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  Click here to go to the first staff post in this thread.   Thread: Players Condition - NEW

  1. #41
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    The change is WAY too heavy imho.. even with the "lowest" setting my players get in the deep yellow/orange during the game and around 40%-45% loss at end game... this without considering injuries which have multiplied.. While I'm all in for realism at the moment this is just ridicolous... you don't have to play 2 matches in a row usually... often with very close distance one to the other (unless you use tokens to move them).. this basically makes it impossible to recover your players from one game to another (unless you use packs.. and toekens consequently)... same goes for injueries.. I have seen so many injueries in my team that all italian clubs together don't have in years... once again unless you use packs (thus tokens)

    From what I see it atm it's only a HUGE token consumption trick.. tokens to set timers, tokens to buy rests, tokens to buy treatments... bah...

    Possible solutions (unless I'm right and it's not a tactic for realism but for grabbing cash):
    - lower a bit general consumption of state
    - raise (a lot.. maybe double) recovery intertime
    - extend the bench to 26 (or more) AND add in more versatile players.. make most players spawn with at least 2 roles to lessen bidding wars...

    imho 1 and 2 are the most viable...
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  2. #42
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    Quote Originally Posted by Samuro View Post
    Sooo, do you agree that nordeus have to do something about this condition or not ? because at #17 you have a different opinion..
    I believe the confusion stems from the fact that I will not allow myself to get pinned down to a single position when lines are drawn, and people are forced to take sides. This issue, like everything else in life, gets forced into a black or white, with us or against us mentality, and I am always in the gray area, acknowledging that both sides' arguments have merit. I'm too old to waste time taking sides, I try to broker compromise, comradery, and understanding.

    On one hand, I think it makes perfect sense to assume that if you push your players harder, they should tire faster or more significantly. On the other hand, I do think there should be a significant reward for managers who choose to press their players harder.

    On one hand, I think players being tired should be part of the game. On the other hand, I agree with many of you who have said that we need deeper benches and more versatile players to help offset tired players.

    I doubt this answers your question, but hopefully it helps you understand my position.
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  3. #43
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    Instead of only increasing condition consumption for high pressing & man to man marking, can Nordeus also arrange decreasing condition consumption for low pressing & zonal marking??

    Though managers with more packs still have advantages because of the change, at least less managers think that the change is an increase in price for playing T11.

  4. #44
    Apprentice mmunger's Avatar
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    Quote Originally Posted by cookizzz View Post
    Instead of only increasing condition consumption for high pressing & man to man marking, can Nordeus also arrange decreasing condition consumption for low pressing & zonal marking??
    They have. My players lose up to 40% condition in a game although I use low pressing and zonal marking, while they used to lose up to 30%.

    So much for Lord Nauseous' B.S. message about realism.
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  5. #45
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    Quote Originally Posted by Sons of Pitches View Post
    If you want to make the game more realistic (which is fine) be sure to make other changes at the same time as the one that forces many of us to reach into our pocket to buy more green and red packs.

    I'm all for realism.
    When you read a statement by Lord Nauseous, read between the lines.

    Example?

    Realism = buy more green and red packs
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  6. #46
    Portuguese Forum Moderator Paivinha's Avatar
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    Hello everybody,

    I made a comparsion, between two ways of playing, using two type of tactics and I got the following results on players condition.

    Players Condition - NEW-ingles-1.jpg

    Players Condition - NEW-ingles-2.jpg

    Players Condition - NEW-ingles-3.jpg


    This was a test I did with my own team
    sorry for my English!
    Last edited by PricopGeorgeCătălin; 08-27-2015 at 09:22 PM.
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  7. #47
    VIP Gert Funck's Avatar
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    Quote Originally Posted by Paivinha View Post
    Hello everybody,

    I made a comparsion, between two ways of playing, using two type of tactics and I got the following results on players condition.


    This was a test I did with my own team
    sorry for my English!
    For me the in game drop is by far the biggest issue, and is already coursing lots of injuries and frustrations for managers
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  8. #48
    VIP spornybol's Avatar
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    so played my 2nd game of day and yet another injury you can not tell me that this increase in player`s condition has not had on a knock on effect with injuries Nordeus, how are we suppose too manage rotation of squad even if have the full 22 player quota when you keep injuring player below i have 4 injuries would have been 5 but i sold long term injured player and 3 of the injuries were today

    Players Condition - NEW-screenshot-2015-08-27-9.16.54-pm.png
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  9. #49
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    If Nordeus truthfully wanted realism and to reward regular players they would give us more rest packs each day we log in to compensate for the massive condition loss (if you don't log in you don't get the rest packs). Or let the players gain 15% condition every 3 hours.

    it's a money grabbing rip off, once peoples rest packs run out they will lose interest in this game.

  10. #50
    VIP Gert Funck's Avatar
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    Players Condition - NEW-injuries.jpg

    So more than one injury each day so far
    Last edited by Gert Funck; 08-28-2015 at 10:24 AM.
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