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

  1. #41
    Famous HairDryer's Avatar
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    Quote Originally Posted by khris View Post
    Aloha
    Aloha! How is it going?


    Sent from my iPhone using Tapatalk

  2. #42
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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 09:56 AM.

  3. #43
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    What would the tests look like on defenders and GK? Facing teams 5 levels - the actions that bring good grades for them are minimal.

  4. #44
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    Quote Originally Posted by khris View Post
    I always recommend to any manager who reach me for a bit of guidance, to test the players they sign, VS a 1% team 10 levels lower to expose the internal programming of the new player and compare it with the players we have.
    Too to expose the Internal (and limited) Contributive Roles (based in 2 powers, Contributive power -aka efficency- and Dominance power -aka Number of animations that a player can take in a live match simulation of 25 animations- that the engine assign internally to our players, and too the Max. Rating Achievable, so to know if, once we signed the player, the system gave him a Role as Key Player.

    Here I open this thread to experiment a bit about all this stuff. You guys need to understand that the game is basically a process so it have a way to work by using information/numbers, and ordering them -in lists mainly, because the engine creates 2 lists players to create a Scenario, one for Attacking animations and the second for Defense animations, once list start looking for available players (so those who will not have a Expected rating drop, mainly, so a 7-10-10-10-7 for example here we expect a 10 after the 7, so a Push and the player should be available to participate and be determinant in the upcoming game, yeah?) and then the list and available actions are linked/converted to available animations.
    Just a summary of the concept.

    So, here the target, is to try to improve the knowledge around this process.
    I'll invite you, to share the captures of your new players, the result, in terms of Performance and Rating, after a couple of Tests vs a 1% team enough distant in levels, as to consider your 3*? new player as 9* so, this means that since the engine, can simulate a margin of 180% as Max. distance, your 3* and your 9* will be equal in quality from the simulator viewpoint, so thats how you can Expose the Internal Programming and compare it between your players,
    and the things we'll check out will be factors like:

    -Ratings that your new player have
    -Please, share the Team List page that show the whole team last 5 Ratings of all your players so to see the whole team situation
    -When you sign a new player, test him VS a 1% team 10 levels lower and share the team ratings/valorations and reports
    -We could too, test the Reserves and Subs because the engine calibrates the Roles that assign, so this mean, that you cant buy 11 players that scored 40 goals last season and expect the same. It limites the Contribution, assign more aggressivity, %injury ratio and a etc.
    So this mean that if you already have, inside your reserves, Players with a Jey Role, so very well programmed, even if these are 1% you may not be able to buy a new player from the market, and see a decent role assigned to him. Here is when you need to do the test and sell players to liberate Available Roles.
    -We could test the Stability in the Ratings, so the variables:
    If a player has, 7-8-7-8-7 // or can reach a Max rating once in a while or x2/x3 times in a row, remember that the max. rating is 9&10, both are the same and that usually after x2/x3 Max. Ratings a Drop comes.
    Thats why I tend to synchronize the team ratings for a drop in the whole team, before a CL Final, so I get the push.

    But the target here is to try to visualize all this somehow, and have a place where to share captures and track the new signings performance.
    Hi Khris, about the animation "Number of animations that a player can take in a live match simulation of 25 animations- that the engine assign internally to our players". Are there any link between the number animations of player in match with the role of them (key or not)?

  5. #45
    Spanish Forum Moderator khris's Avatar
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    I should come back to this thread once Im a bit free.. sorry for the delay in replies guys

  6. #46
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    In recent years, the situation has deteriorated due to the increasing number of special features being incorporated.
    Discover a world beyond 3D and explore new playstyles that will captivate your imagination.

    After taking a break from the game for a few months, I decided to give it another shot. However, it seems that the game has turned into a money-making scheme that heavily relies on its managers to stay afloat.
    khris likes this.

  7. #47
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by Tiểu Mạnh View Post
    Hi Khris, about the animation "Number of animations that a player can take in a live match simulation of 25 animations- that the engine assign internally to our players". Are there any link between the number animations of player in match with the role of them (key or not)?

    There may exist a proportion, basically because what defines a -key player- is the contribution, and to contribute he needs basically appear and do any contribution, say it score, or assist, or have a clean sheet.

    So the relaition at some point is intrinsic (key player = participative/elegible to resolve an scenario).

    Cheers!

  8. #48
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by RaulLopes View Post
    What would the tests look like on defenders and GK? Facing teams 5 levels - the actions that bring good grades for them are minimal.
    If we test the defense VS a 1% team we need to pay attention to the actions when tackling, MotM and basically GK rating.

    But yeah, probably there is a formula to expose the defenders in a way that we can make them work to get a good info regarding their expected performance level...

  9. #49
    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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