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It's always the same. Every action has reaction. Reducing 1 trainee player means there is going to be less players on market, also for those who train less players.
Here I was reading there where few players on market and system should random create. If you want more players on market, let people train 15 players. 20 players. That would give more product to market.
Here I was reading there where few players on market and system should random create. If you want more players on market, let people train 15 players. 20 players. That would give more product to market.
Exactly, I would even say more - you can grow fruits and then create end products (jams, juices etc.) from them all by yourself
If you want more players on market, let people train 15 players. 20 players. That would give more product to market.
No, the opposite, because managers would have more space to train players but still have the same amount of players we have today. So less selling and more elevated prices. You want to increase the number of players, not the number of training places.
No, the opposite, because managers would have more space to train players but still have the same amount of players we have today. So less selling and more elevated prices. You want to increase the number of players, not the number of training places.
we need an 11 training system (also because some managers like to play with home-grown teams, akso there should be a bonus for this type of player) and if YS worked as it should, then it would produce good players when they come to school as 18 year olds, which would increase the number of good players on the market by 30%....
right now if you get 18yo in YS for any kind of competitive team is a lost junior because 18yo solid player is rubbish as well as 20yo magical...just useless...
right now if you get 18yo in YS for any kind of competitive team is a lost junior because 18yo solid player is rubbish as well as 20yo magical...just useless...
11 training slots should be the minimum.
And yes 20yo magical is useless. I just got almost magical 21yo, which indeed looks good, but will be sold maybe for 1 $.
Juniors should come out of school max 18yo.
And yes 20yo magical is useless. I just got almost magical 21yo, which indeed looks good, but will be sold maybe for 1 $.
Juniors should come out of school max 18yo.
Question is how to create that properly.
You can't just limit the age to max 18, or create 14-15 youths or make every youth 16yo when they enter ys, because that would destroy the game
You can't just limit the age to max 18, or create 14-15 youths or make every youth 16yo when they enter ys, because that would destroy the game
If the entry date mean the junior will be 2 years in the school -> max 16yo
And so on.
And so on.
in other words every current 17 and 18yo long-term youth would become a 16yo, so the number of long-term 16yos would ~tripple
that could end up terribly wrong
that could end up terribly wrong
The_Ripper para
borkos007
Relatively easy solution would be to limit entry level for each age. E.g.
18 yo - max solid [8]
17 yo - max adequate [6]
16 yo - max weak [4]
This would lead to a more even distribution in terms of usefullnes. Please don't get hung up on the exact number I provided above - it would need to be analised more in depth to guarantee equal chances of potential for each age. And of course it would mean every new junior would be worse than the existing generation, at least in my version.
18 yo - max solid [8]
17 yo - max adequate [6]
16 yo - max weak [4]
This would lead to a more even distribution in terms of usefullnes. Please don't get hung up on the exact number I provided above - it would need to be analised more in depth to guarantee equal chances of potential for each age. And of course it would mean every new junior would be worse than the existing generation, at least in my version.
16yo would not tripple, if anything would tripple it would be the number of 18yos (which would include the 19-21yo that we have now), so it would quadruple.
The amount of 16yos would stay the same.
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The amount of 16yos would stay the same.
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But it's already end up terribly wrong !
16y juniors training in short term in school (less than 12 weeks) are selling millions without any proof of talent. Most of juniors training in long term in YS (so y18+) are unsellable, and when they are valuable they usually entry at... 16y.
So, usually 16y entries are valuables, others usually not.
But that's not the whole point.
The market is more than ever focus on a minority of "valuable" players (prices never stop increasing even when talent is uncertain), most of the players on market are still priceless, and most of times (except "happy hour") now, we can't even find any f* middle-ground players to buy ! Too much good enough players ? Nope.
Everything had already been anticipated in: Vote to save our junior schools, it was obvious, except for the devs.
So, is it so terrible to triple 16y juniors entries?
Off course not ! We should spamming more 16-year-old juniors. It’s better than nothing, waiting for devs to (finally) reform YS for as long as we've been asking (2 years)…
(editado)
16y juniors training in short term in school (less than 12 weeks) are selling millions without any proof of talent. Most of juniors training in long term in YS (so y18+) are unsellable, and when they are valuable they usually entry at... 16y.
So, usually 16y entries are valuables, others usually not.
But that's not the whole point.
The market is more than ever focus on a minority of "valuable" players (prices never stop increasing even when talent is uncertain), most of the players on market are still priceless, and most of times (except "happy hour") now, we can't even find any f* middle-ground players to buy ! Too much good enough players ? Nope.
Everything had already been anticipated in: Vote to save our junior schools, it was obvious, except for the devs.
So, is it so terrible to triple 16y juniors entries?
Off course not ! We should spamming more 16-year-old juniors. It’s better than nothing, waiting for devs to (finally) reform YS for as long as we've been asking (2 years)…
(editado)
now, we can't even find any f* middle-ground players to buy !
I don't have any issue buying middle-ground players at a fair price and my team is quite new.
What are you talking about exactly ?
I don't have any issue buying middle-ground players at a fair price and my team is quite new.
What are you talking about exactly ?
Problem is People expect too many youths a season.... 15-20 squad rooster of one each age from 16 to 35 equals we only need around 1 usable per season
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