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Thread: Experimental thread: Test your players and share the performance

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  1. #1
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    Yes, you said it correctly - years ago.
    When scouts became high performance players?

  2. #2
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    Es 100% seguro que mi jugador va rendir si tiene 8 9 10 en amistosos?

  3. #3
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by tomu741 View Post
    Yes, you said it correctly - years ago.
    When scouts became high performance players?
    When you can sign them and the engine have space to assign them a good role. If you already have 4-5 great players, there will not be space for a new player to become a excellent option.
    It is calibrated, so you can not buy 3STs and see them scoring 40 goals each because of this.
    You need to liberate space, internally talking, so, see if a player dominates a lot -because he have dominance power. but the contribution is poor, so in this case the player will take a lot of animations for nothing, and what you want is, a player with high dominance to take as more animations as posible, and a player with contributive power so to convert chances in goals. Here you need to read your team situation and discard players, to get the roles liberated to be assigned to new signed players.
    This is how the engine calibrates the teams.

    Quote Originally Posted by tony2020 View Post
    Es 100% seguro que mi jugador va rendir si tiene 8 9 10 en amistosos?
    Si, básicamente ya te darás cuenta de que si tiene 10-10 en 2 amistosos contra equipos de 1%, es porque expones su rol interno, que es el de jugador clave, así que va a ser determinante seguro en algún sentido.
    Se trata de entender que un jugador obtiene el rol y sus parametros cuando lo fichas, y de ahí esto es estable. O está bien programado, o no lo está.
    Y no, los atributos físicos, visuales no afectan al rol asignado por defecto. Un goleador será un goleador, un asistente serña asistente más que goleador por defecto y un jugador agresivo, pues así será.

    Los atributos afectan muy ligeramente y están ahí basicamente para impactar el margen de batibilidad, que es lo que determina tus opciones de ganar a otro equipo, ya que el simulador compara tu calidad, VS la del equipo rival, y mira la distancia entre ambos para crear el escenario del partido y determinar las opciones de victoria.
    Habitualmente, puedes ganar a un equipo de hasta +30%, eso sí, eso por márgen, luego, las opciones, dependen de la programación por defecto de los jugadores, las variables viniendo de los partidos anteriores que pre-determinan como será tu siguiente partido, y, por tanto, el orden, de los jugadores en la las 2 listas que hace el simulador para crear las animaciones del partido -animaciones en ataque y defensa con una lista cada una de jugadores disponibles/elegibles según variables, por ejemplo si un ugador tiene notas de 86868 puedes esperar que, después de 8 venga 6 y entonces, el jugadro probablemente no será determinante en el siguiente escenario/partido-..

  4. #4
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    Okay so i checked this topoc and here are my team results...now how do I make my main top 11 perform better...do I sell best performers among subs/reserves and change them for new ?






    Need to add that my top 11 played vs teams that were 30% weaker while subs did vs 1%teams in friendly matches



    Here is picture of stats from my main 11...0 stats for subs/reserves probably because only official matches count

    Greetings
    Last edited by Mitja fc; 02-06-2023 at 10:07 PM.

  5. #5
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by Mitja fc View Post
    Okay so i checked this topoc and here are my team results...now how do I make my main top 11 perform better...do I sell best performers among subs/reserves and change them for new ?






    Need to add that my top 11 played vs teams that were 30% weaker while subs did vs 1%teams in friendly matches



    Here is picture of stats from my main 11...0 stats for subs/reserves probably because only official matches count

    Greetings
    Why do you want a better team, it looks perfect now its 16 matches and 4 goals per match as average...

    Are you in the top server or...¿? this team should resolve you any match scenario... in, the main game competitions... if you play tournaments in communities, you need to exploit negative %s and know some stuff...

  6. #6
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    Omg!! Khris you still here


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    khris likes this.

  7. #7
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by HairDryer View Post
    Omg!! Khris you still here


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    Aloha

  8. #8
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    Quote Originally Posted by khris View Post
    Aloha
    Aloha! How is it going?


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  9. #9
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    Thanks for replay

    Was thinking of if we can manipulate internal roles like for example we know we can't have 11 key players but still there must be upper limit lets say that is 3

    So we can have 3 key players that will get
    supreme ratings constantly

    So question here is what if one of those 3 key players is a sub...in that case our team only play with 2 key players which should lower our overall performance right ? Now question here is how do we avoid this and how do we manipulate to get best internal roles into our top 11
    Do we for example sell all players except bare minimum...play few friendlies so system assign roles again and buy reserves after ?

    And if we try to manipulate in more advanced level...if again we can only have 3 key roles how do we manipulate system that those key roles are given to GK ST AMx for example ?

    Probably we are not there yet but any ideas would help

    EDIT: also if we test our team vs 1%... results shouldnt be correct...we dominate our opponent so much that GK is just sitting in his goal doing nothing ...obv he cant get 9,10 rating if he gets 0 shots on goal same goes for deffence
    So against who should we play to test them ? 200%+ ?

    Thanks in advance
    Last edited by Mitja fc; 02-09-2023 at 10:56 AM.

  10. #10
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by Mitja fc View Post
    Thanks for replay

    Was thinking of if we can manipulate internal roles like for example we know we can't have 11 key players but still there must be upper limit lets say that is 3

    So we can have 3 key players that will get
    supreme ratings constantly

    So question here is what if one of those 3 key players is a sub...in that case our team only play with 2 key players which should lower our overall performance right ? Now question here is how do we avoid this and how do we manipulate to get best internal roles into our top 11
    Do we for example sell all players except bare minimum...play few friendlies so system assign roles again and buy reserves after ?

    And if we try to manipulate in more advanced level...if again we can only have 3 key roles how do we manipulate system that those key roles are given to GK ST AMx for example ?

    Probably we are not there yet but any ideas would help

    EDIT: also if we test our team vs 1%... results shouldnt be correct...we dominate our opponent so much that GK is just sitting in his goal doing nothing ...obv he cant get 9,10 rating if he gets 0 shots on goal same goes for deffence
    So against who should we play to test them ? 200%+ ?

    Thanks in advance
    Sorry for the late late reply because Ive been really busy lol

    Regarding:
    So question here is what if one of those 3 key players is a sub...in that case our team only play with 2 key players which should lower our overall performance right ? Now question here is how do we avoid this

    This depend on the variable. In each scenario the players are selected to be ACTIVE and ELEGIBLE depending on the rating variable/pattern.
    If a player tends to have 86868 you can expect a 6 after the 8, this happens to many contributive players that resolve matches alternating games.
    We can see too a Key player, that reach a 10 easily, but he may keep 2-3 matches earning that max. rating (10 or 9 are exactly the same) and after the 10-9-10 there may be a drop, like 10-9-10-8 and then 10 again or, after good games so when the drop comes the player is basically in OFF to resolve us the scnario, so basically there will not be any active available goal animation involving that player in the current match.


    I never tested the rolesmanipulation, but probably if you find an aggressive player and you keep hmim as reserve, if you buy a new player he'll be different, or, if you buy a ST/aml-c-r that assists, the next one will be mainly sorer unless you have a player with the scorer role in your lines.

    And, the idea, wwhen you play vs a 1% team is that the engine only simulates a distance of 180% so this means that if you have a 9* and a 3* in your team, both will be 9* for the opponent, so both will be in the same star and thats how you can compare the programming of these players, and looking how the 3* scores more than the 9*.

    Cheers!

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