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    Pro Jeeves's Avatar
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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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    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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    Spanish Forum Moderator khris's Avatar
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    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 07:23 PM.

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    Quote Originally Posted by khris View Post
    Here you are wrong:

    "and these % of skill gain was divided proportionally to every single attribute the drill trains."
    Wrong? It didn't work this way like the Toxcatl ITP?

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    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by LOS ABRANTES FC View Post
    Wrong? It didn't work this way like the Toxcatl ITP?
    Remember too that the white skills gain double XP... so now I'm not for calculations (Im for the dinner lol) but we can discuss it later.

    Train different attributes and you''ll notice the difference of condition needed to gain a 1%..^^

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    Quote Originally Posted by khris View Post
    Remember too that the white skills gain double XP... so now I'm not for calculations (Im for the dinner lol) but we can discuss it later.

    Train different attributes and you''ll notice the difference of condition needed to gain a 1%..^^
    Yeah, i was implying that. Proportionally, considering the difference beetween white and grey skills. The point is that total skill gain/condition loss ratio of a drill indipended on presence of GK attributes. I want to know if it will be the same.

  7. #7
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by LOS ABRANTES FC View Post
    Yeah, i was implying that. Proportionally, considering the difference beetween white and grey skills. The point is that total skill gain/condition loss ratio of a drill indipended on presence of GK attributes. I want to know if it will be the same.
    Exactly the same. But*

    I can see where you go, the change related with the GK drill will have no effect in training, but what had, and will have effect, is the change introduced in the training system days ago, which changes/d the mechanic.

    This have effect.

    Too to go more in the question, let's explain it clearly. "there's a "inactive XP gaining bar of Rushing out (lets imagine that) in all players.

    But if you use GK training to train this (and other attributes) as the ST don't have Rushing out,, you fill this hidden bar, you use condition, but when the bar reaches 99 you don't win the 1% of Rushing out cause the ST don't have this skill.

    ^^