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  1. #1
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    Quote Originally Posted by khris View Post
    Aren't scripts exactly. Every time you sign a new player, the engine assigns him a internal role. These are limited roles to have determinant players and a realistic squad, so thats why you can not buy 11 STs that scored 40 goals with the porevious team, and have 11 players, or even 3 scoring that amount, since the roles always will be linked to animations which have limitations in contributive (% efficency that each player have) and dominance power (% of animation slots, from the 25 match animations that a player can have) so, it isn't a script exactly, it is the way the roles are given, and these roles are usually stable, so a key player that have the role as key player will be determinant because of the internal programming, and then, the visual skills just affect slightly the player behaviour, since these affect the beatability margin -quality diffeance between your team and the oppo- and this margin is what sets the starting scenario parameters.

    Rememebr that a 2* inside the team have no impact at all because the engine takes the team AvQ vs team AvQ to simulate this, and you can see people in FAs with x5 9*s and x6 1*s that because of this, because the engine never simualates a 1vs1, they still win.
    If the engine was realist, a 1* defender would be always overcomed, by a 9* or even a 4*.

    Then,there are temporal roles that exist to make you manage, and these are applied to the FK/Corners men. Usually there is a best player for each one of these tasks,and the 2 players (or 1 for both) have a stable role for days, until it moves to another player, or because you sign a new player, the internal team liswts change and the best player for FK is then another.

    Always, to expose the internal programming, and find roles etc play a friendly vs a 1* team.

    The ratings too tell you about the potential of players, a key player will be MotM and get max. rating streaks, the max. rating is 9-10(it is the same a 9 or a 10) so, then, each player have an amount of max. personal rating streak available. Like, 10-9-10 and then a drop, maybe a 8 will come. These rating variations can tell you which players, will improve or vanish in the upcoming game and thats why before the finals I tend to force a rating drop for all the team, so to force a push.
    The engine have a system, and all is about to understand the process and the viewpoint that uses to convert data in animations,
    So Khris are you saying that it's better to train just 5 players in your team and leave the rest as 1* since those 5 will determine the outcome of each game?

    Also is it possible to manipulate the assignment of internal roles? Will selling off the entire team and leaving only those 5 players cause them to get the important roles?

  2. #2
    Pro jarharnamme's Avatar
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    Quote Originally Posted by Spartan117 View Post
    So Khris are you saying that it's better to train just 5 players in your team and leave the rest as 1* since those 5 will determine the outcome of each game?

    Also is it possible to manipulate the assignment of internal roles? Will selling off the entire team and leaving only those 5 players cause them to get the important roles?
    yup, hence this's where nodeus need to fix the game. instead of calling em top11 might as well call this game manipulation5 because that's what this game has become. it's so sad

  3. #3
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by Spartan117 View Post
    So Khris are you saying that it's better to train just 5 players in your team and leave the rest as 1* since those 5 will determine the outcome of each game?

    Also is it possible to manipulate the assignment of internal roles? Will selling off the entire team and leaving only those 5 players cause them to get the important roles?
    No. Since the team quality vs team quality -the distance- is whats ets the beatability margin that determines the scenario, so chance you have.
    Then as I commented, the ratings have a variation, and once there is a drop, the player can perform like if he's vanished.
    So if you have x6 1* and x5 9* vs a 7* for example, depending on the active/available players you can lose 0-4 or win 4-0 perfectly, all depend on the available players to be decisive in the match.

    You know perfectly that you can not buy 11 STs that scored 40 goals each and see how they keep the same level. The engine will calibrate the performance by assigning roles and contributive+dominance power to create a realistic squad. The internal roles are assigned once you sign th player. For example you can prevent a player to be aggressive if you already have few agressive players and you keep them in your squad, and of course, and this happened to me, if you keep 3-4-5 excellent performers until they retire, the engine may not assign a new key player role. Since the engine mainly have animations to fill 2 lists, one in attack and another in defense if your 32 ages 1* keep a high dominance+contributite ratio you will need to sell him firstly so to liberate the good role and then sign someone that will be able to take a role with a high performance.
    To control the roles isnt that easy because thats internal, and you can not see the parameters assigned, the % of contribution/dominance... what you can manipulate are the ratings, to force a push in a particular match, like in a final.
    The first matter needs a lot of understanding about the player behaviour, and the capacity they have inside the team based in a proportional performance -we all had the experience of a high performer player after few seasons, we all, can know, how fluid play the team, so based in this perception, you can somehow know and feel how your squad is doing, and feel if there is like a cap preventing your team from playing fluid-

    The second matter, the ratings, are visible so you can try to force a drop before a final, keeping as subs those players who earned a rating drop as subs/reserves in the previous game and trying to get the expected drop in those who have the chance to earn it, so you can reach the final with all players coming from a 8-6 // 10-10-7 // etc and this will force a rating increase by availability.