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Thread: To the devs - please don't remove the GK training

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  1. #1
    Greek Forum Moderator nikolgiorgos's Avatar
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    I said many times in other threads that I don't believe that individual skills matter.
    What I mean
    - I can't see any difference between a AML with in Crossing 130% is better than a AMR with Crossing 100%.

    - I saw many times questions like "My ST doesn't score even if he is in front of oppo GK"

    Answer : "Train more his Finishing and maybe Shooting"
    No, that doesn't work either.
    Unless we talk about improving to 250% or 340% .
    But in this case it's the "mutation" effect, not that skill that actually helped.

    Of course, when I have a new "nordgen" where his skills are very close and I want to give him +10%, +15% more quality, I 'll give drills relative to his position
    for example I 'll make 10-20 GK training and

    for a winger I 'll give Wing play
    for a ST I 'll give 1-1 & Shooting
    for a D I 'll give Press the play
    and for a MC I 'll give Slalom dribble and few others too.

    What is the efficiency of GK drills ?

    Actually it's like the old training system.
    People who are familiar with the old training, remember that we could gather 10-20 players (by clicking) and give them the third option for example, which was the Practice match (with -15% condition loss).
    All those players were gathering the skill points (depending from their internal gaining ability) and then we were going one by one and gave them the gathered cones.
    There was an auto-give cones but no one was using that.

    Doing that, it was saving 1/3 of time comparing of using the new training system (without the GK trick).
    Last edited by nikolgiorgos; 04-23-2018 at 02:23 PM.
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  2. #2
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by nikolgiorgos View Post
    I said many times in other threads that I don't believe that individual skills matter.
    What I mean
    - I can't see any difference between a AML with in Crossing 130% is better than a AMR with Crossing 100%.

    - I saw many times questions like "My ST doesn't score even if he is in front of oppo GK"

    Answer : "Train more his Finishing and maybe Shooting"
    No, that doesn't work either.
    Unless we talk about improving to 250% or 340% .
    But in this case it's the "mutation" effect, not that skill that actually helped.

    Of course, when I have a new "nordgen" where his skills are very close and I want to give him +10%, +15% more quality, I 'll give drills relative to his position
    for example I 'll make 10-20 GK training and

    for a winger I 'll give Wing play
    for a ST I 'll give 1-1 & Shooting
    for a D I 'll give Press the play
    and for a MC I 'll give Slalom dribble and few others too.

    What is the efficiency of GK drills ?

    Actually it's like the old training system.
    People who are familiar with the old training, remember that we could gather 10-20 players (by clicking) and give them the third option for example, which was the Practice match (with -15% condition loss).
    All those players were gathering the skill points (depending from their internal gaining ability) and then we were going one by one and gave them the gathered cones.
    There was an auto-give cones but no one was using that.

    Doing that, it was saving 1/3 of time comparing of using the new training system (without the GK trick).
    "Unless we talk about improving to 250% or 340% ."

    and this is not enough cause we can have some 5* ST scoring more than a 9* one, but, the point these is that the scenario is chosen in relation of the AvQs of the teams, "totally" or "partially" -ex- some important players 7,8 will be those who will affect in the match simulation, so of those depend the differance of avQ, too of their impact between each other -players inside the same team-...

    the increased skills just do as in a balance unbalancing the balance VS equal players despite these can be worst programmed than 5* ones, but there's a margin/ratio there.**