I don't know if it's that I'm awful at individual training or it happends to everyone and I'm mad: I have to waste 10 greens for 1% or 2%!?
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I don't know if it's that I'm awful at individual training or it happends to everyone and I'm mad: I have to waste 10 greens for 1% or 2%!?
Dig here first, you will find all your answer.
https://forum.topeleven.com/tutorials-guides/
If your player does not train well do 5 x goalkeeping training on 6th go change to normal skills and you should get 3-5% for each skill then do another 5x goal keeper then normal skill
By that do you mean do 5 lots of training then do a 6th seperate training or in the 6 boxes put 5 of them at keeping then the last 1 at a skill you want in 1 session
what he mean is
single skill GK in all available slots. rince and repeat X times, using rest tokens to refresh your player. when you are happy remove GK, give him (imho) single exercise with desired attributes.
example :
http://i66.tinypic.com/2zzi1oi.jpg
that is a result of ONE CA drill after 15x6 GK drills. but I'm only low level trainer, should be little better.
but before all, do read on.search this forum it's all out there. identify fast learners, define your goals and collect some greens.and read.
What I do to power-train Quality is this:
Make sure your (one) player that you want to PT is at or near 99% condition.
1) Use the drills below as many times as it takes to drain condition to below 30% (you can't train if your player is <30% condition).
Attachment 95232
2) Refill condition using Green packs to close to 99% (you won't always get back to 99%, and when you get to above 90% don't waste a green pack by making sure that it is 99%).
3) Repeat two or three more times.
4) Then, with your player condition topped up, select one training drill that will benefit the most white skills in that player's skill makeup (do some analysis or find a training crib sheet).
Go back through 1) to 3)
This time, when you get to 4), select a different drill to the one you used first. You need to select a different single drill every time as repeating a drill loses the full benefit of the training.
Repeat, repeat until you get to the Quality rating you desire, or you run out of Green packs :)
you can do as many as you like. or as many as greens you have.
Points he earn have nowhere to go, see, and will accumulate and when you finally give poor guy usefull training all points will go there.
but they say if your connection breaks it's all lost, that's why is probably better not to push it. i do 5 to 15 repetitions at a time.
Cool thanks! :)
I repeat 2-3 times (usually 2) because I've found that it results in the increase of one Quality point, but YMMV*...
*Your Mileage May Vary
Really? Are you sure? I do power-training several times per season, and I always train players with only one drill (except GKT) until the guy has ~320% in one skill. I have never noticed that this drill is not working well after several sessions.
I train as GKT x5 + other_drill, because I don't want to waste everything in case of disconnect.
Can you please explain this?
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*
That's because you're training for mutant players - I train for players with balanced skills. My power training works for me - yours works for you...
As for disconnects, I have very little problem as I do my power training on my laptop on a super-fast broadband connection. I still get disconnections, but very rarely.
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?
Well, thank's all for your recommendations!!! :D
I'll try them when I can.
Wait, you said:
You even highlighted it. I don't understand how repeating a drill will reduce the benefit of the training, and how does it connected with mutant or balanced players?
I'm not trying to be offensive, but it looks like you are selling your feelings and guesses as truth, with no room for doubts. I guess you believe in god too.
No one know for sure what skills and SA do. There are no tests, no research, nobody can prove that balanced players are better or worse than mutants. I tried both ways, and I liked mutants better. But, honestly, I have no proof, there are enormous amount of other factors. Many successful managers, like nikolgiorgos, think that skills don't matter at all. They may be right.
So it's up to you to try everything and believe in what you want to believe. Just take other's advises about training process with a grain of salt.
The same goes to exact orders for a formation. We know almost nothing about the mechanics. And anyone who says "do like this, not like that" knows even less.
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 :p
Quote:
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 @ToxcatlQuote:
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.
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.
Deleted Post
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.
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?
to some it's math. to others, magic
I have seen that mini roll dice in the old version (when we could see the blue bar of progress).Quote:
At least it looked like this when I did my tests. Are your results different?
Maybe I have some old pics in my guide but it's boring to search them.
@sasha m
the only proven relation between individual, white, grey or whatever skills and the performance of a player is only the mutant players.Quote:
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.
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 :rolleyes:
I 'll do the basic "right" things but without great expectations from that.
really ? I would bet on that :p
It's not only I 've seen that in my player but read about that in some fb groups from reliable managers.
Maybe something has changed (after all those updates :rolleyes: ) because it was before 7-8 months when I tried that.
Try it yourself
Ive tested on Macbook pc ,I pad and android mobile all the same result... nothing lost just randomly added skills.
I think you are right about 7-8 months ago though as there was alot of complaining about lost connection with GK training
.So maybe some update along the line has corrected it .
I would really like to know for my future squad! (next project is: codename half-mutant squad)
If i buy a 40% player and i ptrain him until 59%.. ok BUT i would like to know if i take a risk*** and doing FOR EXAMPLE 100 GK training sessions AND after i take one long run session (i mean full long run, nothing else) im gonna get gazillion of fitness and speed? :)
I know if you do normal training and your player get a star your next sessions will be slower coz he got a star... BUT with this method you can pass/skip/dodge/"cheat" slower effect of your training?
I hope u understand my question ;)
***(My BBand connection is supersolid, fun fact: everything are sucks here in Hungary but internet, it's very good here generally)
No risk
If your connection is fine then you pick the drill that will assign the skill points gathered with the 100 GK training.
If you loss connection the only loss is that the skill points % are distrusted randomly .
thanks again. that was part of my original question, what offset would you except and still consider that player to be balanced? let's say 120% passing vs 90% speed. still reasonably balanced. or not?
right, i except that (example) +20% on crossing is not visible in every match. or in any for that matter.Quote:
The rest are personal perception (and maybe imagination).
It's impossible anyway to prove any theory because the conditions are different every time.
but you said above that it is visible if up at 300%.... logical.
pure guess here, but even 120% must mean some difference - its either there or it is not. only in match there are too many variables for it to surface?
The gaining its the same.No matter if you train 100gk drills and then a press n play
or you train 5 gk drills with a press n play at the end.
I tested with 40% FT with 150 greens and player reached 90%
the same result come with 5gk drills and press n play at the end
how many gazillions you'll get you can find here:
https://forum.topeleven.com/tutorial...g-planner.html
my (very) limited experience is that this calculator is correct within like 2%-3% differences. BUT !!!!
those couple of times my player got 2% less then calculator said he would, in next match he earned 6×1% instead 1 or 2 as he usually does.
interesting question about "cheating"... you plan to give him enough experience to go 2-3 stars up in one drill ? that's a lot of green pack, lol. let us know how it goes.