Results 1 to 10 of 100
Like Tree39Likes

Thread: What is wrong

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Rookie
    Join Date
    Mar 2021
    Location
    USA/Netherlands
    Posts
    144
    Quote Originally Posted by khris View Post
    The thing is, that each new signing, change the internal list of contributive roles, because the game works per lists.
    You know, the game have internal roles, these, are limited, so you can't have 8 key players. Some players, are scorers, some do assistances, some have aggressivity linked... roles, have animations assigned.
    The, once the live match starts a scenario is selected, the previous ratings and the variations (players with 10-10-10-8-10, so max. x3 top ratings, others have 2 as max and lower, others have 8-6-8-6-8 etc) affect the current scenario in where the engine does a simplification, selectitng 6-7 players that will be determinant in the current game.
    Once simplification is done, what means that the animations linked to the players and their roles, can be activated, so show up during the game, the game does 2 lists, one for defensive and one for attacking animations.
    the game doesnt simulate never, the defensive playing, as basically all mentalities are created to have the game control and game control means = attacking chances.
    The bar, and it's virtual center which is displaced, tell you the state of the simulation, which allow you to get the attacking animations.
    Then, to have effectivity, if the attack list have no active animations available, means that you need to change players between lists,
    You can add a DR arrow, simplify 3 sides and keep only 2 to focuss power in the predetermined selected areas etc...
    As the engine assign internally 2 powers to the players to create all this, which are the Contributive (effectivitym % of successful animations linked) and dominance power (linked to the animations inside a scenario, that have 25 animations per game) and can happen that a player have a lot of dominance ower but have low contribution, he'll take all the slots only to miss despite having the control of the whole match, so thats why then you need to modify the lists, even a def' arrow to a ST can remove the ST from the attacking animations list and put a better player.

    So, as said, once new players join the team, one have to take a lot of care, because as roles are limited, may happen that some subs or reserves have better dominance/contributive roles, and thats why I always recommend, before finding new players or do new signins (as the market players are empty of role, or animations assigned, it is assigned once a player join your team, if its a key player or not, aggressive or not, etc) to liberate the superb roles assigned to the reserves, because if you do like me, keeping old players to retire in my squad, it can happen that you keep 5 key players as reserves, so will be imposible for you -as happened to me- to buy a new player having a key player role, as these contributive roles are limited. I bought 7 STs and all of them were a epic fail, till I realized about this, sold them and then, yeah, it worked.

    And thats the resume of the day about internal programming. lol
    I appreciate all the tips and tricks you share with us, Khris. I do have a couple questions for you:

    1. How can you spot the internal role of each significant player?
    2. Is there a pattern or logical to assigning internal roles to players or is it just trial and error until you get what you want?
    3. How do tactics effect internal roles and how can you use tactics to maximize player potency?

    Thanks in advance!

  2. #2
    Spanish Forum Moderator khris's Avatar
    Join Date
    Jun 2013
    Posts
    16,358
    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?
    Quote Originally Posted by InvincibleGinger FC View Post
    I appreciate all the tips and tricks you share with us, Khris. I do have a couple questions for you:

    1. How can you spot the internal role of each significant player?
    2. Is there a pattern or logical to assigning internal roles to players or is it just trial and error until you get what you want?
    3. How do tactics effect internal roles and how can you use tactics to maximize player potency?

    Thanks in advance!
    Later I try to reply.

    Btw never push on any link related to Tokens Generator, as it is basically an attempt to stole your personal info, debit card info, Facebook account login info etc
    This is a server based game, and there aren't tools with the ability to add tokens to your own account.