Results 1 to 10 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
    Addicted
    Join Date
    Aug 2016
    Location
    Bucharest
    Posts
    506
    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.

    @Jeeves: The performance of players whit 140% (no mutants), will be the same?? Yes or No. Thank you!

  2.   Click here to go to the next staff post in this thread.   #2
    Pro Jeeves's Avatar
    Join Date
    Jul 2016
    Location
    In your threads, administrating things up!
    Posts
    774
    Quote Originally Posted by StarlingCF View Post
    @Jeeves: The performance of players whit 140% (no mutants), will be the same?? Yes or No. Thank you!
    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.
    StarlingCF likes this.

  3. #3
    Apprentice
    Join Date
    Jan 2018
    Posts
    237
    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?
    grubi125 likes this.

  4.   Click here to go to the next staff post in this thread.   #4
    Pro Jeeves's Avatar
    Join Date
    Jul 2016
    Location
    In your threads, administrating things up!
    Posts
    774
    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).
    grubi125 likes this.