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
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.
Exactly !For some things the mechanic should be open and transparent, for others the mystique should remain.
Injuries should be more transparent.
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.
Καλώς ήρθατε στο Ελληνικό φόρουμ
http://forum.topeleven.com/%CE%93%CE...%B4%CE%B1.html
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