I suspect no difference in terms of match day playing ability.
I think Superb only slows down the morale decrease, eg if takes one day to become Very Good from Superb.
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I suspect no difference in terms of match day playing ability.
I think Superb only slows down the morale decrease, eg if takes one day to become Very Good from Superb.
All cosmetic in my opinion. I’ve had players on poor morale take MOTM.
Bad morale impacts the performance on your games quite significantly.
In that case, then the "on fire" morale is also cosmetic? Hard to believe so much design efforts made for just cosmetic. If I'm their programmer, I only need to add one line
"IF icon = FIRE, ADD 6 points to MATCHDAY ABILITY"
ha, there u have it, I have coding background, doesn't take much effort to add one line. Design is where the effort is.
if (opponent == "redsnoopy")
{
morale = "SUPERB";
}
else
{
morale = "VERY GOOD";
}
As the factors selected by the engine are variating to create different scenarios, at some point, a 2* and a 7* players inside the team = low or high morale, meaning that in both cases, 2*-7* or low-high the engine can decide the morale as determinant for a match, or not, because the simulations aren't linear or proportional, as this would provide fixed scores based on the AvQ vs AvQ distance between teams + condition, morale, trainings, attane or not , win bonus, and a etc of factors that are never counted all together to influence a scenario.
As the 7 or even 9* player could not be determinant for a gama ena dyou could see how the 2* impacts on the simulation, you could see no effect or effect, coming from a low/high morale.
So the better you have all conditionants = the best, then all is about variabilities provided by rating variations to create different scenarios, conditionants coming from the weather feature, scores cap which is linked to the contributive power and dominance power lists (there are 2 internal parameters that players have) -which, are linked to animations that will be available/unlocked in a match/scenario
That's why it can matter, or not. And same with each one of the conditionants.
Somewhere I saw that a player "on fire" can not be injured. Perhaps the lower the morale, the higher the chance of getting injured.
After I wrote, my ST on fire immediately got injured lol :D. Therefore, I do not know why this morality and useless blue pharmacies are needed.:(
Anyone else finding that player morale keeps dipping? I am top of the table, semi finals of the cup, quarter finals of the champions league and after winning games the players still drop morale from superb to very good or from very good to good. Frustrating!
I'm wondering if morale dips more if you don't pay the players a bonus. It's what I seem to notice.
It still drops every game, I have max win bonuses and after every match most of the players drop from superb to very good. However for me it never was a big problem, I just give them the blue packs they need in the preparation menu to make them all superb again. The blue packs you get a lot of, they are never really a problem.
True... though it takes effort to inject blue packs to Superb which usually most of them needs, so it still comes back to the mystery which no one really knows -- whether Superb and Very Good makes a difference on the field, or is Superb simply a insurance counter which only helps prevent morale from slipping too fast down the ladder to the true maximum operational morale which I suspect is "Very Good".