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Subject: »[info]Dev Diary #82: Automatic release of NT-players from
I would like to have 10 [good] as the maximum level for all except 1 skill!
I think IF a youth player would be Divine, he should have 1 Divine skill and all the other skills max good.
This way Divine youth players ARE divine...and instantly useable
Just an idea of course, but I would cheer for that one, and I think lots of managers would, if you think it through...
I think IF a youth player would be Divine, he should have 1 Divine skill and all the other skills max good.
This way Divine youth players ARE divine...and instantly useable
Just an idea of course, but I would cheer for that one, and I think lots of managers would, if you think it through...
I find your idea intresting.I think that with that way could be create more strategies systems and more kind of players
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And also you have 3 more skills, which will make your player rise up a little slower, but with the upcoming changes, it won't be slowed down too much, cause they're low[er] levelled skills...
I just have one question: how would the new scale be implemented? I mean, with the new scale, a brilliant player in passing with the current system, what will it be in the new system? 14 or 17 ??
And one adequate (6)?
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I just have one question: how would the new scale be implemented? I mean, with the new scale, a brilliant player in passing with the current system, what will it be in the new system? 14 or 17 ??
And one adequate (6)?
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On the other hand, if you allow to go up to 20, you could see situations in which, at the maximum level, a winger with 20 technique would be absolutely unstoppable for a defense of level 17 (between two teams of maximum level)
It would still be easier to have 20 defense on a DEF than 20 tech on a MID.
What I like about that is that most defenders will have imperfect pace.
Now, a high level defender must have at least 2x17. This kinda ruins the game at the higher levels, because it allows managers to be very aggressive with their defenses, midfielders get no space, and matches are crap.
With a bigger skill scale, only the teams that invest a lot in defense would be able to play with 2x20 defenders and be aggressive, and that means less money for everything else.
I think it would be more interesting, it would bring more diversity in tactics. What is the best way to play in CC? 5-3-2...
It would still be easier to have 20 defense on a DEF than 20 tech on a MID.
What I like about that is that most defenders will have imperfect pace.
Now, a high level defender must have at least 2x17. This kinda ruins the game at the higher levels, because it allows managers to be very aggressive with their defenses, midfielders get no space, and matches are crap.
With a bigger skill scale, only the teams that invest a lot in defense would be able to play with 2x20 defenders and be aggressive, and that means less money for everything else.
I think it would be more interesting, it would bring more diversity in tactics. What is the best way to play in CC? 5-3-2...
If you do go towards having numerals, please don't get rid of the words. There is something more visceral when reading the words as opposed to just seeing a number there (like 90% of the other manager games).
Okay...fair question and also a bit troublesome.
But with the new changes regarding length of the season and training system, you should know that 5x divine players are unrealistic in the new system.
That's why I would propose this...
All current skills up to adequate should receive a +1 bonus so for instance, a player with adequate playmaking [6] now, would become average [7] in the new system.
This means tragic stays tragic, hopeless becomes worthless and from all other skills, they become +1 in number but become -1 in current name [so weak becomes poor, but actually, it's the same level as average now]
For skills from ''good'' up to divine'' should receive +2.
For instance, that means Incredible [13 now] becomes outstanding [15 in the new system]
and Divine [17] becomes unearthly [19]
Why? This way you slightly improve your player into the new system, though you make them not fully trained any more...
Superdivine should be considered divine [17], so it also becomes unearthly in the new system.
Whit this system, old players will know their players skills will change back -1 in all skill names, except tragic, but actually the skill becomes a higher number in the new system.
And for Divine [17], it becomes
But with the new changes regarding length of the season and training system, you should know that 5x divine players are unrealistic in the new system.
That's why I would propose this...
All current skills up to adequate should receive a +1 bonus so for instance, a player with adequate playmaking [6] now, would become average [7] in the new system.
This means tragic stays tragic, hopeless becomes worthless and from all other skills, they become +1 in number but become -1 in current name [so weak becomes poor, but actually, it's the same level as average now]
For skills from ''good'' up to divine'' should receive +2.
For instance, that means Incredible [13 now] becomes outstanding [15 in the new system]
and Divine [17] becomes unearthly [19]
Why? This way you slightly improve your player into the new system, though you make them not fully trained any more...
Superdivine should be considered divine [17], so it also becomes unearthly in the new system.
Whit this system, old players will know their players skills will change back -1 in all skill names, except tragic, but actually the skill becomes a higher number in the new system.
And for Divine [17], it becomes
As I read it...
It might be better to give ALL skills a +2. That means all skills up to good, stay the same, except tragic.
It might be better to give ALL skills a +2. That means all skills up to good, stay the same, except tragic.
That's a "tricky" convertion: everybody would train their players up to good before the change to get profit of it
I think the fairest way is using a rule of three
I think the fairest way is using a rule of three
Ok I understand, but then, you just add one level really on the top, right?
Now that I am thinking about these things, I am against slowing down training without ME improvements.
Is a top midfielder supposed to have 13 tech? That's a joke.
Most of my midfielders have 15 tech and balls bounce off of them like of brick wall. Divine is where the game is normal, simply taking that away is not good.
Is a top midfielder supposed to have 13 tech? That's a joke.
Most of my midfielders have 15 tech and balls bounce off of them like of brick wall. Divine is where the game is normal, simply taking that away is not good.
Most of talented youth players from youth schools should be something like 13 or 14 in pace.
agree, words are still important and unique for sokker, we want to have them for sure.
But numbers should be also displayed, and for some views they are crucial - like for training reports or for any other views based on table view.
with current scale we have 0-18 (superdivine). So, starting from 1 means, that superdevine would be number 19, it affects that we need to add only one level to match 1-20 scale.
Other thing is, that superdivine now is not a serious skill, its rather max devine.
For lower skills you can have strong skill or weak (just after he poped). Superdivine is always equal.
So probably, best solution will be - to ad one extra level and change superdivine level for normal skill. it gives us like +1,5 levels.
But numbers should be also displayed, and for some views they are crucial - like for training reports or for any other views based on table view.
with current scale we have 0-18 (superdivine). So, starting from 1 means, that superdevine would be number 19, it affects that we need to add only one level to match 1-20 scale.
Other thing is, that superdivine now is not a serious skill, its rather max devine.
For lower skills you can have strong skill or weak (just after he poped). Superdivine is always equal.
So probably, best solution will be - to ad one extra level and change superdivine level for normal skill. it gives us like +1,5 levels.
That's ok!
I like the way you are working, reasoning everything in every change. In this way you will surely succeed.
I like the way you are working, reasoning everything in every change. In this way you will surely succeed.
I like the 1-20 scale and I also like the concept of superdivine (pseudo)skill. You know when the player has really reached the maximal level and there is no sense to train him anymore. You would not have that with the normal level.
move tragic from 0 to 1 and add 1 level
if superdivine is 18.00 now, then the maximum could be 20.00
Otherwise the maximum would be what? 20.50? 20.99?
20.00 makes the most sense to me
move tragic from 0 to 1 and add 1 level
if superdivine is 18.00 now, then the maximum could be 20.00
Otherwise the maximum would be what? 20.50? 20.99?
20.00 makes the most sense to me
+1
At the beggining of sokker there was no concept of superdivine. People thought that when you reached the divine you could not continue training until you reached the maximum. And if someone did know, they didn't know when they had to stop training that skill after reaching the maximum. by adding the superdivine concept that was solved. If super-divine becomes a normal skill, some way should be implemented to notify the user that a skill has reached his maximum and it isnt necessary to continue training it
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At the beggining of sokker there was no concept of superdivine. People thought that when you reached the divine you could not continue training until you reached the maximum. And if someone did know, they didn't know when they had to stop training that skill after reaching the maximum. by adding the superdivine concept that was solved. If super-divine becomes a normal skill, some way should be implemented to notify the user that a skill has reached his maximum and it isnt necessary to continue training it
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