Subpage under development, new version coming soon!
Subject: »[info]Dev Diary #82: Automatic release of NT-players from
So with new system you can balance them and build several NT players at the same time.
A max 10 slots, 10 players, not even a whole team. For sure that's more freedom, in theory.
But in practice...
if you "only" train 10 NT players you can't train the others : at term, you need to sell all your NT players and "re buy" lower NT to renew a team. (just because with "only" 10 slots you can't train and renew a team during time). That's why the 10 slots limit will always force us to make compromises again and again; training plan more is far more important than challenging plan in sokker.
For me 22 slots for full training + greatly reduce the progression (of the full training) was a better compromise and interesting reform.
Anyway, it's December, and the main focus is : making the actual sokker just functional :-)
A max 10 slots, 10 players, not even a whole team. For sure that's more freedom, in theory.
But in practice...
if you "only" train 10 NT players you can't train the others : at term, you need to sell all your NT players and "re buy" lower NT to renew a team. (just because with "only" 10 slots you can't train and renew a team during time). That's why the 10 slots limit will always force us to make compromises again and again; training plan more is far more important than challenging plan in sokker.
For me 22 slots for full training + greatly reduce the progression (of the full training) was a better compromise and interesting reform.
Anyway, it's December, and the main focus is : making the actual sokker just functional :-)
well thats strategy applies now because i trained 10 nt players now my team collapsed ...
it depends of priority in the game no one should train 10 nt players they should have slots for re sell and
profit ... You can have strategy and balance youth and old nt there. You always will be a cycle that cannot be avoid ..
well since pace slots will be reduced i will agree that 11 slots or maybe 12 slots could be compromised solution. They need to calculate the impact on market befor doing any rush decisions
it depends of priority in the game no one should train 10 nt players they should have slots for re sell and
profit ... You can have strategy and balance youth and old nt there. You always will be a cycle that cannot be avoid ..
well since pace slots will be reduced i will agree that 11 slots or maybe 12 slots could be compromised solution. They need to calculate the impact on market befor doing any rush decisions
Having only 10 players who can be trained is the same as the current system. With exception of pace you can do the same as now, but it won't be necessary to have at least 5 younger trainees as now, because you can focus your training on different players with different training skills simultaniously. It will indeed be a matter of priorities and long and short term planning. Teams with 20+ players will become a rarity within the game I think...
the 22 players in the team is a minimum if you want to have two squads and be able to avoid injuries in the friendlies for your regular squad players..because some people don't play only for the training but they also have goals regarding the league position..promotion etc..so I think that even if u have 10 trainable players u will still have to obtain a full squad. also 10 slots for training is ok..there must be a rule in that like the way it works now somehow.
You misunderstood what I ment...
If you train younger players but also other positions and you want to be competitive, you won't have 10 team trainees but partially older players too
(edited)
If you train younger players but also other positions and you want to be competitive, you won't have 10 team trainees but partially older players too
(edited)
well he did not misunderstood to be able to compete even now you need long bench.
with more games per week you will need even larger. No matter how many ratio for injuries will be reduced since they are random will be impossible to save your trainees from them.
So it makes sense to have more slots ..
with more games per week you will need even larger. No matter how many ratio for injuries will be reduced since they are random will be impossible to save your trainees from them.
So it makes sense to have more slots ..
True :-) That's why 22 slots (To choose a symbolic limit) was a good idea, then you adjust the training system according to that.
But anyway, that's no longer the question. While there was a lot of discussions about 'training' (in pending), devs took a direction, and decided.
We now know that : It doesn't matter. And it's OK.
I am (or was) particularly pleased that devs shared their project and asked for the players' opinions and ideas.
There re tons of topics in this forum, very few have been "completed", many are 'pending' and a majority of these participants have realized that there's no really point in opening new ideas.
It's a miss. But it's OK.
This 'overall' topic is enough, we follow the diary and next devs news and steps.
Devs are doing their job, they'll do their game.
its Ok, we wait and see.
But anyway, that's no longer the question. While there was a lot of discussions about 'training' (in pending), devs took a direction, and decided.
We now know that : It doesn't matter. And it's OK.
I am (or was) particularly pleased that devs shared their project and asked for the players' opinions and ideas.
There re tons of topics in this forum, very few have been "completed", many are 'pending' and a majority of these participants have realized that there's no really point in opening new ideas.
It's a miss. But it's OK.
This 'overall' topic is enough, we follow the diary and next devs news and steps.
Devs are doing their job, they'll do their game.
its Ok, we wait and see.
+1
thats why sometimes you just buy some players for 1 euro in order to avoid putting the basics in the lineup of friendly games. the injury avoidance management is always an aspect that u have to deal with when u want to get promoted etc..same for the cards in cup games where u might also play in worse fields especially in the first rounds.
the trainees positions is another issue but somehow related together with the previously mentioned and the goals of the team
t
(edited)
thats why sometimes you just buy some players for 1 euro in order to avoid putting the basics in the lineup of friendly games. the injury avoidance management is always an aspect that u have to deal with when u want to get promoted etc..same for the cards in cup games where u might also play in worse fields especially in the first rounds.
the trainees positions is another issue but somehow related together with the previously mentioned and the goals of the team
t
(edited)
While there was a lot of discussions about 'training' (in pending), devs took a direction, and decided.
Ok, there was a lot of discussion and I still have a question.
What's your opinion on the plan, that effectiveness of training will depend on strength of opponent team?
(You can check at Dev. Diary 5: New Training changes, on number 7: "The players who played an official match and against stronger teams will gain an extra bonus to their training.")
(PS: Where is my popcorn?)
Ok, there was a lot of discussion and I still have a question.
What's your opinion on the plan, that effectiveness of training will depend on strength of opponent team?
(You can check at Dev. Diary 5: New Training changes, on number 7: "The players who played an official match and against stronger teams will gain an extra bonus to their training.")
(PS: Where is my popcorn?)
Well if you want to move away from the direction where some managers train, train and train until they have made enough profit to be climb, that is kind of a solution
But maybe the cap should be at for instance 55-60 mark..... and slowly declining untill that point...so that there is sense in being competitive, but not letting the top flight run away
What's your opinion on the plan ..
Me, us or devs ? :-D
It's "a bit" artificial.
We've never seen a weaker teams train better :-) If the idea was to reward the performances of weaker teams, it was enough to increase the sponsors or the number of supporters (or decrease those of strong teams).
And it's useless.
Either the training "bonus" is ridiculously low, in that case i prefer to be a stronger team and no micro bonus :-) Or the bonus is high, in this case you might as well being a weaker team for several seasons to maximize training :-) Great deal.
(edited)
Me, us or devs ? :-D
It's "a bit" artificial.
We've never seen a weaker teams train better :-) If the idea was to reward the performances of weaker teams, it was enough to increase the sponsors or the number of supporters (or decrease those of strong teams).
And it's useless.
Either the training "bonus" is ridiculously low, in that case i prefer to be a stronger team and no micro bonus :-) Or the bonus is high, in this case you might as well being a weaker team for several seasons to maximize training :-) Great deal.
(edited)
Devs are trying to make the training system as real as posible, but Still not so complicarte in perder to just enjoy a game.
Some people say that we will have an extra match, but actually it is a change from friendly to a league match.
I dont like all changes, but I think they can not be discussed separately.....
This thread is nice to read....
Some people say that we will have an extra match, but actually it is a change from friendly to a league match.
I dont like all changes, but I think they can not be discussed separately.....
This thread is nice to read....
Devs are trying to make the training system as real as posible, but Still not so complicarte in perder to just enjoy a game.
First, this system Is even less easy to understand than the actual. It Is still confused for many players when trying to explain this new system :-)
Second, this system is not 'real'. No club choose to train 10 players to full training and the rest of the team can go f* themselves.
First, this system Is even less easy to understand than the actual. It Is still confused for many players when trying to explain this new system :-)
Second, this system is not 'real'. No club choose to train 10 players to full training and the rest of the team can go f* themselves.