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Subject: [idea] Pop and drop thresholds
As far as I know, current threshold for both is X,50. Meaning that if a skill goes slightly over 13,5 it becomes brilliant (14), and if it goes slightly under 13,5 it becomes incredible (13).
I think that skill thresholds for pops and drops (ups and downs) should be different. Current system creates ridiculous situations where a player goes up and down in a skill.
Current skill system also gives managers an exploit. After a drop people can train a skill in question to get it up and sell a player. This rarely happens now, because people don't want to waste a week of training because of one player, but with the new training system it can easily be done. This is a bad practice and it can become a real annoyance.
So, I propose something like this:
- Pop threshold: X,50;
- Drop threshold: X,40.
I think that skill thresholds for pops and drops (ups and downs) should be different. Current system creates ridiculous situations where a player goes up and down in a skill.
Current skill system also gives managers an exploit. After a drop people can train a skill in question to get it up and sell a player. This rarely happens now, because people don't want to waste a week of training because of one player, but with the new training system it can easily be done. This is a bad practice and it can become a real annoyance.
So, I propose something like this:
- Pop threshold: X,50;
- Drop threshold: X,40.
But I think it is rather a floor function, no ? (largest integer less than or equal to a given number, in your case : 13,5 or 13,99 = 13)
Anyway, pop and drop are not a guarantee when you buy a player until we dont have the real numbers. That's already a question of luck and trust (with the sellers).
Anyway, pop and drop are not a guarantee when you buy a player until we dont have the real numbers. That's already a question of luck and trust (with the sellers).
So superdivine is 17.49?
But it doesn't really matter since we cannot see it :)
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But it doesn't really matter since we cannot see it :)
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I don't know how exactly they implemented superdivine, but you can look at it like this:
- superdivine: 17,00;
- divine: 16,50 - 16,99;
- unearthly: 15,50 - 16,49;
...
And it does matter. You CAN KNOW when your player is at a threshold, it's when his skill drops.
- superdivine: 17,00;
- divine: 16,50 - 16,99;
- unearthly: 15,50 - 16,49;
...
And it does matter. You CAN KNOW when your player is at a threshold, it's when his skill drops.
I am not sure about those values.
What you say may be useful but maybe become the game complicated with no need
What you say may be useful but maybe become the game complicated with no need
It was confirmed by old devs that superdivine is 17.99 and other skills drop/raise at .00
I dont get where you get these guesses from??
I dont get where you get these guesses from??
I might be wrong about the max value of the scale, but that is not the point of the topic.
Proposal would make the game more complicated, but I think it's needed. Anyway, if things stay the same, it is same for everyone, I will know how to do business :)
Proposal would make the game more complicated, but I think it's needed. Anyway, if things stay the same, it is same for everyone, I will know how to do business :)
I assumed it long time ago. Never heard of anyone confirming what you said. Can you point me to the place where it was confirmed?
Skills go from .00 to .99
I've never heard anyone say the things you said about .49 and .50
And I also remember the superdivine being 17.99, but not the exact topic in which it was said, let alone the year it was implemented...
I've never heard anyone say the things you said about .49 and .50
And I also remember the superdivine being 17.99, but not the exact topic in which it was said, let alone the year it was implemented...
That 0.5 night be usted to calculate coaches which dont change level, then lets say a magic level coach, which is 15, actually could be from 15.01 to 15.99, then you can say it is 15.5
You can narrow that window by skills average but thats another point...
Back to player's skill level, what if u pop up a level, it will be the same case u point. You have to use some calculador estimator and still... U never know what sub level is that skill.
Then a easier proposal woukd be to use 1 decimal, but I guess thats not the point of the game
You can narrow that window by skills average but thats another point...
Back to player's skill level, what if u pop up a level, it will be the same case u point. You have to use some calculador estimator and still... U never know what sub level is that skill.
Then a easier proposal woukd be to use 1 decimal, but I guess thats not the point of the game
That makes more sense. I just assumed it long time ago and never did any more digging.
So, the idea:
- Pop at .00;
- Drop at .90.
Arguments for the idea stay the same.
So, the idea:
- Pop at .00;
- Drop at .90.
Arguments for the idea stay the same.
Just one questing for guys who were active on inter forums back in the day. Did devs ever talk about ME calculations? I want to know what value does ME take from the database, real value (with decimals) or the displayed value? If real value of a skill is 15,4, does ME use 15,4 or 15?
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I dont know if devs said something. But ME are calculations, then, you can see when your player is training that player´s value and the performance (Mark) both increase, then, yes, they must take in account sublevels which are hidden to us
Indeed, sublevels are taken into calculation and to us they are indeed hidden.
The same with Tactical Discipline and Experience... Yet I feel experience has much less impact on the ME, compared to form...
The same with Tactical Discipline and Experience... Yet I feel experience has much less impact on the ME, compared to form...