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  1. #1
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    Quote Originally Posted by maurizio2208 View Post
    Let me insert my question in this thread because is something related to strategy.
    My team is now 108%, really equilibrate (players between 100% and 112%).
    In my next cup match I have to face a team that is about 99% and plays with 4-1-2-2-1 (DL DC DC DR DMC MC MC AML AM ST).
    Despite to his mean lower quality he has a 180% AMR a 150% AML a 120% ST and a 120% GK. All other players really poor (some 60% and even 1 player 1%).

    He won every cup match with teams similar to mine with final results like 4-0 or 5-0 dominating all matches.
    Is this the winning Topeleven's strategy? Have a couple of top players in a poor team?
    I read your discussion about internal programming and I'm trying to learn from it but this behavior with a couple of top player in a poor team is totally unrealistic. I supposed that topeleven was a better real simulator.
    And this other thing that every game release causes changes in the team performance in unbelievable.

    2 final questions... which strategy do you suggest for my next match considering that as I said my team is really equilibrate and I could play with 442, 2332, 4141 or any other module?
    which strategy do you suggest for a long term? Train a couple of top ST as my next opponent? How many green bag could be necessary to train a 120% player to 180%?

    Finally.. I read about tweaked apps to obtain unlimited token...do you think that people with 180% players are using this kind of tricks?
    I had a opponent like that in my King of kings who had a very good GK, DC, and ST. For that situation, an marking worked well since my striker pulled the DC away during attack allowing my AML/AMR to go 1-on-1 with weak defenders to the goal. By means of high press I prevented play build-up to great success. That trick worked really well but that was several versions again (about 6 months ago). Now I have these type of opponents again and that trick doesn't work anymore.

    So for now I have been trying to make myself more knowledgeable about playing the way Khris does since real life football strategies, despite working great results in the last 12 seasons, have become increasingly problematic. I don't totally understand how to determine the changes to make in game yet, leading to some more losses than needed. However, if that is the way to play, that is how I want to build my tactic. Although I still get salty some days that 6 seasons worth of development in skills, training, and tactics actually was a hokes despite their great success for many seasons.

  2. #2
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    Like many managers says here, the best option is to have more midfields than your opponent.
    I play my third season.
    Most of my game are in a 4-5-1v Style. I rarely use two ST.

    DL-DC-DC-DR-DMC-MC-MC-AMR-AML-ST

    Or if y want to play with more pressure :

    DL-DC-DR-MC-MC-AML-AMC-AML-ST

    My team is almost like yours (around 115%).
    With 5 midfields you are sure to have the control. During 2 season and 15 games (including Cups) never a opponent got more possession than me IF he don't play with at least 5 midfields.

    But the greatest things i have learn is : some players are better when they play together (example : AMR/AMC/AML with a ST) cause they are complementary.
    Look at the skills and find these players.

    For example i have try a specific AML with one on my ST and during 3 games no goals, and less interesting actions.
    I have change with an another AML and suddenly my ST score a lot with sweet passes from this AML...

    It's like cooking, you have to find the right ingredients
    Last edited by Ristiina FC; 05-05-2021 at 12:12 PM.
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  3. #3
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    This one works better

    What is wrong-920914a9-1280-42f2-8e09-863e45874d74.jpg

    than this one.

    What is wrong-4c8f4e06-1f2f-427f-b2c4-9b259fd3a2ef.jpg
    Sorry for opening new accounts. I forgot my old’s password.

  4. #4
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    Just a suggestion for reference.

    Players quality, when significantly better than most teammates, would play a part in positively affecting team performance on top of player performance.

    Our own players positioning, player mentality (arrows), team passing focus, our own formation setup, opposition players’ positioning, particular area dominance, etc. will directly influence how certain key players perform and much more so than player quality itself.

    Eg. 4-5v-1 formation via both flanks. Wingers will always score more than the ST because of the way the team is both set up and organises attacks, even if ST may be 20, 30 or even 40% better than the wingers in quality. Hence, in this particular setup, and with limited resources, we’d rather have a stronger winger than ST for max efficiency on taking chances. ST’s role in this setup is to pull away as many defenders as possible to create space for both wingers to cut in or shoot from range, and so having a high * ST in this setup is not as good as having a high * winger.

    And that’s why we always need to learn and master a few well-understood and well-worked formations as our base formations (aggressive, neutral and defensive counter), then we spend our limited T and money onto our key players and use our precious greens to boost the most influential players in all our base formations and its variations for best results. With more experience, we may change to improving our other key players which reflect on our possible switch to another favourite formation.

    Hope this helps.
    Winning is a form of art. Consistently winning is a show-hand of skills and luck.

  5. #5
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    Why I have got 24 green videos instead of 25 today? You think yourselves vulpine, Nordeus?
    Sorry for opening new accounts. I forgot my old’s password.

  6. #6
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by InvincibleGinger FC View Post
    Thanks a lot for all your tips. I have a few more questions before I start mapping my team.

    1. I know you mentioned scorers, assists, and aggression, are there any other roles than these I need to look for?
    Just think about the process of the game, the game fills animation slots, so roles are basically linked to animations. We can think about what is needed to cover a football animation and make it look complete, but probably, there is more than what we see,
    We could say that, based in the 2 powers I mentioned, which create the rankings to have the lists of "dominance", all players at certain point are able to do all or almost all actions in a limited way, limited by the own power...
    So here its important to focuss on the actions that matter, as can be determinant inside a match, cause are determinant, so, as said, goals, assists, aggressivity, we can take a look at the SAs, then FK+Corners are like a temporal SA that is assigned to one player, meaning that 1 player inside our team, will be the best option to assist from corners for some perios, and 1 player will be the best in FKs... thats kinda like a rotative role that in reality can mean a lot to determine the scores.
    Its so simplistic and in big terms thats the only thing we need to pay attention, then you can identify defensive MCs, attacking DL's-DRs...
    But thats part of the own simulation process when creates the 2 lists -attacking-defensive- to assign animations, and this point only matters if you understand the game so deeply, when you are able to move the power between lines understanding why the engine performs like it does, setting a efficency cap on players or whatever.


    2. If a player is a assister and a scorer, does that count as 2 of the 7 assigned roles?
    Techically, at certain point, its exactly the same a goal, than one assist.
    A player capable to assist 40 times, will mean 40 goals. So both animations or actions are equally worth, and we could say that yeah, a player can have 2 roles, but in a particular animation and during the season probably these will alternate to resolve the different games/scenarios.

    3. Is there a way to "assign" unclaimed roles?
    Initially, no. There is no way to force a player to be a "key player" by trainign his skills, or the best example is when you buy 7 players with FK SA and is the GK who scores the 90% of FKs... too we can see how a PK specialist usually is the first to miss a penalty...

    You can, but, prevent new signings to adquire a role, by this rule. For aggressive players thats perfect, because if you keep a player with a high amoount of aggressivity assigned, you'll prevent at certain point to sign a new super aggressive player.

    4. What happens if none of the players on the field have one of the 7 roles assigned?
    Thats imposible. As a football simulator the engine will always assign animations, attacking ones, and defensive based on a scenario (scenario= from all posible match conditionants, some are in ON-OFF, so that affect/not the match -like condition matters in ON-OFF, morale on-off, win bonus.., settings in on-off, and there are 2 posible simulations based in attend or leave the game playing in automatic etc...) and then, by selling players, or, lets say, if you set the reserves to play, what happens is that the correlation of powers change for the upcoming match. But this match will have the same process as all the other games, the engine will fill lists to show up animations, animations available that are assigned to the players depending on their internal roles. Then the Dominance Power, sets the amount of slots that each player can cover... and rating variations, first of all, are what decide if a player is available for this match, cause a player with a 86868 probably, will have a drop in the performance by default... so, will not be selected in, the attacking list for example and is he is there, will occupy space for nothing, just to miss.

    Then, always, to resume, each player have some assigned roles that will show up if this player have enough power inside the simulation.
    If a SA doesnt work once we train it, is because the power of the player is too low to make it appear, or, because the player have a role/action with more dominance.

  7. #7
    Spanish Forum Moderator khris's Avatar
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    and btw... my sensation regarding the power assigned is that isnt like 30 A 25 B 15C etc.... isnt like that... its complicated to explain, it is more like a fixed number inside a scale.
    Because technically if we have, lets say 12 players with 0%... setting them inside the team would mean a "null" performance.... and it doesnt work like this...

    The ratings vary the players selection for each match to create variety in the simulation, and there can be, lets say, players with a very similar rank of power, and then the engine does the lists based on this. So instead a 11 with 30% 25-15-etc % of animations.... having these player a fixed amount...
    is a full team, that could perfectly have players with parameters from 1 to 10... and with values kinda like the ratings... so a "8" can be the "10" inside a selection of 11 players that have 10 of them, with a "6" to try to explain it...

  8. #8
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    Quote Originally Posted by khris View Post
    when a new player joins your squad, the Dominance power in this case, which means that a old good performer can be eclipsed by a new signing, so a player can be vanished and eclipsed due this.
    I cherry-picked what i just need to know. Lol that means signing a player may cause a significant change on the list from top to bottom. On the other hand, Selling a player is not a big factor as some might think.

    Quote Originally Posted by khris View Post
    and btw... my sensation regarding the power assigned is that isnt like 30 A 25 B 15C etc.... isnt like that... its complicated to explain, it is more like a fixed number inside a scale.
    Definitely it's much more complicated than i assumed here. I'm a bit disappointed, you should have understood me. I was trying to give very basic examples to make up for the confusion. So i want to continue with my way if you don't have a better explanation to make the things clear.

    The list before the sign:
    A:30, B:20, C:15, D:8, Empty slot:3.

    When we've signed with player Z, the list might be;

    Case scenario 1 True/False?
    A:30, B:20, C:15, D:8, Z:3, Empty slot:0.

    Case scenario 2 T/F?
    A:25, B:18, C:12, Z:10, D:8, Empty slot:3.

    Case scenario 3 T/F?
    A:35, B:22, C:10, D:8, Z:5, Empty slot:0.

    Case scenario 4 T/F?
    B:30, A:20, D:15, Z:8, C:3, Empty slot:0.

    Case scenario 5 T/F?
    Z:30, A:20, B:15, C:8, D:3, Empty slot:0.
    Last edited by RaiKo; 05-08-2021 at 05:03 PM.

  9. #9
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by RaiKo View Post
    I cherry-picked what i just need to know. Lol that means signing a player may cause a significant change on the list from top to bottom. On the other hand, Selling a player is not a big factor as some might think.


    Definitely it's much more complicated than i assumed here. I'm a bit disappointed, you should have understood me. I was trying to give very basic examples to make up for the confusion. So i want to continue with my way if you don't have a better explanation to make the things clear.

    The list before the sign:
    A:30, B:20, C:15, D:8, Empty slot:3.

    When we've signed with player Z, the list might be;

    Case scenario 1 True/False?
    A:30, B:20, C:15, D:8, Z:3, Empty slot:0.

    Case scenario 2 T/F?
    A:25, B:18, C:12, Z:10, D:8, Empty slot:3.

    Case scenario 3 T/F?
    A:35, B:22, C:10, D:8, Z:5, Empty slot:0.

    Case scenario 4 T/F?
    B:30, A:20, D:15, Z:8, C:3, Empty slot:0.

    Case scenario 5 T/F?
    Z:30, A:20, B:15, C:8, D:3, Empty slot:0.
    "On the other hand, Selling a player is not a big factor as some might think."

    To know when to discard a player, can save your team really... some managers dont want to sell a 8* because he is a 8* but, you could absolutely notice a change of performance in your team by selling him and searching for a replacement.
    All its about identidy the player internal programming, and then, keep or sack... at some point its so simple,

    Regarding ;

    "When we've signed with player Z, the list might be;"

    all options but the 2nd are posible, thats what I tried to say by telling you that the power isnt exactly re-balanced, but kinda looks like if a fixed assigned power change the players powers till a certain point, inside a margin, and depending on the selected players that will perform in the animation.
    The game will allways fill slots. It doesnt matter even if you set 11 DCs under the field, it will assign attack and defense slots.
    So it doesn't exist the "empty empowered player"


    Ofc. remember that this is an interpretation I do, after years playing and, without any info regarding the developers work, its just interpretation based on loads of games.
    Greeks use this info and the guides I did to test the engine really, their asso was 1st placed for some hours in these new FAs btw so seems they are applying some of the theories to read the scenarios and prepare teams with a decent result. xD

    So, the interpretation have many nuences, and its based too in the feeling that give us the simulation. At certain point you're able to feel when the game is playing fluidly or not, and why.

  10. #10
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    Quote Originally Posted by khris View Post
    "On the other hand, Selling a player is not a big factor as some might think."

    To know when to discard a player, can save your team really... some managers dont want to sell a 8* because he is a 8* but, you could absolutely notice a change of performance in your team by selling him and searching for a replacement.
    All its about identidy the player internal programming, and then, keep or sack... at some point its so simple,

    Regarding ;

    "When we've signed with player Z, the list might be;"

    all options but the 2nd are posible, thats what I tried to say by telling you that the power isnt exactly re-balanced, but kinda looks like if a fixed assigned power change the players powers till a certain point, inside a margin, and depending on the selected players that will perform in the animation.
    The game will allways fill slots. It doesnt matter even if you set 11 DCs under the field, it will assign attack and defense slots.
    So it doesn't exist the "empty empowered player"


    Ofc. remember that this is an interpretation I do, after years playing and, without any info regarding the developers work, its just interpretation based on loads of games.
    Greeks use this info and the guides I did to test the engine really, their asso was 1st placed for some hours in these new FAs btw so seems they are applying some of the theories to read the scenarios and prepare teams with a decent result. xD

    So, the interpretation have many nuences, and its based too in the feeling that give us the simulation. At certain point you're able to feel when the game is playing fluidly or not, and why.
    I used to have a player called Egea. He was amazing. Best player I've had. Then one season my team just started playing poor everytime he was playing so I replaced him and my team clicked again. It was that one player that changed the fortunes of my team. Same again this year with one of my players
    RaiKo likes this.

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