Quote Originally Posted by nikolgiorgos View Post
Εxcellent analysis my friend but I still believe that if there were two teams, one with 2* players, with high motivation and another one with 5* or 6* players with low performances (let’s say all team players had rates of 5) and played 10 times, the 6* team would won 10 out of 10. Maybe, after the game, we could read the board / visualization of the game, that the GK saved a double corner or he was injured but the defenders of the team didn’t let a mosquito passing through or that (the low Q team) ST lost 2 penalties – had a bad day etc

I don’t think this factor is so strong and some times I don’t know if really exists.
The reason is what Qambu saying.
I ‘m playing the game also with my android. From time to time there are offers (usually 1T) for downloading apps/ games. Two days ago, I was cleaning my phone from those games and I noticed this :

Calculator Plus 18 MB
Jewel mania/ Bubble Trouble 39 MB
Angry Birds 46 MB
Top Eleven 55 MB
Froggy Jump 2 56 MB.
The most sad thing is that client-sided changes for t11 are too small and not important. You can still play or login to this game with the older сlients. All changes are done in the server and I think that hidden values exists in this game. And I'm sure that token spending also helps to get better results.