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Subject: »[info]Dev Diary #82: Automatic release of NT-players from
We also don't know if it means just playing a weaker side than yourself in general or weaker teams in general.
i. e.
Situation 1 - set change in training effectiveness based on the question "is your opponent weaker or stronger than you"
Team A (stronger) plays against Team B (weaker) and Team C (weakest)
Training Team A - effectiveness 100 - 10% = 90% (10% lost due to a yes/no is the other team weaker)
Team B - effectiveness 100 + 10 = 110%
Team C - effectiveness 100 + 10 = 110%
Situation 2 - "is your opponent weaker/stronger than you and by how much"
Team A plays team B. Team A is supporters think it will be a tight game but expect you to win.
Team A effectiveness 100 - 5%= 95%
Team B 100 + 5% = 105%
Team A plays Team C. Team A is supporters bring their popcorn as they are sure of an easy win.
Team A effectiveness 100 - 15% = 85%
Team C effectiveness 100 + 15% = 115%
Situation 3 - weaker and stronger Team are actually based on supporter sizes of teams and therefore ratings of their teams.
Team A - plays in a large country with lots of old users. Everyone in his league has 3000 supporters and rates 70 in matches.
Team A effectiveness = 100 + 7% = 107%
Team B - plays in a small country or low league. Team B has 3000 supporters and rates 70 in matches but their opponents are new and have 1500 supporters and rate 30
Team B effectiveness 100 + 3% = 103%
All 3 situations are bad for the game, as there is no option for many people in the game to move out of their countries top league to play better teams.
But the above proves just how poor the communication is given it could be taken multiple different ways.
This is why it needs to be removed as it creates further a larger divide between those lucky enough to be in the right country, compared with those who are not
i. e.
Situation 1 - set change in training effectiveness based on the question "is your opponent weaker or stronger than you"
Team A (stronger) plays against Team B (weaker) and Team C (weakest)
Training Team A - effectiveness 100 - 10% = 90% (10% lost due to a yes/no is the other team weaker)
Team B - effectiveness 100 + 10 = 110%
Team C - effectiveness 100 + 10 = 110%
Situation 2 - "is your opponent weaker/stronger than you and by how much"
Team A plays team B. Team A is supporters think it will be a tight game but expect you to win.
Team A effectiveness 100 - 5%= 95%
Team B 100 + 5% = 105%
Team A plays Team C. Team A is supporters bring their popcorn as they are sure of an easy win.
Team A effectiveness 100 - 15% = 85%
Team C effectiveness 100 + 15% = 115%
Situation 3 - weaker and stronger Team are actually based on supporter sizes of teams and therefore ratings of their teams.
Team A - plays in a large country with lots of old users. Everyone in his league has 3000 supporters and rates 70 in matches.
Team A effectiveness = 100 + 7% = 107%
Team B - plays in a small country or low league. Team B has 3000 supporters and rates 70 in matches but their opponents are new and have 1500 supporters and rate 30
Team B effectiveness 100 + 3% = 103%
All 3 situations are bad for the game, as there is no option for many people in the game to move out of their countries top league to play better teams.
But the above proves just how poor the communication is given it could be taken multiple different ways.
This is why it needs to be removed as it creates further a larger divide between those lucky enough to be in the right country, compared with those who are not
This is really strange.
So what you are saying is that by the old system, which is working right now: if I give my player to play 90 minutes friendly game and 30 minutes of official game he will get only 81,75% training instead of close to 100% training? this doesn't make sense at all, i would have seen this kind of difference very well.
I am waiting for new system, as they will show effectiveness in training, so we will at last have some real confirmed numbers.
So what you are saying is that by the old system, which is working right now: if I give my player to play 90 minutes friendly game and 30 minutes of official game he will get only 81,75% training instead of close to 100% training? this doesn't make sense at all, i would have seen this kind of difference very well.
I am waiting for new system, as they will show effectiveness in training, so we will at last have some real confirmed numbers.
we will at last have some real confirmed numbers.
Werent "effectiveness" meant only for coaches not for individual players? Like it is already accessible via training reports?
Also easy to not notice difference between those 81,75% and 90% as it is around 1 training in 10 extra and is not noticeable on any single pop but only on bigger timeframe with constant minutes played.
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Werent "effectiveness" meant only for coaches not for individual players? Like it is already accessible via training reports?
Also easy to not notice difference between those 81,75% and 90% as it is around 1 training in 10 extra and is not noticeable on any single pop but only on bigger timeframe with constant minutes played.
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Efficiency will be at the every player:
Official announcement photo:
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Official announcement photo:
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Those % tips doesn't tell much. It's a % base on coach level (sum of total skills), and we are happy to know it. Not to say that assistants % effectiveness is not only useless, it's wrong indicator : basically it's just the average % of all assistants.
I hope that individual % tips effectiveness will be more 'useful' than those current coach % tips.
I hope that individual % tips effectiveness will be more 'useful' than those current coach % tips.
if I give my player to play 90 minutes friendly game and 30 minutes of official game he will get only 81,75% training instead of close to 100% training?
Almost, but you did a wrong calculation somewhere I think.
90 minutes friendly = 75%
30 minutes league match = 33% of 25 which gives 8.25% = a total of 83.25%
In the old system, the official match comes first:
So 30 minutes = 30% training
Then 90 minutes friendly = 75% of the remaining 70% = 52.5% which gives 82.50%
You cannot forget that a friendly is only 75% trainng for a full match.
But the thing is, that because it was said you cannot reach 100%, that I started figuring out it had to be like this.
If the next 30 minutes should give 30% training, then you should exceed 100% which is not possible.
Almost, but you did a wrong calculation somewhere I think.
90 minutes friendly = 75%
30 minutes league match = 33% of 25 which gives 8.25% = a total of 83.25%
In the old system, the official match comes first:
So 30 minutes = 30% training
Then 90 minutes friendly = 75% of the remaining 70% = 52.5% which gives 82.50%
You cannot forget that a friendly is only 75% trainng for a full match.
But the thing is, that because it was said you cannot reach 100%, that I started figuring out it had to be like this.
If the next 30 minutes should give 30% training, then you should exceed 100% which is not possible.
It should be the same no matter the order of matches. The mistake that you had made is that in one calculation 30 minutes of league gives 33% but in the other 30%.
by your presumption, in both scenarios it is 82,5% no matter if friendly is first or official game. I made a mistake earlier by calculating 0.3 * 0.9.
Anyway, this is pretty crazy, o think you would be able to feel the difference between 82.5% and 97.5% if you let the player play both, official and friendly.
I will test this for the rest of the season:))
Anyway, this is pretty crazy, o think you would be able to feel the difference between 82.5% and 97.5% if you let the player play both, official and friendly.
I will test this for the rest of the season:))
Did the training slow since the beginning of season? I have abnormally slow training and I have no explanation for it
Some Turkish users also think this way, but I don't think that way. I've trained a lot of young players this season and I didn't see much difference between last season and this season.
I saw another user complaining about this on czech forum. Initially i thought that the problem is just in my training, but then I realized that it might be some kind of bug that affects some users
Can you show an example of that slower training? Screenshot with as long history as you can get would be the best.
19yr old player, he should definitely pop on technique somewhere between 1-2 weeks at this level, but he needed 3 (!!) weeks to 6 technique
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