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  1. #21
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by a.gavrilin View Post
    Thank you for all your comments, Khris. It was really interesting to read everything. Well let me ask you several questions now:

    1. What is your idea about teams with 1% defensive players (and most often they are even minus/negative players? Now FA top is overcrowded with such teams. And somehow it works - this week in FA I played against a team 30% lower with all defensive players of 1%. And he simply destroyed me. My 170%+ attacking players could absolutely do nothing as during all the animations these defenders were easily stealing all the balls from my attackers.

    Remember that the engine never simulates a 11vs11, it reduces the selection and only few players which are in ON do a active contribution in a match to create realistic matches, alternating the players that resolve the scenarios, so if, your key player has like 8-10-10-10-10 and there is a expected 8 as rating in the upcoming match, he may be not selected.

    The 11 only is counted as overall quality to set the team quality, and your team quality distance with the oppoent quality, that can be +5% +22% etc thats the beatability margin.

    2. I can not understand what is going on with ball posession? Somehow recently I NEVER can have bigger ball possession than my opponents. This is stupid when you play against 40-45% weaker team without manager, one of his players gets a red card but still he has some 52 possession against yours 48. So what component influences possession?

    3. About weather - do you think it plays any attention? How in this case you should change your tactics depending on the weather?
    - as the game works by using lists of elegible players to fill the 25 animations of a match, and it creates 2 lists, of for def. animations and another for attack animations, and, it starts selecting players from the extremes of the field -so GK first election, and STs/aml-c-r which are the same so attack line in attack animations -
    If you have a good GK is enough, and same happens with good attacking players and obviating that there are MCs, since you dont need them and are the last to be selecvted by the lists used by the engine to fill animation slots.

    - remember that the center of the possession bar never is in the 50% exactly, it is displaced, so this depend on many factors, and remember that playing vs 10 many times turns into a benefit for the reson I mentioned before, the engine works by using lists of few elected players those who are elegible, so in ON because of the rating variations, a player that have 86868 will have a expected 6 in the next game so probably will not participate in the next match as determinat player, so in this case the player is in OFF - so basically there is no player sent off at some point when the engine reads the lists, if Nordeus want this to be more realistic and a issue for the team with 10 players it would need a active punishment applied, like a -8 % possession, or for example, if a player in defence is sent off, deactivate teh defensive team bonus.

    3- the game always created scenarios, selecting only few factors of the bunch that can influence a match, so sometimes win bonus worked, condition mattered, morale etc and the weather basically ordenated the scenarios in something we can read

    It is like the playstyles, now you have the internal programming visible, and you can know if a DL can join the attack if have a PS allowing this action.
    Time ago you had to test the player to know if the DL joined attack, the MC helped in defense and a etc of internal roles that the engine assigns to every player for realistic purposes.
    Last edited by khris; 11-02-2022 at 01:58 PM.