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Thread: How to train low cost or just have an idea to how to train?

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  1. #1
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    of course it is working. nothing is lost.

    maybe people are confused because 6* player is not learning as fast as he was with 4*

  2. #2
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    so you are going for balanced white skills. ok.
    what would be right balance, how much offset in them would be acceptable?

    and what about special abilities, let's say player has dribling SA, does it not make sense to push for drills that emphasises dribling even more? let's say 20% above his other attributes?
    Last edited by sasha m; 02-15-2018 at 08:08 AM.

  3. #3
    Greek Forum Moderator nikolgiorgos's Avatar
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    Quote Originally Posted by sasha m View Post
    so you are going for balanced white skills. ok.
    what would be right balance, how much offset in them would be acceptable?

    and what about special abilities, let's say player has dribling SA, does it not make sense to push for drills that emphasises dribling even more? let's say 20% above his other attributes?
    When we have a new player, usually his three categories (attack - defense - M&P) are very close - unless we buy someone from negotiations.
    So when I power-train a new player (with the GK glitch or mixed drills, doesn't matter, it's the same), I train more the category of his position.
    If he is attacker I give Shooting or Wing play
    If he is defender I give Press the play
    if he is MC a mix with most of Slalom dribble

    * Dribbling sa is invisible and I really wonder if it's really exist in calculations or it's just a joke of the first devs
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  4. #4
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    Well, thank's all for your recommendations!!!
    I'll try them when I can.
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  5. #5
    Greek Forum Moderator nikolgiorgos's Avatar
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    You need to select a different single drill every time as repeating a drill loses the full benefit of the training.
    You even highlighted it. I don't understand how repeating a drill will reduce the benefit of the training? What is working for you, but not for me, and why?
    I'm not trying to be offensive, I'm just trying to understand what you meant.
    let me explain from my point of view @Toxcatl
    Training has some small roll dice.
    If you put a player to make the same set of drills for many times, you 'll observe that the results differ.
    @Talsiman maybe has some right , meaning that if we use some different set (or unique drill), we "might" eliminate/reset the next possible bad dice.
    Some kind of trick.

    But really, if you want to invest some 100 greens to pump up a player, that's not gonna make some big difference.
    Last edited by nikolgiorgos; 02-15-2018 at 03:00 PM.
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  6. #6
    Famous Toxcatl's Avatar
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    Quote Originally Posted by nikolgiorgos View Post
    let me explain from my point of view @Toxcatl
    Training has some small roll dice.
    If you put a player to make the same set of drills for many times, you 'll observe that the results differ.
    @Talsiman maybe has some right , meaning that if we use some different set (or unique drill), we "might" eliminate/reset the next possible bad dice.
    Some kind of trick.
    Or we can get ourselves to a bad dice and eliminate the next possible good one? =]

    I wrote down player's gain from power training several times. It was pretty stable. I didn't noticed any randomness in it, it was like gaining levels in a computer or pen-and-paper role-playing game. In one training session player may get +1% to a skill, the next session +2%, right. But it's because he had some XP left from the previous session. And when I put the gain into a line, I saw that the gain depends only on condition loss, with no random variation. When a player gets enough XP to get a "new level" in a skill (+1%) -- he gets it.
    At least it looked like this when I did my tests. Are your results different?
    It wasn't our day.

  7. #7
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    rizla
    yes, that makes more sence. I've said "they say", did not tested that so far.

    nikolgiorgios
    thanks mate, that's cool. but not what I meant, sorry my english is crap.
    ok, let's try again. imagine ANY player, and on him ANY property you want and like for that player/position.

    LET'S SAY, just for purpose of this coversation that your player has 120% in two white skills, and 90 to 100% in others. way I read talimans post is that he would try to equilize all of them.

    and I don't get it, why would that be bad. some players are faster, some are better driblers when you get them etc.
    stoo why not build up on that, emphasize their "natural born" skills rather than fight uphill to make every other white skill as as good as those few.
    take them as they are, if that makes sence.

  8. #8
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    to some it's math. to others, magic

  9. #9
    Famous Toxcatl's Avatar
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    Quote Originally Posted by sasha m View Post
    to some it's math. to others, magic
    It is a computer game. It is a math =] We just don't know formulas.
    It wasn't our day.

  10. #10
    Greek Forum Moderator nikolgiorgos's Avatar
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    @sasha m
    and I don't get it, why would that be bad. some players are faster, some are better driblers when you get them etc.
    stoo why not build up on that, emphasize their "natural born" skills rather than fight uphill to make every other white skill as as good as those few.
    take them as they are, if that makes sence.
    the only proven relation between individual, white, grey or whatever skills and the performance of a player is only the mutant players.
    1st generation (those with 1500% skills) or 2nd generation (with 340% +1% skills) has some visible effect in a game's result.

    The rest are personal perception (and maybe imagination).
    It's impossible anyway to prove any theory because the conditions are different every time.

    Of course doesn't mean that I 'll put defending skills in my attackers
    I 'll do the basic "right" things but without great expectations from that.
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