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Subject: [change] talent reform

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2020-05-21 10:11:24
juytt to All
We know that talent is the main and most important "skill", especially for new and young players...

Problems :

1) Talent make things PREDICTABLE (see 3. ) and very linear (in progression) for all players and all skills. Boring, no surprise. irl that's never happen, sometimes great potential and young talent miss their career, others are great revelation over the time...

2) Talent is counter-intuitive for beginners and many users, there's no clue about who is talented or not. irl we know that players have great potentials and we keep this player as far as possible.

3) Devs - for good reason of unpredictability - was trying to make talent difficult to calculate. But we can again calculate with maths stats (20 weeks data is usually ok) : this makes users who are aware about stats an advantage but a pain to manage and calculate talents, and for the others a totally blind young school management and a poor user experience (because talent is the main factor to judge progression)

Solutions :

a) create a D.N.A for players : various talents for each skills. (eg. talent 3.2 for pace, talent 4.5 for tech ...) And given just little clue about talent for each skills or the overall average talent (this could be a "3 or 4 stars", 1 = bad talent, 2= medium talent 3= good 4= Great...)
This solves the above problems :

a.1 Training progression is far less predictable and linear for all skills : we have to test and find the best training for each (nice UX and game challenge); additionally this resolve the "too much" multiple-divine skills for top talented players, we get more various profile on market.

a.2 The UI talent indicator give a clue to users, now they just have to find how to deal and train their players at best; and untalented players could be interesting too because they can have talent for position (eg. talent 3 in pace + def, talent 5 for others...)

b) A simplified version : no change, keep the actually talent system but we can introduce a random number subtraction/addition (-1 +1); and an UI indicator clue about the overall talent.

b.1) That make things less linear and predictable for all skills all players like version a: untalented player can receive good progression sometimes for some skills, talented player stay talented (really better chance for progression) but could receive sometimes far less progression.

Eg. two players one talent 3.2, the other talent 5.0 get a random addition (-1 +1) for each skills that it use to calculate every weeks a training progression; First player could receive 3.2 +0.9 in pace (4.1 pacing talent) the second could receive with max luck : 5.0 -1 (pace talent 4.0)

b.2) Of course, version b is more random and we loose the benefice - in term of ux - to find the good (D.N.A) talent-skills, position and training for each players...
2020-05-21 15:20:26
jezo to juytt
+1

somewhere wrote it and talk about different talent but no so detailed. it will be the best for minimalize too many top players...
2020-05-21 15:29:48
-1, but with new theme talent is not marked good. It must be solved. I always need to change to old theme.
(edited)
2020-05-21 17:29:51
theme ?
2020-05-21 17:31:38
Layout
2020-05-21 17:36:57
are you really in the good topic ? :-)
2020-05-21 17:43:25
i like current talent system talent per skill makes more sense but will be complex thing to follow anyways im ok i guess
2020-05-21 18:17:09
Yes, I don't want to change the current training (-1) but I take the opportunity to say about bug of new layout with talent.
(edited)
2020-05-21 19:04:51
-1, it complicates the game... we are trying to save it and new users would not understand something so random, explain better in the rules what talent is
2020-05-21 19:22:51
I think like Knary. It's not a bad idea, but paradoxically a lot of people are already complanining for some changes and it would create new discussions.
2020-05-21 20:26:49
new users would not understand something so random, explain better in the rules what talent is


Are you serious ? ^^ Talent is better progression, nothing change about this idea.
Is the (actual) management in Y.S. is not so random and un predictable ? did you ever know how to calculate talent ? did you know the talent for your players ?
2020-05-21 22:37:08
Qaqash i want that dont down skills at school players
2020-05-21 22:49:23
The essential thing here is to attract new users, if you introduce such a reform... this would be more difficult for new users... talent is ok now... it is not perfect but it works well.

The millennials like other games, fort nite, Roblox,... that are better graphically... we can’t compete 1 to 1 with that and if on top of that, you make such an adjustment then it would me more confusing. In juniors might be ok for now... may be later we can adjust this... also the change in the training system will change the shape of players, that would do better than another change like talent.
(edited)
2020-05-22 02:56:01
-1 It is not good to complicate things
2020-05-22 09:44:14
-1 too much complicated indeed
2020-05-22 11:20:20
Well, i wanted to explain and detail the "background"... i'm agree that my proposal is (too much) technical.

devs decide to "HIDE" the talent because the progression system is too much linear and predictable, this will make the game a little too much...BORING. But that"s a tricky solution.

If i explain to users how to calculate a talent (actually) using linear regression statistics or explain how we can predict and calculate progression of your team during time, the actual system would appear to you complicated, random, and very... boring.

Actually, most users didn't even know how really work talent influence ... and they answered that changing things will be more complicated ! :-) That make sense but ... making things absurd :-)

Taking into consideration that nothing is more complicated on the "foreground" for users in my proposal and i propose a solution to NOT HIDE and show the talent influence that don't even exist in the actual User Interface. see point 2) and A.2 for the solution.
(edited)
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