For example, If you say, 100% experience are 10% bonus on skills, so he gets just 5% bonus but about 10% punishment!
I think, If you leave the range, the other skills will be cut in relation to the lower skill
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Could it be that too big secondaries are also a bad thing?
@Hamilcar - The thing about players being all the same cause of the ideal training is something I've been complaining long time ago but I've been told that this is just how this game works and I have to deal with it.
@Hamilcar - The thing about players being all the same cause of the ideal training is something I've been complaining long time ago but I've been told that this is just how this game works and I have to deal with it.
yes, that appears to be the case.
It is not in the rules, as far as I can tell. So how is a new manager going to find this out?
It is not in the rules, as far as I can tell. So how is a new manager going to find this out?
Guide "The team strength indicator shows the strength of the starting line-up as it was at the beginning of the last league match. The Goalkeeping indicator represents the strength of the goalkeeper who started the match. All players on the field, except the goalkeeper, contribute to the strength of the team in defence, midfield and offence."
I'm not sure if I can deal with it.
It's just another big flaw in the design of the game.
- the gap between top teams - semi top teams - average teams - low teams gets bigger and bigger as the seasons progress
- there is no way to tell why you've won or lost a game (very little info to go on)
- the game manual appears to be missing crucial data
- everyone is forced to create the same kind of players
care to add some more?
It's just another big flaw in the design of the game.
- the gap between top teams - semi top teams - average teams - low teams gets bigger and bigger as the seasons progress
- there is no way to tell why you've won or lost a game (very little info to go on)
- the game manual appears to be missing crucial data
- everyone is forced to create the same kind of players
care to add some more?
You have to find out! It's a manager game. If everyone would know the best strategy, It would be really boring
how are we supposed to find out? We don't know which skills influence what and in what way. If it is not in the rules, how should we know that the skill level in relation to other skill levels matters?
Apparently there is only one strategy to train a player because you get punished if you train him differently!!
Apparently there is only one strategy to train a player because you get punished if you train him differently!!
Yes so with this I would like to ask my previous Q again;
How can this be;
Rating 18 GK get OTS GK of 91
Rating 19 GK get OTS GK of 89
Rating 18 GK get OTS GK of 89
How can this be;
Rating 18 GK get OTS GK of 91
Rating 19 GK get OTS GK of 89
Rating 18 GK get OTS GK of 89
The game engine obviously needs improvement, the question is will they do it?
I'm afraid at some point, this game will become very boring because you'll have a bunch of little Messies running around and they will all be the same. Now I know everyone wants to have a Messi in his team but how is that any good for the whole sport?
Sure, you'll have the best player in the world in your team but so does everyone else, which is exactly what this "ideal training" is promoting - having all players trained the same = same players = no diversity = boring.
These penalties are also a bunch of bull, if you ask me. So not only will the player play worse cause he's obviously trained the wrong way but he will also have a "penalty" label slammed on his face so he'll be even worse. It's like you give a player a backpack full of stones to carry around while he plays.
I'm afraid at some point, this game will become very boring because you'll have a bunch of little Messies running around and they will all be the same. Now I know everyone wants to have a Messi in his team but how is that any good for the whole sport?
Sure, you'll have the best player in the world in your team but so does everyone else, which is exactly what this "ideal training" is promoting - having all players trained the same = same players = no diversity = boring.
These penalties are also a bunch of bull, if you ask me. So not only will the player play worse cause he's obviously trained the wrong way but he will also have a "penalty" label slammed on his face so he'll be even worse. It's like you give a player a backpack full of stones to carry around while he plays.
My guess would be, the GK rating that's used to calculate OTS GK is a more specific one than just 18, for example 18.46.
But that still doesn't explain how can a 18.49 get a bigger OTS than 18.51.
But that still doesn't explain how can a 18.49 get a bigger OTS than 18.51.
I think that a captain improves slightly the team's strength in the area that he plays.So this could be the missing clue.
You contradict yourself here I think. You say we don't know which skill influences what and that's bad. On the other hand you say there is only one way to skill a player and that's bad, too. Those two complaints don't match well together, my friend!
But I guess you are wrong with both statements.
The two tables in the guide clearly say, which skill is important for a certain kind of player. But just how important quantitatively is for us managers to find out. Scout players and compare to player ratings!
Second, there are two tables (for positions and plays), there are many different positions on the pitch. Many possibilities to adjust the skills. There is just a penalty for too extremely low (or possibly high) skills, which sounds credible to me.
But I guess you are wrong with both statements.
The two tables in the guide clearly say, which skill is important for a certain kind of player. But just how important quantitatively is for us managers to find out. Scout players and compare to player ratings!
Second, there are two tables (for positions and plays), there are many different positions on the pitch. Many possibilities to adjust the skills. There is just a penalty for too extremely low (or possibly high) skills, which sounds credible to me.
Yes the player rating 18 was captain, so captain gives about 3% boost it seems.
Anyone knows how the boost will be if placed upon on defender? Whole D-line splits that boost I guess?
Anyone knows how the boost will be if placed upon on defender? Whole D-line splits that boost I guess?
Maybe chemistry? Individual rating is influenced by individual chemistry. Maybe OTS GK is influenced by team chemistry?
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