point.

 

September 19, 2017 08:45

3,983 posts(s)

Administator

 

That screen is already too crowded, that’s why I decided to add to the traits list instead. Let’s see if we can accommodate in the future.

 

September 18, 2017 19:59

102 posts(s)

 

Very interesting addition. Would it be an idea to list the player class rating in a separate column in the player list (abilities tab) for example next to the star ratings?

Kind regards
Alexander

 

September 17, 2017 12:47

3,983 posts(s)

Administator

 

Players now have a “class” attribute that is a snapshot of his current skills and star status. This is not yet used to determine any in-game behaviour or logic, but it will be used soon. Please check our corresponding game manual page for more information.

Cheers

 

September 13, 2017 12:18

102 posts(s)

 

The important part imo is to make the forced transfer offer a direct contact with the “board” of the club. How much do you demand for the player… Am I willing to meet this demand etc.

 

September 13, 2017 11:47

3,983 posts(s)

Administator

 

Hi Alexander,

We had a similar suggestion in our WhatsApp group, not sure if it was related to scouting or negotiations, but the essence is the same. It may make more sense with negotiations, to go along with the suggested wage, but at the same time I think scouting is the area where people invest less, so giving it another role could change this.

Regards

 

September 13, 2017 11:41

102 posts(s)

 

First of all I like the introduction of forced transfer offers. It serves as a decent alternative to the “big club clause” and has the potential to light up the market imo. I still think the required amounts necessary to trigger a transfer is too high but that is open for debate and others may very well feel different.
Perhaps depending on your current scouting level you could get a more or less accurate estimate of the required amount needed for the club to accept the offer?

Kind regards
Alexander

 

September 12, 2017 20:52

144 posts(s)

 

Good suggestion!

 

September 11, 2017 13:35

3,983 posts(s)

Administator

 

I like your suggestion very much! This would also assist those who may have “missed” the chance to make a forced transfer after 6 turns, but I think the maximum of 10 is a bit high. I’ll add a task for us to implement this, maybe initially with a maximum of 3.

 

September 11, 2017 08:21

102 posts(s)

 

Hi guys

Currently you have to wait 6 turn after making a forced transfer offer before being able to make another. I think this is a very long time and some what unnecessary. I suggest introducing a system where you accumulate “forced transfer offers”, to a maximum of for example 10, recieving 1 token every 6 turns. Perhaps even a possibility to buy forced transfer tokens using rubies.

 

September 06, 2017 12:10

3,983 posts(s)

Administator

 

CPU teams will now start fielding players that need to “play official matches” to improve. They’re not yet handling other more complex requirements such as play abroad or play international competitions, but this change should help improve the overall player quality in the game.

 

September 06, 2017 12:09

3,983 posts(s)

Administator

 

Simple explanation: every time you make an offer to a player that is not transfer listed you need to wait 6 turns to make another one. This is to avoid people attempting to do that like crazy :-)

You can see how many turns you have to wait by accessing your Profile under the Manager menu.

 

September 06, 2017 11:00

89 posts(s)

 

Another:
http://rubysoccer.com/game/player_info/725488
Raúl Barbado
Contract Begin: Season 73, Turn 132
Turkish league, so no manager for well over 144+ turns

Feels like I am missing something important.

 

September 06, 2017 10:57

89 posts(s)

 

Another:
http://rubysoccer.com/game/player_info/662070
Diogo Lembo
Contract over 72 turns, no manager for multiple seasons.
No “Make an Offer”

 

September 06, 2017 10:55

89 posts(s)

 

Gabriel, this is an example:
http://rubysoccer.com/game/player_info/779445
Timur Kovalenko
He is in Russia, so no manager for 144 plus days
His contract begin over 72 turns ago.
Why do I not see “Make Offer” for this guy? There’s more rules right?

 

September 06, 2017 10:47

89 posts(s)

 

Oh, you wrong 20 to 55 million. Ok, never had that kinda cash. Cant spend that much for a 30 year old player with like 5 seasons left. How much would they want in wages too?

 

September 06, 2017 10:43

89 posts(s)

 

Wow, how am I going to make 20-25million? Buying youth players at 1milion at a time? Jeez.

 

September 05, 2017 21:30

3,983 posts(s)

Administator

 

To be more specific the “Make Offer” option will only be displayed for players that are NOT transfer listed if:
-his contract has been renewed more than 72 turns ago
-the team has a manager OR has been without a manger for at least 144 turns

 

September 05, 2017 20:56

260 posts(s)

 

Just checked your goalkeeper, he may have 95 keeping but his secondary stats are terrible. A keeper like this is only good enough for second division teams.

If you can’t make an offer on a player that means someone has already tried recently and failed, the option does appear again but takes a long time.

 

September 05, 2017 20:53

260 posts(s)

 

Hi Hounddog!

I admit it’s difficult to force transfers, you normally have to pay between 20-55 million! If your keeper isn’t selling then he’s too old or not good enough so drop the price to 4-5 million and he should sell.

A good way to generate money is hire many youth free transfers and then sell them all on for 4-5 million half a season later. (This function does need addressed but take advantage while you can)

Hope this helps

 

September 05, 2017 11:17

89 posts(s)

 

Did I break it?

I just looked at 40+ players across many different countries. I only had the “Make Offer” on like 4.

Am currently ranked 7th in England, even made offers of 8million for a 2.6million player in a computer controlled league and got told not interested. Well, wtf do I do?

I cant sell my 95 rated keeper for 8million, I cant buy anyone for 8million. What am I doing wrong?

Regards,

 

September 03, 2017 15:46

992 posts(s)

Administator

 

Version 0.01 EARLY BETA of player heatmaps is available. You can access them from the match replay section.

 

August 31, 2017 05:05

612 posts(s)

Game Master

 

Ok. Thanks. I didn’t remember this was a consequence of the forced transfers.

 

August 30, 2017 22:18

3,983 posts(s)

Administator

 

CPU buying decision was improved slightly. The change aims to avoid the common scenario where a CPU team buys a player that has just slightly better potential than the one in their squads they consider the worst suitable for a given position, and then decide to sell the bought player not long after.