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Thread: Changes in training X2 Button- 107 levels - schedule

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  1. #1
    Greek Forum Moderator nikolgiorgos's Avatar
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    What I need is a better consequence between the skills and the performance of a player.
    When I decide to invest extra 30-50 greens to improve the crossing skill of one player, I expect from him to show that in the field.
    To be better for example in the corner-kicks than any other player because of internal/hidden/mumbo-jumbo/random reasons .
    That's why this is a fm game.
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  2. #2
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by nikolgiorgos View Post
    What I need is a better consequence between the skills and the performance of a player.
    When I decide to invest extra 30-50 greens to improve the crossing skill of one player, I expect from him to show that in the field.
    To be better for example in the corner-kicks than any other player because of internal/hidden/mumbo-jumbo/random reasons .
    That's why this is a fm game.
    you know well that the visual skills affect in a minor way the internal ones.... and that star players, can't be created unless one have the option to dope players, since there are no limits between skillsand even in this situation can happen that a player is almost invisible despite have 9*s or high skills due the interna calibration...


    Skills, should have limits again... and the "Impact of SAs should be at least x3 than the actual ones, as we had this "sad" liberalization in the training system allowing no limits between skills so now a SA matters less.... cause a mutant fix a score.

    Limits, limits limits. And listen those who aren't potatos.