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Post by TR-nightmorphis on May 2, 2012 21:06:03 GMT 2
it seems a bit complicate to me... what about : 1- 1 train per week instead of 1 per day. 2- 1 train per week 50-75% those who played a match, 100% those who didn't; just remember that a tough training (100%) makes players tired and they wouldn't be able to play 1 or 2 match every week 3- everything like now but a +1 skill is slower to obtain
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Post by langhe on May 2, 2012 23:05:31 GMT 2
it seems a bit complicate to me... what about : 1- 1 train per week instead of 1 per day. 2- 1 train per week 50-75% those who played a match, 100% those who didn't; just remember that a tough training (100%) makes players tired and they wouldn't be able to play 1 or 2 match every week 3- everything like now but a +1 skill is slower to obtain Go option 3!
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Post by TR-guanaco on May 3, 2012 1:24:25 GMT 2
it seems a bit complicate to me... what about : 1- 1 train per week instead of 1 per day. 2- 1 train per week 50-75% those who played a match, 100% those who didn't; just remember that a tough training (100%) makes players tired and they wouldn't be able to play 1 or 2 match every week 3- everything like now but a +1 skill is slower to obtain Go option 3! +1. Make training slower but please don't relate it to play matches. I don't like games where you need to sacrifice "Wins" for "Training". It true that on Real Life you learn a lot playing matches but is not true than when 17 y.o. you need to play on first team to get that training, usually you have several level of leagues (junior, reserve, intermedia, etc...)
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Post by TR-nightmorphis on May 3, 2012 5:44:07 GMT 2
when you learn a lot from playing matches in my opinion it's related to experience, not training
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Post by grivita on May 3, 2012 8:31:46 GMT 2
I really like it to be harder to manage , i think this is the point of the game , if the training system will remain like this , managers that log in once a month will have the same team as managers who log in everyday and i don't think this would be very fair.
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Post by TR-nightmorphis on May 3, 2012 15:51:30 GMT 2
that's right. so what about this?
in a game i played there is a nice system:
1- one training a week 2- you can choose a % of training for every skill (the sum of all skills' training must be 100) 3- a player that uses that particular skill will have more gain than a player who doesn't use it 4- if you don't change the training for a long period the gain will be lower. 5- a better coach means a better training
an example using a level 5 coach:
1st week: we set 100% strenght. a prop will gain +1 strenght, a wing +0 2nd week: still 100% strenght. now the prop will gain +0.6 strenght, a wing +0 3rd week: we set 50% stamina 50% handling. our prop will gain +0.37 stamina +0.12 handling, our wing +0.25 handling + 0.12 stamina and so on...
obviously we should find a way to identify a prop, a wing... something like: if your player played 15 matches as a prop, the engine game will consider him a prop?
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Post by TR-guanaco on May 3, 2012 20:17:37 GMT 2
that's right. so what about this? in a game i played there is a nice system: 1- one training a week 2- you can choose a % of training for every skill (the sum of all skills' training must be 100) 3- a player that uses that particular skill will have more gain than a player who doesn't use it 4- if you don't change the training for a long period the gain will be lower. 5- a better coach means a better training an example using a level 5 coach: 1st week: we set 100% strenght. a prop will gain +1 strenght, a wing +0 2nd week: still 100% strenght. now the prop will gain +0.6 strenght, a wing +0 3rd week: we set 50% stamina 50% handling. our prop will gain +0.37 stamina +0.12 handling, our wing +0.25 handling + 0.12 stamina and so on... obviously we should find a way to identify a prop, a wing... something like: if your player played 15 matches as a prop, the engine game will consider him a prop? I still prefer personal training, this system push managers to focus on one or two positions to train and get the rest on the market; I know a lot people love this, but I love to build my entire team, instead of making a one (or two) position factory, and sell them to get the money to buy the rest... it's bored! But i don't dislike the idea of push managers to rotate their players. For me the better limit are wages: bad training (mono-skilled players) -> High wages -> bankrupcy; this game is still young but i see it's going on that direction. (Actually, I'm now asking how to low my one hundred expense on salaries)
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Post by RS-icsulescu on May 3, 2012 22:08:26 GMT 2
it seems a bit complicate to me... what about : 1- 1 train per week instead of 1 per day. Ok. I agree with that. 2- 1 train per week 50-75% those who played a match, 100% those who didn't; just remember that a tough training (100%) makes players tired and they wouldn't be able to play 1 or 2 match every week It seems unfair. I think players should only have to win (experience, form, etc.) from playing matches and lose only energy when this is going to be implemented. 3- everything like now but a +1 skill is slower to obtain This isn't a solution. The training is now made so that a player trained all his career can have 2 skills with maximum value.
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Post by RS-icsulescu on May 3, 2012 22:09:40 GMT 2
that's right. so what about this? in a game i played there is a nice system: 1- one training a week 2- you can choose a % of training for every skill (the sum of all skills' training must be 100) 3- a player that uses that particular skill will have more gain than a player who doesn't use it 4- if you don't change the training for a long period the gain will be lower. 5- a better coach means a better training an example using a level 5 coach: 1st week: we set 100% strenght. a prop will gain +1 strenght, a wing +0 2nd week: still 100% strenght. now the prop will gain +0.6 strenght, a wing +0 3rd week: we set 50% stamina 50% handling. our prop will gain +0.37 stamina +0.12 handling, our wing +0.25 handling + 0.12 stamina and so on... obviously we should find a way to identify a prop, a wing... something like: if your player played 15 matches as a prop, the engine game will consider him a prop? This system is too complex in my opinion ...
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Post by RS-icsulescu on May 3, 2012 22:14:00 GMT 2
I still prefer personal training, this system push managers to focus on one or two positions to train and get the rest on the market; I know a lot people love this, but I love to build my entire team, instead of making a one (or two) position factory, and sell them to get the money to buy the rest... it's bored! This is a manager game. You have to manager your finances. If you can train 15 players you won't have to make any transfer and it would be a lot easier to manage your finances. I've seen these days a lot of suggestions for a training system, but I won't change my mind. Maybe you could come to ideas for match engine. The forum is almost ready and I will make a topic where users can suggest commentaries during matches. I want to hear from you some funny commentaries ... Also we should talk about the international club competition(s). But first, wait until I'll finish the new forum.
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Post by stefnihon on May 4, 2012 17:53:10 GMT 2
Hello Florin :-)
Is it possible to have the calendar of the following season ? please ? When it is starting ?
Thx in advance
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Post by RS-icsulescu on May 4, 2012 19:35:10 GMT 2
Hello Florin :-) Is it possible to have the calendar of the following season ? please ? When it is starting ? Thx in advance Hi. The season updates (teams history, promotion, relegation, matches shedule) will take place Sunday at 24 o'clock. You will play the first matches of the 3rd season Wednesday (friendly matches). The Cup will start in the 3rd or 4th week.
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Post by grivita on May 4, 2012 22:11:04 GMT 2
Why is the cup starting so late ? It should start once with the championship in my opinion.
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Post by TR-guanaco on May 5, 2012 17:09:53 GMT 2
I still prefer personal training, this system push managers to focus on one or two positions to train and get the rest on the market; I know a lot people love this, but I love to build my entire team, instead of making a one (or two) position factory, and sell them to get the money to buy the rest... it's bored! This is a manager game. You have to manager your finances. If you can train 15 players you won't have to make any transfer and it would be a lot easier to manage your finances. Wrong! (IMO, of course), Even when you can train a full team if you don't use the market you will stay on a "normal" level; if you want to get an advantage on rivals you will need the market. And the market is a way to get money, buying cheap and selling higher. And wages are the way to "complicate" finances to users, not limited training. I can't image a club on real life that only train wings or centers. IMO, Both ways are possible, Exists the "HT way" and the "MZ way", i preffer the second one, that is the used here until now.
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