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  1. #1
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by InvincibleGinger FC View Post
    Okay, so suppose I am playing against a stronger opponent. How do I determine the correct "mathematical" action else than just straight up trial and error?

    A few things I try is to keep ahead on the defense-normal-attack-defense- circle and tackles based statistics and passing based on player ratings or superior numbers.
    Reading the scenario (of course knowing where are the game distances, what I call the Beatability Margin) and understanding the process that the game uses to simulate.
    How the engine creates a particular scenario, by doing a simplification of the team players based on previous performances and variables (so thats how you can, manipulate ratings, to get a push in a particular game) and understanding that the game works basically per lists.
    ...understanding the design of your own team players, and the internal roles assigned, knowing, the streaks that each player can reach (key players get usually 2-3 max. ratings, which are 9-10 as both are the same, so... if a key player have a 7-10-9-8-7- you can expect a push, meaning that he'll very likely be selected to be determinant in the upcoming game once the engine does the team simplification to determine what players will impact in the scenario) and a etc of stuffs.
    But at some point the most important is about scenario lecture, read the report and the situation to know what to do just at the minute 20' and ofc this means to be able to read the opponent settings just with the animations and the report.

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    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by khris View Post
    Reading the scenario (of course knowing where are the game distances, what I call the Beatability Margin) and understanding the process that the game uses to simulate.
    How the engine creates a particular scenario, by doing a simplification of the team players based on previous performances and variables (so thats how you can, manipulate ratings, to get a push in a particular game) and understanding that the game works basically per lists.
    ...understanding the design of your own team players, and the internal roles assigned, knowing, the streaks that each player can reach (key players get usually 2-3 max. ratings, which are 9-10 as both are the same, so... if a key player have a 7-10-9-8-7- you can expect a push, meaning that he'll very likely be selected to be determinant in the upcoming game once the engine does the team simplification to determine what players will impact in the scenario) and a etc of stuffs.
    But at some point the most important is about scenario lecture, read the report and the situation to know what to do just at the minute 20' and ofc this means to be able to read the opponent settings just with the animations and the report.

    "this means to be able to read the opponent settings just with the animations and the report"


    But not for tactical reasons. Because the simulation isnt a tactical 1vs1. A scenario is always different from any other, because between all factors that can impact the match, the engine select few factors to impact the game, so sets the options in ON-OFF, and then set some fixed conditionants (aggressivity/ %effectivity favouring etc) and then as theres a maingroup of conditionants, for example, you can realize how some settings you try, impact both teams in the same way, like -you activate counters = you see the oppo doing a counter attack and scoring in the upcoming animation or, as the tackling isnt = aggressivity, if you realize that your opponent has a aggressivity factor applied, you can focus passing to a player that have a yellow card, set hard tackling and force a red for the opponent. Its kinda awkward.

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    Rookie Polotoed's Avatar
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    Quote Originally Posted by khris View Post
    "this means to be able to read the opponent settings just with the animations and the report"


    But not for tactical reasons. Because the simulation isnt a tactical 1vs1. A scenario is always different from any other, because between all factors that can impact the match, the engine select few factors to impact the game, so sets the options in ON-OFF, and then set some fixed conditionants (aggressivity/ %effectivity favouring etc) and then as theres a maingroup of conditionants, for example, you can realize how some settings you try, impact both teams in the same way, like -you activate counters = you see the oppo doing a counter attack and scoring in the upcoming animation or, as the tackling isnt = aggressivity, if you realize that your opponent has a aggressivity factor applied, you can focus passing to a player that have a yellow card, set hard tackling and force a red for the opponent. Its kinda awkward.
    Damn, that's really interesting.

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    Quote Originally Posted by khris View Post
    Reading the scenario (of course knowing where are the game distances, what I call the Beatability Margin) and understanding the process that the game uses to simulate.
    How the engine creates a particular scenario, by doing a simplification of the team players based on previous performances and variables (so thats how you can, manipulate ratings, to get a push in a particular game) and understanding that the game works basically per lists.
    ...understanding the design of your own team players, and the internal roles assigned, knowing, the streaks that each player can reach (key players get usually 2-3 max. ratings, which are 9-10 as both are the same, so... if a key player have a 7-10-9-8-7- you can expect a push, meaning that he'll very likely be selected to be determinant in the upcoming game once the engine does the team simplification to determine what players will impact in the scenario) and a etc of stuffs.
    But at some point the most important is about scenario lecture, read the report and the situation to know what to do just at the minute 20' and ofc this means to be able to read the opponent settings just with the animations and the report.
    The issue with my league is the extreme variability in power to where teams are either +10% or -30% with a few around +2-5% who I haven't played yet. This makes it hard to make predictions since the player ratings basically go up and down based on the difficulty of the opponent. Do the "ideal" tactics and formation change whenever the opponent makes a change?

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    Quote Originally Posted by khris View Post
    the streaks that each player can reach (key players get usually 2-3 max. ratings, which are 9-10 as both are the same, so...
    Hi Khris. May i learn how this player could get this rating streak? His last six performances: 9(L)-10(L)-10(Cl)-10(C)-10(L)-10(Cl)

    Do tactics really work or this game is pay to win-20210714_160358.jpg

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    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by RaiKo View Post
    Hi Khris. May i learn how this player could get this rating streak? His last six performances: 9(L)-10(L)-10(Cl)-10(C)-10(L)-10(Cl)

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    There is a lot of quality differance betwen your team and the opponents?

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    Quote Originally Posted by khris View Post
    There is a lot of quality differance betwen your team and the opponents?
    Yes, it's indeed he played with same team both CL semis and the cup final. Team qualities are 135% vs 82% In your theory, he should have got rating drop after 3 maximum performance in a row.
    Last edited by RaiKo; 07-14-2021 at 02:58 PM.

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    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by RaiKo View Post
    Yes, it's indeed he played with same team both CL semis and the cup final. Team qualities are 135% vs 82% In your theory, he should have got rating drop after 3 maximum performance in a row.
    This depend on the beatability margins too, and the roles assigned inside your team (so this allow to alternate contribution with other attackers, etc) ofc you can too, have a report with 3-5 10's in the ratings inside your team if the avq differance is huge, but rarely even if you have x5 10's in a row during different matches the player will contribute at the same level, in all matches. The 10's are cause he is a key player so due simulation and margins in this case he is in the limit where by list, is selected as determinant + due avq ratio differance vs the opponent, he gets 10's.

    This is like, when you face a 1% friend with your team, and your team have, 100% st and a 180% st, as the simulator have a distance that is covered as Max, for the engine, both players have the same quality in this case, 100% = 180%, Thats why I always suggest to test the team vs a 1% to oversize the internal programming of your players, because you surpass the limit of the simulator beatability margin.
    So with the 10's at certain point is the same.