Page 5 of 15 FirstFirst ... 34567 ... LastLast
Results 41 to 50 of 155
Like Tree206Likes

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

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Spanish Forum Moderator khris's Avatar
    Join Date
    Jun 2013
    Posts
    16,358
    Quote Originally Posted by LOS ABRANTES FC View Post
    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.
    Here you are wrong:

    "and these % of skill gain was divided proportionally to every single attribute the drill trains."

    edit:
    Is not the same condition using, per 1% won, there's a progress bar that was visible in previous versions, now it is hidden.

    When the bar wins 99 you won a skill point that was allocated initially, manually (some people saved loads) but then these where auto allocated.

    Now every Attribute have it's own speed training, so I really don't know how the "hidden bar system is made actually" but a 1% can be won -let's say- with 40 condition used (let's say) and another skill will win with 90 of condition, so it is irregular, not proportional.

    So there's no re-calculations to do if I do the calculation well cause never was proportionally spread.
    Last edited by khris; 05-14-2018 at 06:23 PM.

  2. #2
    Spanish Forum Moderator khris's Avatar
    Join Date
    Jun 2013
    Posts
    16,358
    Quote Originally Posted by LOS ABRANTES FC View Post

    I mean a single drill that trains GK skills ans outfield players .
    edited** answered**

  3. #3
    Addicted po_zdrach's Avatar
    Join Date
    Feb 2013
    Posts
    587
    By the way, what you will do with quality manipulators and tankers. It was easy to f*** training and kill all fun (and realism) of training process, but some "managers" play this game - tank, tank, manipulate, manipulate, manipulate, manipulate = 4-5-6 trebles in row

  4. #4
    Famous
    Join Date
    Dec 2016
    Posts
    1,219
    Quote Originally Posted by po_zdrach View Post
    By the way, what you will do with quality manipulators and tankers. It was easy to f*** training and kill all fun (and realism) of training process, but some "managers" play this game - tank, tank, manipulate, manipulate, manipulate, manipulate = 4-5-6 trebles in row
    How about draws based on Top Eleven? Otherwise rename game Top Fourteen eh

    Sent from my SM-G930F using Tapatalk
    Conrad Bekker and Altiplano like this.

  5. #5
    Famous
    Join Date
    Dec 2016
    Posts
    1,219
    Quote Originally Posted by po_zdrach View Post
    By the way, what you will do with quality manipulators and tankers. It was easy to f*** training and kill all fun (and realism) of training process, but some "managers" play this game - tank, tank, manipulate, manipulate, manipulate, manipulate = 4-5-6 trebles in row
    To be fair some people manipulate to get away from unfair tankers or +1 draws

    Sent from my SM-G930F using Tapatalk
    grubi125, Bunzo and nikolgiorgos like this.

  6. #6
    Pro jarharnamme's Avatar
    Join Date
    Jul 2017
    Location
    not found
    Posts
    869
    here's an idea. why not change all training drill into very hard mode.
    did you know it's very hard to train the creativity of player because mostly creativity drills are very easy & easy (except counterattack where i don't want to have any crossing skill train to my player)
    rogerniceguy likes this.

  7. #7
    Addicted po_zdrach's Avatar
    Join Date
    Feb 2013
    Posts
    587
    After foolish update which COMPLETELY destroyed training system, this one have reason and it is fair. I know that many of us use GK drill for save time, but many others manipulated sistem.

    Now we do not need different drills, it is comlete unnecessary. Just 3 kind ot training - easy, normal and hard. Welcome in past!

  8. #8
    Greek Forum Moderator nikolgiorgos's Avatar
    Join Date
    Jul 2014
    Posts
    17,714
    Questions (to make things more clear)

    1) If we have a player at _9 and want to keep him in nego list by adding a sa or extra position, the gaining will go there (without gaining quality)
    Correct ?

    2) From tomorrow, a player I have with skills above 180%, how the game mechanics will consider him ?
    I mean for example
    A ST with key attributes at 250-300% (shooting, finishing ...) which is not product of mutant training, he is just a 22y.o. ft, playing for 5 seasons in my team
    will be the same with a ST with 180% ?

    3) GK training in my opinion is not an exploit.
    It's a glitch. meaning that we don't save greens from that (even if some guys present it like something magic ).
    The reason you remove GK training is that with this glitch , we can gain more above the limits the game had set in previous update or this one (with the 180% limit) ?

    4) Is there some limit in a skill, where it's not worth anymore to do extra training ?
    let's say that my ft has a good gaining for shooting- finishing till 200% but after that it's more hard to gain ?
    (even if he hasn't high quality because it is know that higher quality reduces the gaining)
    Last edited by nikolgiorgos; 05-14-2018 at 06:13 PM.
    HairDryer and Marius007 like this.
    Καλώς ήρθατε στο Ελληνικό φόρουμ
    http://forum.topeleven.com/%CE%93%CE...%B4%CE%B1.html

  9.   Click here to go to the next staff post in this thread.   #9
    Pro Jeeves's Avatar
    Join Date
    Jul 2016
    Location
    In your threads, administrating things up!
    Posts
    774
    Quote Originally Posted by nikolgiorgos View Post
    Questions (to make things more clear)

    1) If we have a player at _9 and want to keep him in nego list by adding a sa or extra position, the gaining will go there (without gaining quality)
    Correct ?

    2) From tomorrow, a player I have with skills above 180%, how the game mechanics will consider him ?
    I mean for example
    A ST with key attributes at 250-300% (shooting, finishing ...) which is not product of mutant training, he is just a 22y.o. ft, playing for 5 seasons in my team
    will be the same with a ST with 180% ?

    3) GK training in my opinion is not an exploit.
    It's a glitch. meaning that we don't save greens from that (even if some guys present it like something magic ).
    The reason you remove GK training is that with this glitch , we can gain more above the limits the game had set in previous update or this one (with the 180% limit) ?
    1) Correct. Nothing about this has changed.
    Also! Always be mindful that the daily Training gift and the Man of the Match title, both add +4% Key Attribute to a specific player, and they are always added to Attributes and not to Role/SA currently in training.

    2) Correct. The player will perform as per usual. His attributes, their values, their effectiveness in the simulation, are not negated.

    3) It was used to exploit. And it was an exploit because of: a) how the drill worked (its programming), and b) how the speed with which a player trains is affected by his age and average quality. The stronger and older the player the slower he will train. Veteran managers are aware of this, anyone can simply search the forum and will find many threads on training-strategies, spotting fast-trainers and so on.
    The reason we fixed this loop hole is not so we take away the convenience it provided for training a mass amount of players at the same time after which the manger would allocate stockpiled training-points in the proper attributes for each specific player, but because it completely negates half of the design of the game, and which creates a very, outstandingly efficient, cheating scheme. A scheme that basically creates cheaters out of managers who don't even want to cheat because they have no other option. This is the reason we fixed the GK Drill to work as it was always intended to work.

  10. #10
    Apprentice lalexrus's Avatar
    Join Date
    Jul 2017
    Location
    Russia
    Posts
    180
    Quote Originally Posted by Jeeves View Post
    2) Correct. The player will perform as per usual. His attributes, their values, their effectiveness in the simulation, are not negated.

    original text:
    180% quality cap: When your player reaches 180% average overall quality they will not be able to go above that figure. 180% is the full 9 stars. Note: with the next update, you’ll receive an in-game message once your player has reached this limit. For now, 180% means you’ve reached the top with that particular player for the time being (can change should you promote).
    original question:
    2) From tomorrow, a player I have with skills above 180%, how the game mechanics will consider him ?
    I mean for example
    A ST with key attributes at 250-300% (shooting, finishing ...) which is not product of mutant training, he is just a 22y.o. ft, playing for 5 seasons in my team
    will be the same with a ST with 180% ?


    Do you personally mislead or in the original text about the update are all the managers misled? Or you can not clearly answer the question about what is in question - about the overall player quality or player skill value?

    PS Answer the same question (just honestly) - what do you want to do with this update? Make life difficult for all players or close upselling. You know it's funny - it was enough to limit the negotiations to close upselling, but in favor of Nordeus income you leave this hole, while complicating the life of ordinary players.
    Altiplano and gizzmo like this.
    ------
    #lacedaemon_xxx #normandie_niemen

Page 5 of 15 FirstFirst ... 34567 ... LastLast