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.
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.
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