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  Click here to go to the first staff post in this thread.   Thread: [Official] Top Eleven 6.3 - 15th of December

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  1. #1
    Famous Toxcatl's Avatar
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    Quote Originally Posted by nash123 View Post
    If a player has 1% shooting and 1% finishing, that means, he needs average 100 SoT to score without a keeper.
    Well, you are wrong here, it doesn't. Symbol % may be confusing, you think it's mathematical probability of successful... something. It is not. Would it be better if instead of symbol % there was some abstract "skill points"?

    Besides, as I said, 1% is relative, not absolute (overall) quality, do you know the difference? If a player on level 15 has relative quality 12%, he has overall quality 73. If he has overall quality 70.25 (showed as 70) or lower, his relative quality is showed as 1%. The same about skills, except we don't see their overall quality (but can calculate in the same manner, because player's quality is just the average of all the skills).
    So, even if player has Shooting 1% on level 15, it just means that his Shooting has overall quality 70 or lower. That doesn't mean he can't kick the ball. He kicks the ball on 70... ehm... points! Or less :3
    Every your level up players don't get worse. -20% is an illusion of losing quality, in fact it is not. Just demands grow up on higher level.
    Again, just replace symbol % with some abstract "relative skill points" to avoid strange conclusions. Or just calculate and use overall quality.

    Also, you are looking for the realism in a casual mobile donation game. Really?
    Last edited by Toxcatl; 12-17-2017 at 08:13 PM.
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  2. #2
    Famous nash123's Avatar
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    Quote Originally Posted by Toxcatl View Post
    Also, you are looking for the realism... In a casual mobile donation game. Really?
    So, why to fix it? Everybody could train mutants?

    Btw... with this argument, that mutants have to be much worse than my examples, because the engine is based on a math calculation, so a 1% shooter/finisher hadn't to score against a ~180% reflex/anticipation GK...


    But finally, Nordeus can't even do well a job: the % gained after a game don't touch the cap. It's absolutly stupid, what Nordeus do.
    [Official] Top Eleven 6.3 - 15th of December-great.jpg


    I try to summerize the ~last 6 weeks:

    -) Nordeus has stolen ~400 greens from one day to the other (skills above 340% worthless)
    -) Nordeus has stolen another ~200 greens by that soft cap over the last weeks
    -) Nordeus has stolen 16 goals and 11 assists (~5 MoM-titels) from Aschauer
    -) Nordeus steal with the current state of the game a lot of skill points (and greens)

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  3. #3
    Famous Toxcatl's Avatar
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    Quote Originally Posted by nash123 View Post
    So, why to fix it? Everybody could train mutants?
    Bug or feature? Exploit or strategy?
    In general, sure, why not. Balance > Realism.
    Nordeus suck at rebalancing things though, unfortunately. I agree with you in that.

    Quote Originally Posted by nash123 View Post
    Btw... with this argument, that mutants have to be much worse than my examples, because the engine is based on a math calculation, so a 1% shooter/finisher hadn't to score against a ~180% reflex/anticipation GK...
    "Math calculation" is not "math probabiltiy".
    I see it's not that easy to get rid of that % symbol. Please, try again: you think a player with quality 70 can't score against GK with quality 105? Why is that? Do you know in-game formulas?
    Last edited by Toxcatl; 12-17-2017 at 09:18 PM.
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