A few Questions about players:
How important is the Average Quality of a player? Is the AvQ directly linked to point production or player ability? In a nut shell, how does it contribute to a players game?
How important is the Overall Rating of a player? If I'm using a player as a winger and his off/tec/agr are high but his other stats arent as high, lowering his OR, how will this effect or not effect his game?
Which leads to my next question, is it better to create a player more rounded out rather then completely invest in practicing purely his Winger/Center/Goalie/Defense Stats. Essentially what I'm saying is should I practice not only a centers Off/Pas/Tec, but also his other stats as well??
I'm fairly new to the game, but I'm learning fast, and the community seems like a really great one, although everyone is competitive and wants the advantage I really appreciate the help and quick responses I've received to my other questions.
-Troy
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In my opinion, average quality or qualities are very important, especially in the long run. It does not directly contribute to a player's game, but it affects how efficient he will train.
Overall Rating is very important. A player with high off/tec/agr is a better winger than a player with.. high goa/off/pas.
It's better to invest in practicing purely his positional stats, but that's just me. Like some others say that passing is important for wingers too. Also shooting isn't one of the so called important stats, but still, shooting is important to score goals.
Good luck
Overall Rating is very important. A player with high off/tec/agr is a better winger than a player with.. high goa/off/pas.
It's better to invest in practicing purely his positional stats, but that's just me. Like some others say that passing is important for wingers too. Also shooting isn't one of the so called important stats, but still, shooting is important to score goals.
Good luck

A player with a high AQ will grow with your team, one with a low AQ won't.
Average quality is just a statistical average. You really care about the qualities of attributes you wanna practice, e.g. a goalie needs a good quality of Goalkeeping, Passing and Technique attributes. Nothing else matters. Hence don't look at an average quality - look at the qualities of specific attributes.
Also be careful when looking at the OR as not all attributes are used by every player. Forwards and defencemen don't use the goalie attribute but that value is included in the OR. This means that a forward with an OR of 180 and a goalie attribute of 15 really has an OR of 165.
Troy,
AQ and OR are not the most important aspects of a player. What you need to look at are the individual attributes and individual Qs (scouted ideally).
Consider this:
A player with high OR and high AQ could have one massive attribute and one high Q. Say offence for example. His tech and passing attribute are low and Qs are very low... this player would not make a good Cman... but his OR and AQ would indicate he be a good player.
As far as your training question... do NOT train only one attribute. Those players are useless. What you should do is train players to specific ratios. For example 2:1:1 or 4:3:2 are popular. (60/30/30 or 60/45/30 in terms of first/second/third atty).
AQ and OR are not the most important aspects of a player. What you need to look at are the individual attributes and individual Qs (scouted ideally).
Consider this:
A player with high OR and high AQ could have one massive attribute and one high Q. Say offence for example. His tech and passing attribute are low and Qs are very low... this player would not make a good Cman... but his OR and AQ would indicate he be a good player.
As far as your training question... do NOT train only one attribute. Those players are useless. What you should do is train players to specific ratios. For example 2:1:1 or 4:3:2 are popular. (60/30/30 or 60/45/30 in terms of first/second/third atty).
Thanks Canucks, thats exactly what I was looking for
Anytime. If you have any other questions fire away. I'm full of useless info and some info that is somewhat good to know

I should have pulled some of that useless info out on my midterm last night. Written some did-you-knows down. Hardest middy of my life. One guy got up after 10min crumpled up his answer sheet tossed it in the garbage and walked out. Just terrible stuff.
I did pull a couple funnies when answer some questions I didn't have a clue on. Threw some french in there and some puns

On the atty bundle thing discussed here. I'd like to give you a point of view that you might find interesting. This started with staff.
I have had several staff with 1 very good atty and one lousy one. So train him up BIG on his good atty and dump right? Not necessarily. The improvement daily is linear in my opinion. That is to say an atty with 90% quality trains at a certain rate versus the maximum based on facility levels and staff influence. There is a random factor that appears to be in the 10% range plus or minus on a given day. Lets remove that from the discusion as the random factor is equally applied to all players/staff.
Here is my point of view. Staff A hass 60%/60% for quality of 2 attys. I recognize him as 120/200. Then staff B has 50%/80% which I recognize as 130/200. Because training is linear the staff B guy is a better trainer. I've tested out my linear belief going back to season 1 and find this to be accurate. As long as you are "flatting" the 2 attys B s the better trainer. What he loses training atty 1 on time he makes up for on atty 2 and gain a little extra. Only when you train 1 atty staff does quality of a single atty matter in general for staff. Though there is a natural point where the weak atty is to weak to be effective at training for staff.
Here's a last point. If you have 2 guys with 140/200 total and 1 is 70/70 the other 60/80 they'll both turn a 1/1 increase at about the same time frame. Hasn't failed yet. I have guys in pairs that do this regularily on the same days. Quite remarkably stable actually.
Now on to players. If your on a 2:1:1 build and just looking at the 2 secondary attys the same will hold true. 60/80 or 50/90 they'll roll the combination of the 2 attys and basically the same intervals over time. To fully value his training potential you need to wiegh the value of the primary at twice the value of the secondaries as 50% of the total training will be devoted to the prime improvement.
You can do the wieghting for a 4:3:2 build also. Simply put 4/9(44.44%) of the total improvement on the build is devoted to primary. Second atty is 3/9ths and 3rd is 2/9ths. With this build higher atty 2 quality is prefered over atty 3 quality. You can still build effective goalies for example in a 4:3:2 build even f pass is say 40% if atty goal were 90% and tech 80% for example because for every 9 points of training only 2 points are devoted to pass versus 4 to goal and 3 to tech.
Lastly I include shot in the evaluation process on training as well. It varies from player to player based on whether I'm doing 50% or 75% shot to primary.
I have had several staff with 1 very good atty and one lousy one. So train him up BIG on his good atty and dump right? Not necessarily. The improvement daily is linear in my opinion. That is to say an atty with 90% quality trains at a certain rate versus the maximum based on facility levels and staff influence. There is a random factor that appears to be in the 10% range plus or minus on a given day. Lets remove that from the discusion as the random factor is equally applied to all players/staff.
Here is my point of view. Staff A hass 60%/60% for quality of 2 attys. I recognize him as 120/200. Then staff B has 50%/80% which I recognize as 130/200. Because training is linear the staff B guy is a better trainer. I've tested out my linear belief going back to season 1 and find this to be accurate. As long as you are "flatting" the 2 attys B s the better trainer. What he loses training atty 1 on time he makes up for on atty 2 and gain a little extra. Only when you train 1 atty staff does quality of a single atty matter in general for staff. Though there is a natural point where the weak atty is to weak to be effective at training for staff.
Here's a last point. If you have 2 guys with 140/200 total and 1 is 70/70 the other 60/80 they'll both turn a 1/1 increase at about the same time frame. Hasn't failed yet. I have guys in pairs that do this regularily on the same days. Quite remarkably stable actually.
Now on to players. If your on a 2:1:1 build and just looking at the 2 secondary attys the same will hold true. 60/80 or 50/90 they'll roll the combination of the 2 attys and basically the same intervals over time. To fully value his training potential you need to wiegh the value of the primary at twice the value of the secondaries as 50% of the total training will be devoted to the prime improvement.
You can do the wieghting for a 4:3:2 build also. Simply put 4/9(44.44%) of the total improvement on the build is devoted to primary. Second atty is 3/9ths and 3rd is 2/9ths. With this build higher atty 2 quality is prefered over atty 3 quality. You can still build effective goalies for example in a 4:3:2 build even f pass is say 40% if atty goal were 90% and tech 80% for example because for every 9 points of training only 2 points are devoted to pass versus 4 to goal and 3 to tech.
Lastly I include shot in the evaluation process on training as well. It varies from player to player based on whether I'm doing 50% or 75% shot to primary.
Very interesting, What your saying is that if a primary trains faster it gives more time for the secondaries to train up. I never looked at like that before very good.
Here's a couple examples how to apply my approach from the previous post.. It uses the ratio in terms of time and percentage as it pertains to quality of attys. Lets look at goalies first.
Build is 2:1:1 in this example.
Goal is 2/4 = 50%
Tech is 1/4 = 25%
Pass is 1/4 = 25%
Player A - bundle average quality is 70%(210/300)
Goal - 80% [0.80x0.50= 0.40]
Tech - 50% [0.50x0.25= 0.125]
Pass - 80% [0.80x0.25= 0.20]
So in fact though 70% AQ for the bundle when you adjust for build time based on ratio this player is 72.5% adjusted bundle quality.
Player B - bundle 70% AQ (210/300)
Goal - 50% [0.50x0.50= 0.25]
Tech - 80% [0.80x0.25= 0.20]
Pass - 80% [0.80x0.25= 0.20]
Same average bundle quality but player B adjusted is 65% because the prime is poorer and is trained twice to either of the secondaries. It's a good tool to evaluate actual build effectiveness. Player A the far better trainer in this example.
Tenders and just the bundle pretty easy. Add in shot and different ratios and you can really see some differencies. Let's say you build 4:3:3:2 with the first 3 being shot. You need to wieght the value of 4 attys in your build.
Build percentages
Off - 4/12 = 33.3%
Shot - 3/12 = 25%
Tech - 3/12 = 25%
Agro - 2/12 = 16.7%
This is a winger lets try a couple players.
Player A - 280/400 AQ which is 70% AQ for the bundle plus shot.
Off - 90% [0.90x0.333 = 0.30]
Shot - 80% [0.80x0.25 = 0.20]
Tech - 80% [0.80x0.25 = 0.20]
Agro - 30% [0.30x0.167 = 0.05]
So even though this players 4 attys average 70% the effect of the ratio is that he trains at about 75% after adjusting for time spent improving each atty in the bundle plus shot.
Player B - 280/400 thus 70AQ again
Off - 30% [0.30x0.333 = 0.10]
Shot - 80% [0.80x0.25 = 0.20]
Tech - 80% [0.80x0.25 = 0.20]
Agro - 90% [0.90x0.167 = 0.15]
Player B though 70% AQ trains at 65% AQ once you adjust for time spent on building the ratio which puts twice as many points in primary as 3rd atty.
You can have a good bundle but terrible shot quality and the 75% shot build can still slow down a players overall development.
Build is 2:1:1 in this example.
Goal is 2/4 = 50%
Tech is 1/4 = 25%
Pass is 1/4 = 25%
Player A - bundle average quality is 70%(210/300)
Goal - 80% [0.80x0.50= 0.40]
Tech - 50% [0.50x0.25= 0.125]
Pass - 80% [0.80x0.25= 0.20]
So in fact though 70% AQ for the bundle when you adjust for build time based on ratio this player is 72.5% adjusted bundle quality.
Player B - bundle 70% AQ (210/300)
Goal - 50% [0.50x0.50= 0.25]
Tech - 80% [0.80x0.25= 0.20]
Pass - 80% [0.80x0.25= 0.20]
Same average bundle quality but player B adjusted is 65% because the prime is poorer and is trained twice to either of the secondaries. It's a good tool to evaluate actual build effectiveness. Player A the far better trainer in this example.
Tenders and just the bundle pretty easy. Add in shot and different ratios and you can really see some differencies. Let's say you build 4:3:3:2 with the first 3 being shot. You need to wieght the value of 4 attys in your build.
Build percentages
Off - 4/12 = 33.3%
Shot - 3/12 = 25%
Tech - 3/12 = 25%
Agro - 2/12 = 16.7%
This is a winger lets try a couple players.
Player A - 280/400 AQ which is 70% AQ for the bundle plus shot.
Off - 90% [0.90x0.333 = 0.30]
Shot - 80% [0.80x0.25 = 0.20]
Tech - 80% [0.80x0.25 = 0.20]
Agro - 30% [0.30x0.167 = 0.05]
So even though this players 4 attys average 70% the effect of the ratio is that he trains at about 75% after adjusting for time spent improving each atty in the bundle plus shot.
Player B - 280/400 thus 70AQ again
Off - 30% [0.30x0.333 = 0.10]
Shot - 80% [0.80x0.25 = 0.20]
Tech - 80% [0.80x0.25 = 0.20]
Agro - 90% [0.90x0.167 = 0.15]
Player B though 70% AQ trains at 65% AQ once you adjust for time spent on building the ratio which puts twice as many points in primary as 3rd atty.
You can have a good bundle but terrible shot quality and the 75% shot build can still slow down a players overall development.
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