here's how the SP get allocated
after a game skillpoints get allocated based off of growth rate of the player. This can be seen in the old version although I doubt the numbers are exactly the same.
The Sp get split between all active, non-grayed out attributes. based off what Ive seen over the last 3 seasons, the growth rate changes slightly if you have a 5* player with 3* defensive level. his defensive skills will level higher than normal if training is put into them.
Think of it as similar to the old system ((3* training speed vs 6*) but split in 3 subsections. def/att/and phys. Once split the points get divided between all the attributes in that subcategory
What makes training growth different from match growth here is that grayed out attributes will increase, albeit slowly, if trained specifically. I'm not sure of the exact ratio between inactive and active attributes but there is a noticeable difference in their training speed. You can see inactive(gray) stat growth from matches but it is far less common than seeing it in training.
So don't neglect positioning/ heading on your Sts nor crossing/'passing on your defenders. Creativity is a very underrated stat especially on midfielders.
Younger multipositional players are highly desirable now because you can shape their stats much easier as they don't have many inactive attributes
Last edited by HoofDaddy; 06-07-2016 at 03:57 AM.
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Some interesting points here. Contrary to one comment above, I advise training a special ability and a new position for young expensive single position players.
It's important to do this as soon as you get him because once you start training him and he improves, his rate of advancement will drop.
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Some news about by own experience so far (middle of season 2).
I added DMC to my 20 years old MC. He's probably a fast trainer (he's in my team from the start).
So HEADING, AGGRESSION and STRENGTH have been "unlocked".
After 2 weeks, I noticed his defensive skills have been skyrocketing. He was really bad at defensive skills (around 52% average). He's now at 76%.
While 2 of th 3 unlocked skills are from the fitness category, the biggest impact is clearly from the defensive category. Is it because he learnt a more defensive position ?
I train him equally in defensive sessions (with my defenders) and offensive sessions (with my AMX + ST + GK), and I don't powertrain him.
He started with 3 stars during first season, he's now 5 stars and going forward 3 weeks later (with a completed new position). Maybe that's something common for a fast trainer, but he's catching up another MC fast trainer (same age, the recommanded guy when you start the tutorial).
I'm trying something similar with a young AMC who just learnt MC as a new position (tackling, marking, positionning and bravery unlocked). He's 53% in defensive skills right now (90% OFF, 78% FIT). I will watch him grow up and see where it goes. Problem : he's a substitute, so it might take a while before I notice anything serious.
Anyway, if you guys have tokens/green packs to waste, please try some combinations of new positions and watch if your player is growing faster than it should be.
The more we are on this, the more we'll know. And maybe we'll realize it's a waste of time... OR NOT ??
Out of topic, my AMR recently scored 5 goals in a single game and earned +4% in shooting (I won 5-0). I don't know if it's common, usually my players get +1% from several skills but hardly more from a single skill. Are skills randomly allocated after a game or does it depend on the player impact during the game (goals, assists, whatever-u-name-it) ?
Halp !
that's because a 3* fast trainer gains more than a 5* player.He started with 3 stars during first season, he's now 5 stars and going forward 3 weeks later (with a completed new position). Maybe that's something common for a fast trainer, but he's catching up another MC fast trainer (same age, the recommanded guy when you start the tutorial).
random I believeAre skills randomly allocated after a game or does it depend on the player impact during the game (goals, assists, whatever-u-name-it) ?
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Are skills randomly allocated after a game or does it depend on the player impact during the game (goals, assists, whatever-u-name-it) ?
Weird, usual game without individual great performance -> +1% random skills for each player (i never see more than +1% for a specific skill)
Game won 5-0 with 5 goals from my 6* AMR -> +4% shooting
Game won 6-0 with 4 goals from my 6* AML -> +4% finishing
I 'm not an expert in the new training/gaining system but I think this 4% is about as in the old version, 1 skill point.
Now,
there are two ways of signing skill
- "Manually" (in the new version) , when we choose specific drills to improve only some of the skills of our player.
- Random/auto : the gaining in some skills a player can have, after a game/ from the MoM title, from the daily gift sp
In the second case, the program is trying to keep a (general) balance in the skills of our player.
In one game your AMR will have +4% to shooting, in the next game +4% finishing , getting a MoM will get a +4% to dribbling and in the next game +4% to shooting again.
The second option was in the old version (and still working that way).
Example :
I gathered 10 sp from training for my player.
When I 'm trying to allocate them, the game is giving them in auto. I don't have the choice to give them only in tackling.
The first born player has some of his skills higher than the others and this keeps that way, no matter how many sp we 'll give them.
Some saying that players with higher specific skills than others, have also some talent in the game too.
For example an attacker (or MC) with high crossing skill is better for corner kicks.
Actually from the period I joined the forum, never saw a post where someone proved that skills has an impact in specific performance of the players.
Ok, if you have two MC (without sa) and want to choose one for the C-K, the logic says to pick the one with higher crossing skills.
But many times another player was more "talented" for that job.
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