Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 38
Like Tree10Likes

Thread: Best Way to Keep 10% Team Bonuses?

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Newbie
    Join Date
    Jan 2017
    Posts
    29
    Quote Originally Posted by Toxcatl View Post
    Key abilities are determined by players positions. White skills get more XP than grey skills.
    Are you a 100% sure about it??? I thought all skills are increasable equally, and that the game simply highlights those at which the player already has high levels in. Isn't that so?

    So one of my strikers (he is 33) has highlighted Positioning and Heading (Why is that in Defense if he's a striker?), and Passing, Dribbling, Crossing and Finishing in Attack, with Strength and Speed and Creativity in Physical & Mental. Does that mean I should combine a defense/attack/fitness mix of workouts that focuses on all those traits? I can't understand why his Positioning and Heading are defense attributes if he's a striker.

  2. #2
    Antonio Gustavo Hernandez
    Guest
    The easiest way to do that is using very easy and easy drills. If you do that you can make it x10 by using only sub players. Mine all drills at world-class level but I do not think that affects the bonuses. As czero shared a picture, skill-drill, pass, go and shoot, video analysis, piggy in the middle, stretch and warm-up. By using them 2 or 3 times with your subs and with 2x bonus ads you can make it x10. But czero also right, that would be better if you have players play multiple positions. But it also has drawbacks, first your players will not be immune to injuries anymore as they are when using hard and very hard drills, and second is which altough I used to think is a coincidence, but it is not, your players performances will not be good as they are when using hard and very hard drills. These 2 things happened to me so many times. So, from now on I only make this in the match days of FA and yes this does not affect the performances of my players in the FA matches. I could not understand why it is like that, maybe because of players conditions do not decrease in the FA matches, who knows, it is like the fact that some strong players are doomed and cannot play very well while some players plays really very well even they are not that much strong. Also, I have not tried the medium drills so many times, maybe they affect better both in terms of bonuses and players performances.

  3. #3
    Newbie
    Join Date
    Jan 2017
    Posts
    29
    NICE! Thanks, I read it all. But Al says:

    "So, what conclusion can we draw from this? Will a player gain less if he participates in a drill that train abilities that are grey for him? I have actually found that this is not the case, at least contrary to my believes before doing these tests. The grey abilities for my player Dailly -- Crossing and Finishing -- are covered only by the Fast Counter Attack drill in this practice. As the table show, the decrease in gain in Crossing and Finishing have instead almost to the decimal been attributed the other abilities covered by the Fast Counter Attack drill, ie Passing and Creativity.

    This can be explained with the following example. Lets say we run a large number of Fast Counter Attack drills (this drill improves Creativity, Crossing, Finishing and Passing) on a AMR (Creativity, Crossing, Finishing and Passing are all highlighted on a AMR), we could get the following result (plus minus only a few percent):
    Creativity +50%
    Crossing +50%
    Finishing +50%
    Passing +50%

    But if we instead runs the same amount of drills on a MC (Only Creativity and Passing are highlighted while Crossing and Finnsihing are grey). we should roughly get the following result:
    Creativity +65%
    Crossing +35%
    Finishing +35%
    Passing +65%

    2.2 Mix of drills

    I have found that the mix of drills does -- not -- impact the Training Efficiency Factor at all. As is well known, you get a higher bonus (Offense, Defense, Conditioning and Possession) from a well constructed practice. But the individual gain in ability is not impacted by the mix of drills in a session.
    So that means whatever training you choose, as long as it has some key attribute in it, the loss of training efficiency ("grey" attributes that it improves) will funnel themselves to increased key attribute improvement?

  4. #4
    Famous Toxcatl's Avatar
    Join Date
    Oct 2016
    Location
    Chile
    Posts
    1,150
    Quote Originally Posted by Regev View Post
    So that means whatever training you choose, as long as it has some key attribute in it, the loss of training efficiency ("grey" attributes that it improves) will funnel themselves to increased key attribute improvement?
    That is right. Let's say we have a pure striker and train him with Fast Counter-Attacks (level 1). It gives 5 XP and train Passing, Crossing, Finishing and Creativity. So each skill should get 1.25 XP. But Crossing is not key attribute for ST, so it gets 25% less XP, and this 25% goes to key abilities. Like this:

    Best Way to Keep 10% Team Bonuses?-capture.jpg

    You should avoid training grey skills because they're rarely in use in this position. For example, center players rarely use Crossing, defenders -- Dribbling, midfielders -- Heading.

    Quote Originally Posted by Regev View Post
    What's the numbers (0.67, 1.00, etc)? Multipliers of efficiency?
    These numbers are experience points. I guess you've already figured that out.
    You can download ITP (link in my signature) and play with it for some time =] It calculates experience correctly depending on key and non-key abilities and level of your drills. You're going to need Excel 2007 or later.

    Quote Originally Posted by Regev View Post
    Also, how much conditions do players lose every match? (Side question: do players actually gain skills, like in training, from matches? Everybody says so but Ive never been notified in-game for any skill increase after a game or anything)
    It depends on orders (pressing, marking style) and random factor.
    Players do gain skills in games, you can see it in the table when the match ends. Efficiency of games is equal level 4 drills (world class, +30%).

    Quote Originally Posted by Regev View Post
    Thanks again, you're a rockstar.
    Thank you =]
    Last edited by Toxcatl; 11-26-2017 at 10:43 PM.
    It wasn't our day.

  5. #5
    Newbie
    Join Date
    Jan 2017
    Posts
    29
    NICE CHART!!! thanks

    What's the numbers (0.67, 1.00, etc)? Multipliers of efficiency?

    Also, how much conditions do players lose every match? (Side question: do players actually gain skills, like in training, from matches? Everybody says so but Ive never been notified in-game for any skill increase after a game or anything)

    Thanks again, you're a rockstar.

  6. #6
    Newbie
    Join Date
    Jan 2017
    Posts
    29
    I think I get it. So basically if you train a player with a training that focuses on, say, 2white, 2grey attributes (rather than 4 white attributes), the player will end up with the exact same overall quality number, but in real-life practical gameplay - he would be worse because the grey attributes improved mean little to nothing for him?

  7. #7
    Famous Toxcatl's Avatar
    Join Date
    Oct 2016
    Location
    Chile
    Posts
    1,150
    Quote Originally Posted by Regev View Post
    I think I get it. So basically if you train a player with a training that focuses on, say, 2white, 2grey attributes (rather than 4 white attributes), the player will end up with the exact same overall quality number, but in real-life practical gameplay - he would be worse because the grey attributes improved mean little to nothing for him?
    Exactamundo!

    Here's science ends and magic begins. I believe that it's not effective to train all the white skills equally. I think it's better to concentrate on 3-5 key attributes that support your playstyle and leave the rest key-attributes on their own. Maybe shove them up a little from time to time, but the idea is to "minimax" your players into highly specialized machines.
    Or maybe I'm wrong :3
    Last edited by Toxcatl; 01-15-2017 at 02:10 PM.
    It wasn't our day.

  8. #8
    Newbie
    Join Date
    Jan 2017
    Posts
    29
    Awesome. Thank you so much for the generous, crystal clear information.

    Now I'm wondering what I should do with my squad. I haven't lost a match yet (all wins and 1 draw) since the beginning of the year. Basically I bought seven 5* old-timers (all are 30-33, except for one who is 26) for 1 token each, and I'm rocking the league (lvl3) with them - 6 wins out of 6 matches! 100% success in cup and CL too. I have two fast-trainers that I bought last season (from the "choose 1 player out of the 3, we pay the cash!") - but they're 21 and 22 now, first I raised to 5 stars and the second is 4, about to hit 5. Should I just ditch both of them (around 900k value each) before season ends, get one 18 fast trainer and invest all my greens in him? I can save the greens from now instead of keeping investing him in those two. Most of the oldies I bought have one more season left, so maybe I should sell them too before season ends. As for the 24-28ies, I guess I should sell them too? Perhaps build my team around a single 18 fast trainer (who ill invest all the greens in) and 15 5* elders who will be replaced each season for a token each Is that a good plan?

  9. #9
    Famous Toxcatl's Avatar
    Join Date
    Oct 2016
    Location
    Chile
    Posts
    1,150
    Quote Originally Posted by Regev View Post
    Awesome. Thank you so much for the generous, crystal clear information.

    Now I'm wondering what I should do with my squad. I haven't lost a match yet (all wins and 1 draw) since the beginning of the year. Basically I bought seven 5* old-timers (all are 30-33, except for one who is 26) for 1 token each, and I'm rocking the league (lvl3) with them - 6 wins out of 6 matches! 100% success in cup and CL too. I have two fast-trainers that I bought last season (from the "choose 1 player out of the 3, we pay the cash!") - but they're 21 and 22 now, first I raised to 5 stars and the second is 4, about to hit 5. Should I just ditch both of them (around 900k value each) before season ends, get one 18 fast trainer and invest all my greens in him? I can save the greens from now instead of keeping investing him in those two. Most of the oldies I bought have one more season left, so maybe I should sell them too before season ends. As for the 24-28ies, I guess I should sell them too? Perhaps build my team around a single 18 fast trainer (who ill invest all the greens in) and 15 5* elders who will be replaced each season for a token each Is that a good plan?
    Here's an excellent strategy how to play this game, I'm using it.
    At the beginning of every season you should replace three your oldest players: buy three nice expensive fast-trainers in the Market, 18 y/o, 4-5*. It is good if they have two postitions or SA. It might not be an easy task, I woke up very early morning (when server resets) and sometimes got myself into a bidding war. You don't have to buy them all in one day, but the sooner, the better.
    Power-train them new positions (if needed), SA (if needed) and only after that skills (stars), do it for the whole season. Spend your green pack only on these guys. It is probably a good idea not to let them play, because the old guys usually do their job better than this fresh meat, but it's up to you. It is possible to get them up to 7* if you do everything right, squeeze green packs out of everything and use them only on these FTs.
    When the next season starts, buy another three 18 y/o FTs. In four seasons you will have a dream-team of young fast-trainers. Replace players when they turn 22, because at this age they don't get as much skills as young players.
    These recommendations are not carved in stone. If you can't find three guys, two might be enough. If one of your players doing exceptionally well on the field (his ratings are high), you probably should let him stay for a season or two even if he's old.

    Also, here're probably interesting reads. A lot of micro-management though.
    A little trick how to "enhance" the level of a drill: https://forum.topeleven.com/tutorial...tml#post436134
    How I choose drills for a player: https://forum.topeleven.com/tutorial...tml#post436876
    CM-16 likes this.
    It wasn't our day.

  10. #10
    Antonio Gustavo Hernandez
    Guest
    "Here's an excellent strategy how to play this game, I'm using it.
    Power-train them new positions (if needed), SA (if needed) and only after that skills (stars), do it for the whole season. Spend your green pack only on these guys. It is probably a good idea not to let them play, because the old guys usually do their job better than this fresh meat, but it's up to you."

    You are right but not that all of the old guys play very well every season, especially after 25 they are starting to show mediocre performances. As you have mentioned, some of 18 years old players really well. I think generally the most effective age is 21 for these guys and I wonder Toxcatl, do you have a thread or opinion about training efficiency of recommendeds and youngsters that we bought by tokens, because they always train faster than both the players we bought from the market and scouts.

Page 2 of 4 FirstFirst 1234 LastLast