Well, thank's all for your recommendations!!!
I'll try them when I can.
Well, thank's all for your recommendations!!!
I'll try them when I can.
CD Rocket - Team showcase
Stadium: Estadio Cabo Cañaveral
League Champion: 4 [3, 4, 5, 6] --- League Runner's up: 0 --- League 3rd place: 1 [2]
Cup Champion: 1 [6] --- Cup Runner's up: 0 --- Cup 3rd place: 2 [2, 5]
Champions League Champion: 0 --- Champions League Runner's up: 2 [2, 3] --- Champions League 3rd place: 1 [5]
Super League Champion: 0 --- Super League Runner's up: 0 --- Super League 3rd place: 0
Triplets: 0
Current Season: 7 --- Level 7
You need to select a different single drill every time as repeating a drill loses the full benefit of the training.let me explain from my point of view @ToxcatlYou 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.
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.
Καλώς ήρθατε στο Ελληνικό φόρουμ
http://forum.topeleven.com/%CE%93%CE...%B4%CE%B1.html
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.