That was obvious form the start. But i'm using 2-3 Drills per training(3-3)(2-2), each Drill best to have 2 of the lower % attribute.
That was obvious form the start. But i'm using 2-3 Drills per training(3-3)(2-2), each Drill best to have 2 of the lower % attribute.
Nik, going by what you said in reply to me in that other thread, does this mean that it is harder to powertrain and maintain players quality these days compared to some years ago?
Consider an 18 y.o fast trainer ST who has an overall quality of 95%. Way back, the player would gain white skills faster than grey skills no matter what is the players overall level or what level the white skills has reached (unless I missed something). Suppose that this player is powertrained now, how does it work? According to what you said , if the player has 100% in attacking skills but 80% in defending skills , the system will consider this player as a 6-star when training attacking skills but as 5 stars when training defending skills. So, the player will train less fast in attacking skills despite the fact that on overall he has only 95% in quality. It will become harder and harder to train the ST as his attacking skills go from 100% to 120%, then 120% to 140% despite that his overall quality will be far in the lower side. So, how do you keep such players to say 140% in overall quality? Training grey skills will still be a loss as they are by default slow to train or has that changed now?
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Update
I have been reading a bit through the thread as from the 1st page itself. So, correct me or comment where appropriate.
(1) White and grey skills progress with the same rate if they have equal percentages or belong to the same level (same star level). Grey skills no longer progress slower than white skills like some years before.
(2) For power training an outfield player, a user who does not play in associations can just use repetitive mixtures of attacking, defending and physical drills (excluding the GK drill) with some focus in the area where the the player plays so that there is less usage of green packs and also the player becomes more balanced.
(3) For maintenance of quality as the team gets promoted, a user should first focus on training skills where the player is lagging a lot (by more than 1 star) to make more gains per condition loss and hence use less green packs.
Last edited by Tactician; 09-12-2019 at 08:15 AM.
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1) In a mix drill white skills progress 2 times faster from grey skills like was before.
2)Correct.But even in assos mutants are nerfed now.
3)Correct.
With the new training system you know exactly how many skills you can gain from a drill
due the drill limitation
Last edited by Rizla; 09-12-2019 at 10:41 AM.
Ok, but what I meant is as follows. Suppose you had a DC with attacking and defending skills in the same level (same star, for example 81-98%). Way back if he was trained with attacking drills, the progress was slower as compared to defensive drills (or maybe I am wrong). Nowadays, if a player like him is trained with attacking drills (pass, go and shoot), will the gain in an attacking skill, for example shooting, be same per condition loss compared to the gain of defending skills, for example marking, had defending drills (for example, hold the line) been used instead?
Last edited by Tactician; 09-12-2019 at 12:37 PM.
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The system was changed, time ago the main star regulated the XP win of all skills, so once a player won a star, the XP win in training -training speed- decreased a 15% aprox. ,but once the mutants appeared and many stuffs happened, like 1500% players, or many managers training mutants till 340% ..there was a update, that changed the source that regulates the Training Speed, and now are the own skills, individualy what regulates it's own XP gaining. So the Higher is a skill, like speed, tackling etc. the less XP wins and is like the whole player have that AvQ.
7* speed = 7* player ashard as it was time ago to train.
Take a player having the following profile for example.
DC
Overall Quality: 95% (5 stars)
Marking: 110% (6 stars)
Finishing 83% (5 stars)
Way back, if this player was trained with the Hold The Line drill, the factor affecting progress was the overall quality (which is 95% here) like you said. Using the Fast Counter-Attacks drill, the gain per condition loss will be less for Finishing than the gain for Marking when the Press The Play drill was used because training for Finishing takes into account the grey skill factor.
Nowadays, it is the level of the skill that is the factor (110% vs. 83%). So, it is expected that the gain per condition loss for Finishing will be higher than that of Marking. But what happened to the grey skill factor? Is there such a factor nowdays or the gain between white and grey skills are the same if their quality are in the same level? Take the case of a DC with 90% Marking and 90% Finishing. Is the gain same for both if the appropriate defending and attacking drills are used? If the grey skill factor is still present, then it is expected that the grey skill will still makes less gains per condition loss. Or maybe I got that bit wrong way back and the difference between white and grey skills in terms of gain is that the white skills are given preference when a gain is to be given from a training session or match session?
(I can make tests to find out but it is not the appropriate time in the season to do it, and given that some of you probably already did some tests, maybe you can answer my question.)
Last edited by Tactician; 09-12-2019 at 02:06 PM.
Said that, Khris don't like absolutely anything that has been done in the last 2 years. lol
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