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Asunto: [change] The "players form" influence the matches too much

2023-08-28 15:58:39
form is not random.

But they should limit the floor of the form something about 9 or 10.

Having a player 0 form that plays every week has no sense. Just some players lets say after 4 consecutive weeks not playing should decrease form below 9.
Also the ceil should be limited lets say to 15 or 16, some special occassions a player should pop up to 18.

So, in resume, the band should be between 10 and 16. Having an average of start 11 of 13-14 would be good for playing good matches.
2023-08-28 16:00:24
I know they want to make stamina a different kind of skill, but I never understood why that skill only went to formidable?

I think it must be due to minutes calculation:

0: 10 mins
1: 10-20
2: 20:30
.
..
9: 90:100
10: 100-110
11: 110-120 mins
2023-08-29 00:13:05
Perhaps form could be a measure of rewarding changes or diversity in training schedules, because in the new system you can stick to a single auxiliary area (and bore the players out) and that's cheaper than being able to switch it around.

And I wouldn't like the game simplified by diminishing the effects of form, I'd like it complicated. Maybe have an array of forms for each attribute that'd modify player growth. Playing worse, learning better. Or the other way around.
2023-10-06 15:16:45
Very interesting. My teams average form was one of the worsts in the last two years. I felt, if I buy too many worthless players with low forms and have 50 palyers in the squad. It can be keep the best players form on high. When a shit players forms started to go up, I sell them, and buy again bad players with tragic form.

I have always more then 50 players, but only 9-10 players form only over then level 9 form. Not he best players form on the top. As I relegated 2-3 defenders form came up. So now I have 12-13 over the level 9.

I felt the system equalize the forms. But beside 50 players I started to feel, this isn't works. I have done it with so many palyers so many sokker years.