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  1. #1
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by Tactician View Post
    Say you have a team of 11 first team players, and 8 reserves. You go buy a new player because you think, as a manager, you lack cover say in the MC area. In your main formation, you use 2 MCs, and with the new MC, you have a total of 4. Suppose this new has been given more contributive power, how is that suppose to affect your team? This is **** game mechanics (but something which I will not deny that does not exists because it is plausible).

    Now, you as manager you found out that the new MC has more contributive power, but you bought him for cover, which means he could be a poorer quality player, a slow trainer or he could be even on the good side - fast trainer and with good quality. What do you do? Do you drop your 7-star MC for the 5 star slow training MC? Ok, suppose you brought the new player in the first team, but the player that got affected due to this plausible **** game system is the 7 star AMR in your team, now what you do? See my point, this thing promotes negative playing if it exists in this game.
    I always say the same, you can not create a key player, just picking a random player from the market and training the visual skills, because the internal programming power is way higher.
    We already know that a 1% speed DC can cover a 200% speed ST, so?

    That's how it works, your job as manager, is try to understand this, know your players, test them, and choose the better options, using your perception and checking out how they perform despite the skills they have visually.

  2. #2
    Elite Tactician's Avatar
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    Quote Originally Posted by khris View Post
    I always say the same, you can not create a key player, just picking a random player from the market and training the visual skills, because the internal programming power is way higher.
    We already know that a 1% speed DC can cover a 200% speed ST, so?

    That's how it works, your job as manager, is try to understand this, know your players, test them, and choose the better options, using your perception and checking out how they perform despite the skills they have visually.
    Yeah but what is a user supposed to do in the above case I described. The user bought an MC for cover, but the game decided the new but slow training, old MC to be the key man and nerfed his AMR. What is the user supposed to do in that case? That will be really annoying and even enraging if such things happen. This game clearly needs a better AI. Clearly, if such things happen, the game penalises the user for making good managment decisions. For example, in the case I have given, the user made the best decision to buy another MC as cover because he has only 3, but then he gets penalised for doing so, that too by affecting one of his first team players that has not been even assigned that position. This will be a sort of never ending thing where the user will keep buying players to counter this effect, but the game will keep playing dirty tricks on him by affecting other good players in his team.
    Last edited by Tactician; 09-30-2019 at 03:23 PM.

  3. #3
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by Tactician View Post
    Yeah but what is a user supposed to do in the above case I described. The user bought an MC for cover, but **** game decided the new but slow training, old MC to be the key man and nerfed his AMR. What is the user supposed to do in that case? That will be really annoying and even enraging if such things happen. This game clearly needs a better AI.
    Simply, you can not create a key player right? cause it needs to be well programmed, so, if you buy a player, to cover, but performs better, you should do the same as a real coach. Use him in the main 11.

  4. #4
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by khris View Post
    Simply, you can not create a key player right? cause it needs to be well programmed, so, if you buy a player, to cover, but performs better, you should do the same as a real coach. Use him in the main 11.
    Then, if a slow trainer, with 5* scores 1 goal per match, and your actual main player, fast trainer, with 7*'s or even 8, score 3 goals or 20 in a season, why would you pick the lowest contributive?

    Im telling constantly that visual skills afect slightly,, as visual team AvQ is only used to determine the distance in avq between 2 teams and this selects the scenario/chances...

    And, once the scenario is selected, what you need is a fluid game, with assists, goals etc... and players with high contributive roles with options to score in each chance, so....