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  1. #1
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    the only difference I noticed is rating, players who gain 8-9 rating burns more condition and gain more sp
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    Quote Originally Posted by Sherifon View Post
    the only difference I noticed is rating, players who gain 8-9 rating burns more condition and gain more sp
    Ratings have nothing to do with condition...
    Just did an experiment in official game...

    2nd column is fitness, 3rd is rating, 4th is starting condition and 5th is condition after the game
    Skill progress-3.png
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  3. #3
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    The average rate a player gains sp is his rate. There is no difference to that anywhere afaik. If your player averages 3% per 1 condition over 30 competitive matches and 30 training sessions then he'll get the same average over a long period in friendlies.

    The difference between friendlies and competitive matches is the condition consumed - friendlies consume on average less condition.

    I've not seen any evidence to suggest there is a ratings multiplier on gain. I've never really looked to see if there is a difficulty multiplier for friendlies either.

    Additionally, I've not seen the level of starting condition affect sp gain. If a player has enough condition to complete the training/match he'll get his expected gain (subject to variation)................IMO.
    Last edited by Buffs Mad; 10-13-2014 at 10:32 AM.

  4. #4
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    Quote Originally Posted by Buffs Mad View Post
    The average rate a player gains sp is his rate. There is no difference to that anywhere afaik. If your player averages 3% per 1 condition over 30 competitive matches and 30 training sessions then he'll get the same average over a long period in friendlies.

    The difference between friendlies and competitive matches is the condition consumed - friendlies consume on average less condition.

    I've not seen any evidence to suggest there is a ratings multiplier on gain. I've never really looked to see if there is a difficulty multiplier for friendlies either.

    Additionally, I've not seen the level of starting condition affect sp gain. If a player has enough condition to complete the training/match he'll get his expected gain (subject to variation)................IMO.
    I believe that friendlies consume less condition than official matches, but players also gain less SP... And ratings don't decide average gain of players, stars do... The more stars a player gets, gain range gets lower... If a 4-star player gets skill progress 16-26 / 32-52 / 48-78 / 112-182 for all three types of training and official match, as a 5-star player he will get less than that (15-25 / 30-50 / 45-75 / 105-175 SP)
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  5. #5
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    @Steppenwolf who is the player that scores the goal in your signature ???
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  6. #6
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    Quote Originally Posted by Steppenwolf View Post
    I believe that friendlies consume less condition than official matches, but players also gain less SP... And ratings don't decide average gain of players, stars do... The more stars a player gets, gain range gets lower... If a 4-star player gets skill progress 16-26 / 32-52 / 48-78 / 112-182 for all three types of training and official match, as a 5-star player he will get less than that (15-25 / 30-50 / 45-75 / 105-175 SP)
    Yep, thats what I say too. SP is about rate and condition. (And similarly I saw a variability in gains from high to low of around 60% I think it was.)

    On the wider note of 'involvement', a player doesn't get high ratings and consume more condition if he is more involved. A player who is more involved will consume more condition - if that involvement is doing good things he'll get higher ratings but he can also be heavily involved doing bad things and get a low rating. So be aware of the type of involvemt - some players put a lot of effort into being bad (and still make good gains ). (Also some players can do the eye catching things, get good ratings but use less condition.)

  7. #7
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    Quote Originally Posted by Buffs Mad View Post
    Yep, thats what I say too. SP is about rate and condition. (And similarly I saw a variability in gains from high to low of around 60% I think it was.)

    On the wider note of 'involvement', a player doesn't get high ratings and consume more condition if he is more involved. A player who is more involved will consume more condition - if that involvement is doing good things he'll get higher ratings but he can also be heavily involved doing bad things and get a low rating. So be aware of the type of involvemt - some players put a lot of effort into being bad (and still make good gains ). (Also some players can do the eye catching things, get good ratings but use less condition.)
    I believe mentality and tactics decide amount of player condition loss (CA and pressing, attack focus, arrows). I almost always play CA down both flanks, and my wingers lose the most condition per game, no matter what rating they get. Condition loss per game range is approximately 16-25%. Also, mentality of your opponent, strength of direct player's opponent and how much hes motivated to play, affect condition too.

  8. #8
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    Quote Originally Posted by Steppenwolf View Post
    I believe mentality and tactics decide amount of player condition loss (CA and pressing, attack focus, arrows). I almost always play CA down both flanks, and my wingers lose the most condition per game, no matter what rating they get. Condition loss per game range is approximately 16-25%. Also, mentality of your opponent, strength of direct player's opponent and how much hes motivated to play, affect condition too.
    Agreed, many many factors can collide.

    When I had spoken to t11 last night I decided to do a couple of friendlies. Condition burn on the winning team was between 8-12 and 9-13 on the losing side. The Striker on the winning team used only 8% condition. In a hard drawn CL match this morning my main team went through 17-26 from lazy to hardest working.

    Since I play v stle a lot and sometimes counterattack, always flanks, my wingers and wide backs work hard too.

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    There are two types of players in this games: fast trainers (you get them for tokens from Youth Academy) and "flops", free YA players...

    The highest SP gain of fast trainers = the lowest SP gain + 10, 20, 30 or 70 (Stretching, Cardio, Practice match or Official match)

    The highest SP gain of "flops" = the lowest SP gain + 50% (for example, 6-9 / 12-18 / 18-27 / 42-63)...

    These ranges go half down after age changes, 21 to 22, 25 to 26 and 29 to 30...

    Sometimes, some players, once in a while, cross those ranges boundaries for unknown reason (and reason is NOT game rating, my DR just got 7 and SP 185 and his 99,9% game SP gain range is 112-182)...
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  10. #10
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    Generally good rating players get more gain because they are more involve in the game hence they burn more condition...

    And that's the reason why your best player gets injured more than other players...And people come and say that Nordeus knowingly targets the best player for injury......
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