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Thread: A bunch of Notes about Dominant and contributive power

  1. #1
    Spanish Forum Moderator khris's Avatar
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    A bunch of Notes about Dominant and contributive power

    I started writing stuffs as Im resting today and later I'll try to ordenate them better to have more sense lol


    PLAYERS INTERNAL CONTRIBUTIVE POWER /% EFFICENCY/ GAME LIVE ACTIONS SLOTS AVAILABLE-AFFECTATION etc...

    How the game calculates, and links the live actions available with the data?
    what are we searching for?
    Let's say, that a player have a "dominant power" of 10, others in the 11, have 5, 3,2 1...
    10, means he'll be shown in almost every game, 5 means once every 2 games.

    "The more power" = the more actions assigned to him during the match, so a team with a "10" and
    others with 5,5,5,3,2,2... means that one player, will mainly resolve the actions.

    The "decisive match players, are selected by lists taking into account the rating variations, and
    the "player rating behaviors". For example, a "key player" tend to have x2 or x3 max ratings (9-10 are the same)
    so, after a 9-9-10-X we can expect a lower performance, same we can notice some players have 7-9-9-8-10
    meaning that he have access to another available good rating, as it's a capable player.

    So, now let's differance between "dominant and contributive power"
    -dominant power, affect the final slots. The more "dominant power = the more slots to link "effective data"
    (positive actions or negative) and link the slots to available unlocked live actions.
    a 10-5-3-2-2-2... will have 1 player, covering many slots, but, if he have a low contributive power,
    he'll be shown during the 70% of our possession animations and will score maybe just 1 goal.
    Still usually, a key player, that tends to have stability in ratings having always 9-10's
    tend to reach 2+goals.

    Then, we could have a situation with few "slightly weak" dominant players, with contributive power spread.
    Like contributive power, 8-8-8-5-3-3-3etc inside our 11 (these numbers belong each one to a unique player power**
    not ratings of 1 single player)
    so, in this case, as many of us are experiencing, the 3 players with 8 power of dominance, will have the
    contributive performance, shared betwen them, in this case we can see, teams with x3 players scoring arround 20 goals,
    or 20 assists, 20 goals, 20 goals. Cause the "8" power of dominance isn't enough to show the 3 players in each game,
    they basically alternate, covering the same kind of performance as if 1 single player have a 10, and finally score 45 goals.

    so, What do we need to find exactly? we need, to reach that feeling, where we feel that the game "works fluidly" in our favour,
    with many actions and constant scores like 5-0, 6-1... 3-0 etc, ...few players with 10's as dominant power and high contribution,
    meaning that as they have the "10" there will be more slots available for "actions during the live game" and, that as these
    3 players have a "10" as power, and high "contributive power" each one, these may be selected for 4 actions, each one so 12 actions these
    3 players, from let's say 20 actions that a game can have, but each one could score, 3 goals in this case.
    The more "dominant power" = the more match slots.

    OFC the external skills don't affect these slots more deeply than the calibration that the engine does when check out the avq and gives
    one team more slots because the AvQ differance between teams.
    A player that have a power of 8, still having a 8 as basic number.

    The dominant power, or even the max. contributive power have a cap that has been set internally, when the engine sets the "team configuration parameters,
    and assign limited contributive roles, as key player (scorer/assister/available for MotM ), assistant, neutral players (not shown), FK man, corners man, aggressivity ...etc"
    That's why if you have a player with 10's who's a key player, let's say a ST, you'll not be able, to change this role as key player
    and see how the 2nd STriker, who maybe is a regular assistant helping in 1/3 games, "occuppy" the same Role, as scorer,
    and reach the same amount of "actions slots power".

    The star differance between 2 teams, reduces the slots assigned, meaning that a lower % team with high "contributive power
    -we can call it effectivity/effective liveanimations assigned-
    could simply, score vs a powerful tanker team, but due the lack of slots assigned caused by the stars differance,
    will not be able to overcome him in the overall score.

    Remember that the game works per lists, of contributive players -ranked by internal power- and lists of available actions.
    And these have a limit, so if we buy a new well programmed player, the team will be re.configurated, reassigning the
    Max. power to score cause of this, or once we unlock a SA, this action can be shown, meaning this that another previous
    action can be hidden from now on.

    So resume: Dominant Power, affect 2 things:
    Match number of Slots - and How many matches X player is selected to be Determinant/Dominant/ Decisive in a match.
    Contributive: can be linked to effectivity
    a single dominant player with "1" as contribution, could cover all game animations without score -thats so extreme, but to explain the concept-
    We call a Dominant + Contributive player, Key Player


    "Favourability" Factor - Remember that "the favourite" for a game is set by the engine, using the "starting list of players" + settings, and that
    the chances are mainly shown by the Possession Bar + effectivity %, then the ratings.
    So you can set a weak starting setting, to allow the engine to select it as weakness and then correct it, instead of, setting something
    "aparently good" to finally see how the engine select your options as weak and force you to "strange and non logical settings switching".

    Red /Injury/ substitution- Calculations, why I play better and score after this actions?
    The engine can target/select a player, with a negative impact, too set a boost between our subs which are counted in the
    simulation.

    Let's imagine that the player selected to have a red or a injury, has been set as a weakness by default, because,
    the engine wants us to sub a player once he earns the 1st yellow card, and let's imagine that "this weakness"
    sets a penalty possession against us, or, "less action slots" in our favour.

    Once the player have the red, he and his penalization, isn't counted so it vanishes, and the slots are reassigned,
    meaning this that others in "the list" can jump over that player, and add more and better slots in our favour.

    The scenario is created by doing a list taking into account the previous ratings and it's behaviors (variations
    6-8-6-8-6 means a 8 probably, so this player that went lower can be pushed to the top of the list etc) so if a
    player have a weakness assigned, this list can change absolutely the match chances, allowing us to score more goals.
    Last edited by khris; 1 Week Ago at 03:26 PM.

  2. #2
    Spanish Forum Moderator khris's Avatar
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    edited** added last 2 paragraphs** still Ive to resume it more "understandable", because some players that are neutral, so have a 1-2 dominance power, don't show up practically never even vs 1* teams. So the distance, still proportional as you've noticed when we won more "slots" dominant power cause the stars differance.
    The Roles do their job listing in first place the most dominant players to resolve a match once the engine does the Players Simplification that affect a particular scenario, selecting mainly 6-7 to determine the score.****

  3. #3
    Spanish Forum Moderator khris's Avatar
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    Quote Originally Posted by khris View Post
    edited** added last 2 paragraphs** still Ive to resume it more "understandable", because some players that are neutral, so have a 1-2 dominance power, don't show up practically never even vs 1* teams. So the distance, still proportional as you've noticed when we won more "slots" dominant power cause the stars differance.
    The Roles do their job listing in first place the most dominant players to resolve a match once the engine does the Players Simplification that affect a particular scenario, selecting mainly 6-7 to determine the score.****
    The Game seems to have a Instant Reactive Answer when a animation is currently displayed and we change a setting... so based on this, and the slots fluctuation, that we can control with the bar possesion we could predict a posible situation against and resolve it correctly...

    Is well known that as the game assign these slots it needs time to time to give a option to the oppo, and too is a truth that the Bar reflects this "oppo chance" so.. if reacts live we could "cover the action" by setting temporally a quick solution until the "slot, which is temporal, having a action assigned" finishes and we can recover the control.