Subpage under development, new version coming soon!
Asunto: NEWS Sokker- big changes are coming!
As far as i know zero draw didn't exist for 6 open slots. btw.
You've also misunderstood the reading. “50% of having 3” is not normal probability, it is literally “50% of having 3”.
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You've also misunderstood the reading. “50% of having 3” is not normal probability, it is literally “50% of having 3”.
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Juytt is actually right... 6 possible outcomes of how many juniors
More better players = more fun for everyone
So why not ?:D
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So why not ?:D
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I don't agree... it is ridiculous how many players are almost the same already today. Almost every better team have strikers with 15-15-15 skills (since the age of 25), same for DEFs and GK with ranking 90+. If we will have even more "better" players it will be rather tactics simulator than football game.
Yup, actually the game would become much better if the players were relatively weaker (for example top ATT should be 17-15-13, top MID 5x 15 etc.) so that there would be actual diversity, not thirty 3x 18 strikers and 4x 17 wingers
That would require though the match engine to be appropriately tweaked so that much weaker players would not result in much worse performance (in terms of match quality) in the games
Choosing whether ATT should be better at finishing or dribbling, whether you want central midfielders with playmaker/passing or defender/pace, whether you want faster or better tackling defenders etc.
Game would be much more fun and adapting tactics for players / players for tactics would be more interesting. Now it's just bland, same players, same tactics.
That would require though the match engine to be appropriately tweaked so that much weaker players would not result in much worse performance (in terms of match quality) in the games
Choosing whether ATT should be better at finishing or dribbling, whether you want central midfielders with playmaker/passing or defender/pace, whether you want faster or better tackling defenders etc.
Game would be much more fun and adapting tactics for players / players for tactics would be more interesting. Now it's just bland, same players, same tactics.
No. Its essentiel piece of being a manager games to pick how the players should act in each position....and it was also intended that way original, but shoot above with the formulas used. It would be better if we just scaled current skills to a larger number then 18, for example 35, cut 10% of all players skill , make pops accordingly faster so we both more diverse players but even extra fun with popping.... so for instance 5 pops now would equal the time 9 pops took in new system
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Too many pops would not be a good thing imo, you'd have pops all the time every week, they would lose their "meaning".
Changing the range of skills would do the trick, but only with adjusted match engine, which won't happen.
Changing range of skills without adjusting ME would end up terribly, since it would still be very easy to have MAX goalkeepers, yet strikers would get a hit and would have a lower strikers (due to the fact that you'd need to spend more training resources on pace/tech). Even now with max strikers vs max gk there are weird results, imagine level 15/20 strikers against level 20/20 goalkeepers all the time.
Changing the range of skills would do the trick, but only with adjusted match engine, which won't happen.
Changing range of skills without adjusting ME would end up terribly, since it would still be very easy to have MAX goalkeepers, yet strikers would get a hit and would have a lower strikers (due to the fact that you'd need to spend more training resources on pace/tech). Even now with max strikers vs max gk there are weird results, imagine level 15/20 strikers against level 20/20 goalkeepers all the time.
Yeah gk training already need heavy adjustment... and I know we cant get me changes so no extra skills. I already descriped it when I told the devs the idea why it had to be that way i propose..... you could also just scale up to 25 or 28, maybe 35 was exaggerated... and of course make youth training slower so they pop not much faster, but make the curve of training effeciency smaller, so the medium and big pops would be the ones popping faster.. but overall make room for diversify by cutting 5-10-15% of training effeciency towards max
Fully agree.
Playing at lower level or with U21 NTs is for me the way, the game feels right. Not always targeting the highest possible skill levels, but adapting tactics and finding the right compromises.
Yet, corrections in ME are needed to upgrade the match viewing experience. Also agree with that part.
Playing at lower level or with U21 NTs is for me the way, the game feels right. Not always targeting the highest possible skill levels, but adapting tactics and finding the right compromises.
Yet, corrections in ME are needed to upgrade the match viewing experience. Also agree with that part.
this is actually why I play here. I'm not here to play a financial simulator.
This said, I wouldn't have any issue with Borkos's idea.
As far as goalkeepers, I gotta be honest. In my two years back so far I see very little difference in GK effectiveness between magical and superdivine, assuming similar pace.
This said, I wouldn't have any issue with Borkos's idea.
As far as goalkeepers, I gotta be honest. In my two years back so far I see very little difference in GK effectiveness between magical and superdivine, assuming similar pace.
Pops should come very fast on all ages until excellent and from magical up to superdivine they should occur only once in a season.
And random Drops should be removed from the game and Drops should come in an equal lineair form as pops and slightly Faster with injuries.
And random Drops should be removed from the game and Drops should come in an equal lineair form as pops and slightly Faster with injuries.
I don't think that random drops needs adjustment. It may be annoying in individual cases, but looking at the bigger picture it is a balanced system that works quite well.