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  Click here to go to the first staff post in this thread.   Thread: [Announcement] Server Release 15th May - Upcoming Changes

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  1. #1
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    Quote Originally Posted by Jeeves View Post
    Yes.

    Performance of players isn't harmed. These changes are all aimed at the methods used to abuse the system with the goal of boosting players out of proportion and steam-rolling competitor managers.
    Hi Jeeves,

    how will the skill point gain works with mixed drills (drills that trains gk and outfield players ability). Will the efficiency of the drill reduce due to the presence of gk skills?
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  2.   Click here to go to the next staff post in this thread.   #2
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    From reading all the comments I am seeing the following - There are people on the forum who are unaware of a method of exploiting in the game. I will not go into the specifics of how this method worked but the focal point of it was the use of the Goalkeeper Drill.

    For the longest time this drill was used by many out of simple convenience (What rogerniceguy explains in his post), but the fact is that in reality this drill was abused to circumvent the intended design behind player training.

    All of this is being fixed now. And to repeat myself from my earlier post - Point 3 of the changelog is about a similarly-working method of cheating. Those who've used this one will be well aware what this change means.


    EDIT: I should also add - The Goalkeeper Drill is finally working as intended. Let that be well known. If you open the drill and take a look at the attributes it covers, you will find that all of them are only present in the Goalkeeping skill that only Goalkeepers have. Furthermore - All drills use up Condition, it doesn't matter if the player can or can't gain anything from the drills, he will still pay with his Condition stat. That is why SausyFC recommends that you don't add this drill to mixed-player training sessions (well unless you put your GK in the list with them ofc, and even then only he will benefit from the drill).
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  3. #3
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    Quote Originally Posted by Jeeves View Post
    I'll elaborate on Point 3. "Special Ability/Role pausing: Pausing and unpausing special abilities or roles won’t contribute to gaining additional attribute points."
    The pausing/unpausing of Role/SA business was part of a lesser known way to abuse the system, similar in effect to the GK drill. The thing that made it work like that has been fixed. It is completely normal that Point 3 wouldn't make all the sense in the world for the players who did not delve into exploitative methods of play.
    So hang on a second here. I have no idea what this trick was but I have in my squad a player who I was holding at 79%. Thanks to the daily skill point from friends the player went to 80%! At which point I stopped training him with S/A. He's no longer on a negotiation list.
    Are you saying that he will no longer make gains through training unless I start with the S/A again?

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    Quote Originally Posted by Altiplano View Post
    So hang on a second here. I have no idea what this trick was but I have in my squad a player who I was holding at 79%. Thanks to the daily skill point from friends the player went to 80%! At which point I stopped training him with S/A. He's no longer on a negotiation list.
    Are you saying that he will no longer make gains through training unless I start with the S/A again?
    No... I never did this but basically, before you could train a SA. Shortly before the player would get +1 in his SA you stop SA and train something else. He will then get the % due to the condition loss.
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    Quote Originally Posted by Der_Ryan_M View Post
    No... I never did this but basically, before you could train a SA. Shortly before the player would get +1 in his SA you stop SA and train something else. He will then get the % due to the condition loss.
    Thanks. Never knew about this, so for a change, am not losing anything.
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    Completely unnecessary to change the (goalkeeper) training system again how about the animation in the game? It would be time for something new...

  7.   Click here to go to the next staff post in this thread.   #7
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    Hm. Well as the change explains - non-GK players can't gain anything from training with a GK drill (and naturally so - Only GKs have a Goalkeeping Skill and its respective attributes), but these player's will still use up condition as with any other drill you add.

    This means that if you add a GK drill in the mix with other drills, player's who aren't goalkeepers will not gain anything from the GK drill. If there was a goalkeeper in the list of players, he would receive attribute gains from the presence of the GK drill.

    In other words - Don't add a GK drill if you're not training Goalkeepers. If you do, the players will just waste condition on the drill without being able to gain anything (i.e. Only GKs have Goalkeeping attributes). That's all.
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    Quote Originally Posted by Jeeves View Post
    Hm. Well as the change explains - non-GK players can't gain anything from training with a GK drill (and naturally so - Only GKs have a Goalkeeping Skill and its respective attributes), but these player's will still use up condition as with any other drill you add.

    This means that if you add a GK drill in the mix with other drills, player's who aren't goalkeepers will not gain anything from the GK drill. If there was a goalkeeper in the list of players, he would receive attribute gains from the presence of the GK drill.

    In other words - Don't add a GK drill if you're not training Goalkeepers. If you do, the players will just waste condition on the drill without being able to gain anything (i.e. Only GKs have Goalkeeping attributes). That's all.
    I mean a single drill that trains GK skills ans outfield players .
    Last edited by LOS ABRANTES FC; 05-14-2018 at 05:43 PM.

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    Quote Originally Posted by LOS ABRANTES FC View Post

    I mean a single drill that trains GK skills and outfield players .
    Hm, you mean like if a drill you use covers things like Rushing out and/or Communication and other attributes that exist in in non-GK skills? In that case, everything is fine.
    As long as a player has attribute(s) that a drill covers, he will be able to receive gains, while expending his Condition stat.

    EDIT: Example - If you use the drills "Fast Counter-Attacks", "Video Analysis", "Hold the Lime", which all cover the Communication attribute and then you add outfield players with the proper Defence and Attack attributes AND add a Goalkeeper, everyone will expend condition for these three drills, and the ones who have the appropriate attributes can gain an increase to said attributes, including the GK because Communication is a goalkeeping attribute, and is present in the drills that I listed.

    Note: Just in case you mean something about mixing drills that cover different skills - No penalty. Nothing bad. Doesn't even matter if you have a GK drill in there, it will cost Condition and if there's a GK to benefit from the drill, he will. That's all.
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  10. #10
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    Quote Originally Posted by Jeeves View Post
    Hm, you mean like if a drill you use covers things like Rushing out and/or Communication and other attributes that exist in in non-GK skills? In that case, everything is fine.
    As long as a player has attribute(s) that a drill covers, he will be able to receive gains, while expending his Condition stat.

    Edit: I'll add an example in a minute.
    Exactly.
    I want to know if this kind of drills will have its efficiency reduce. The drills associate a total % skill gain to the relative condition loss of the single drill and these % of skill gain was divided proportionally to every single attribute the drill trains. In the case the single drill trains GK attribute too, the total % of skill gain was allocated only to the outfield player attribute. I want to know if it will continue this way or if the total % of skill gain will reduce to the presence of GK attributes...
    Hope that you understand what I mean, sorry but my english is not that good.
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