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Thread: Injuries

  1. #31
    VIP Buffs Mad's Avatar
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    I know it should be obvious but I'll state it anyway - a lot of what Nik says is what actually happens, he just wants it communicated i.e. here is how injuries can occur so now do your best to avoid them.

    For some things the mechanic should be open and transparent, for others the mystique should remain. Injuries should be more transparent.

    My main concern with injuries is the runaway train effect/clustering and abandoned teams effect.

    I've posted some of the following often, some rarely but:


    • introduce a stop condition on injuries where injuries received in any one match can not exceed 3;
    • after a match no team should receive more than 2 injured players;
    • a team carrying 6 injuries gained from matches can not receive another following a match;
    • injured players should be able to carry on depending on the injury - off the top of my head a player receiving an injury of 3 days or less should receive a performance penalty and the injury alert convey this;
    • additionally, any injuries from a team in bot-mode are magicked away after the match (but in-game effects remain).


    Example 1
    My team gets kicked up and down and under current conditions the engine would produce 4 injuries.
    During the match 3 players are injured and the 4th is ignored - "Hutton is hard as Rock and emerges unscathed"
    After the match Injured player 1 & 2 have injuries and the third has been magicked away.

    Example 2
    My team has been butchered for 3 days and is carrying 6 injured players.
    In the next match, injuries can occur but after the match they are magicked away.

    Wouldn't mind it the numbers are changed but there should be an "Enough already" or "That's just too much" condition.

    Any one that comes with arguments that involve the words realism, realistic, reality or similar can shove them >.<

  2. #32
    Elite Tactician's Avatar
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  3. #33
    VIP Buffs Mad's Avatar
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    Quote Originally Posted by Tactician View Post
    Seen it, nothing new, always been that way, which is why I mentioned clustering. You have good injury seasons and bad ones - when its bad it can get really bad.

    Here's a favourite -
    http://forum.topeleven.com/top-eleve...ury-coumt.html

  4. #34
    Greek Forum Moderator nikolgiorgos's Avatar
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    For how long this period of maximum 3 injuries lasts?
    This must be permanent. In real football the clubs have a roster of 25-35 players but here we can't and we cannot demand it because there must be some limits in the program I guess. That's why I suggest this.
    It's not logic a team of 22 players having 5 injured players like in your case.
    This also gives a big advantage to T buyers/farmers who can replace or heal their injured players.

    A fb app , a pc game like this can't be a simulation of real football but still can use some rules or program actions which can follow some logic.
    Also because actually it's a management/strategy/coaching game, must have rules so the player understand how to play it and how to improve himself.
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  5. #35
    Greek Forum Moderator nikolgiorgos's Avatar
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    Those factors I posted is an explanation of an injury. Doesn't mean that in every game we'll have an injury.
    Like in real football, luck is a part of a game, same here, in t11.

    For some things the mechanic should be open and transparent, for others the mystique should remain.
    Injuries should be more transparent.
    Exactly !
    Performance of my players can be affected from a roll dice/good-bad day or what else but the rates of the players should come after specific actions.

    We must know exactly how a special ability affects the performance of a player in specific actions (for example, does it give a 20% more to a F-K specialist ? ) , but in a free-kick must be a (small) roll dice.
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  6. #36
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by nikolgiorgos View Post

    We must know exactly how a special ability affects the performance of a player in specific actions (for example, does it give a 20% more to a F-K specialist ? ) , but in a free-kick must be a (small) roll dice.
    Know the %'s of every player will kill the game, as will kill the work that the managers have to do to know if a player is worth despite Q. or SA.... that's why despie he Q. some players have internally better %'s, to give us a work as managers... too with the SA's, some are well proggrammed and some nope...
    If all free kick specialists have a % of score by default of the 50% the game will be a little bit static..... no? lol

    The same with all SA's... just think in the T11 philosophy in this case... the game wants us working as managers.... managers manage, test, see, prove, sell... not buy a 6* and all done... this never was the essence of t11... and thats why developers keep some things as secret...

    Another thing that is different is an improvemen of the injurie system or league draw + for example add the rule of goal average in league, that I think that can be done in the next update....
    And well... all are meditations... all is not so easy really lol

  7. #37
    Dreamer Buster Keaton's Avatar
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    A player who had an injury and recovered with health packs is still prone to an injury.
    The first day after the recovery, he has a +3, the second day a +2 and the third day +1. After those three days, he is in a neutral situation as about this factor.


    its al about spending tokens

    give us a team of 28 players so we can play 2 matches a day and do friendly's (reserve-team)
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  8. #38
    Greek Forum Moderator nikolgiorgos's Avatar
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    The same with all SA's... just think in the T11 philosophy in this case... the game wants us working as managers.... managers manage, test, see, prove, sell... not buy a 6* and all done...
    a part of the game is sources management so I must have the option to gather 50 sp to give in a player and add him a +20% to his F-K ability. That's my management talent.
    If I made the right choice (of the player I mean), that's my coaching talent.
    From the results and the comments of a match I should understand what's happening .


    give us a team of 28 players so we can play 2 matches a day and do friendly's (reserve-team)
    This may can make the program "heavier" and we don't want that, specially people who's playing with old mobiles.
    This also can make you spend more tokens and gives a greater advantage to T buyers/farmers.
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  9. #39
    Elite Tactician's Avatar
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    Even 25 players will be better, but I think the problem is more with the improper planning of fixtures (matches too close to each other, 2-3 matches a day) and the excessive amount of injuries.

  10. #40
    Greek Forum Moderator nikolgiorgos's Avatar
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    the improper planning of fixtures (matches too close to each other, 2-3 matches a day)
    well, that's an issue because in the game there is participation from players all over the world.
    A better grouping in servers, among players with similar time zone is a solution but it would be interest to play with a manager from US ,Brazil or Japan too.
    As I said, one solution is to "stock" condition over 100% and more details in auto subs - 11 positions.
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