Quote Originally Posted by Gwyndster View Post
Perhaps I'm the only person that does this, so my view may be pointless.

Why I don't like this idea:

1: What if you are deliberately keeping a player 1 point off a skill level to get offers, and you play him? well that's his desirability instantly stuffed.
I'm sure everyone else must have noticed the bidding wars that happen when a player is 1 skill point away from 6*, unless they are really late in the season, or at a stupid time of the day, they go nuts.


2: I don't like to allocate skill points until the end of the season, possibly the next season.

This is how I play/ or in 2 days time will have played.
Get players to 6* level, then save skill points for Specialism/Extra position. I do not allocate until I have enough to do so outright.
Why?
Just in case I get a great player appear in the transfer window, and decide to buy him, if I buy a replacement, I allocate the skill points to a player skills.

I stopped playing the game on my iPad because I was sick of having my skill points allocated all over the shop. I'm OCD about this, I like them in nice even groups.- none of this 201.2, 200.8, 201 stuff, my player would be 201 across the board.

I try to make my players as desirable as possible in the transfer window, my striker being 32/50ths of the way to One on One Scorer (or 32/50ths of the way to AMC) is worth a bucket of spit. My striker being an average of 207 instead of an average of 205 is worth something. From the 11th of February onwards, there is no point my allocating skill points to extra positions, or specialisms.

I know to the devs, my points may be minor, they may mean nothing.
I just wonder if you have considered how this is going to affect the Transfers, Negotiations, and Scout players?
You will be deliberately forcing some players into positions where they will not be worth as much to possible bidders, because they will not be just below a given level, therefore possibly reducing the token spend.

It's your game, your decision, I guess in some ways I should be glad. This just means that there's little point my buying tokens in future, I may as well keep this team and let them automatically improve.
1) As I just mentioned, Special Abilities and New Roles will work the same way as they do now, you can force all benefits from training to go there for a specific player, so he won't improve his average quality. Like now, if he has 3 roles and 1 special ability, then all the skill points he gains will be invested there, leaving the average quality unaffected. This is exactly what happens now, so the option then is not train the player and not make him play if you want to prevent him from gaining a new star.

2) This "hoarding" skill points thing is far away from what happens in reality. The benefit from any training happens instantly, you can't simply collect these benefits for 2 seasons and apply them all together at a specific time in real life.

This feature was not meant to be used this way, that's why we removed the "hoarding" capability only, not the control users have about where the skill points should go. When we released Top Eleven 2015, you could not collect skill points any more, but you could still control if the skill points where going to Defense, Attack or Physical/Mental. That was the goal.

As mentioned, if you want to prevent a player from increasing his average quality (so he won't gain a new star that would decrease chances to sell him) you can force him to learn new abilities and roles, because they don't increase the player's average quality. You can make a player have up to 3 roles and 1 special ability, that's a lot of skill points you can give him without affecting his stars or quality.

This is how it has been working since Top Eleven 2015 was released, and will work exactly the same way with the new Training and computer browser version.