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Subject: [idea] Pop and drop thresholds
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...
Interesting topic but i'm partidary of keep some parameters ocults, is like you discover all universe's mysteries (how boring would be everything).
If they reveal all about this, the game would be so mechanical and predictable, you will know exactly when your player pops a skill level. I mean this will lose the "magic" of an improvement of a player when you don't expected or a improve by residual training in a secundary skill for surprise, etc.
I've seen the difference between 2 player with the same form and the same level of technique, for example, i could assume for experience that decimals has a real influence in the game.
If they reveal all about this, the game would be so mechanical and predictable, you will know exactly when your player pops a skill level. I mean this will lose the "magic" of an improvement of a player when you don't expected or a improve by residual training in a secundary skill for surprise, etc.
I've seen the difference between 2 player with the same form and the same level of technique, for example, i could assume for experience that decimals has a real influence in the game.
In that case i m particularly agree :-) I even preferred to divide the number of levels by 3. We can't figure between 0 (tragic) and 3 witch one is the real level. I could be more magic, and force the "sellers" to really scout a player before buying a predictable and linear player progression. But that's not sokker :-) Predictability is the key of training, buy and resell, and farming strategies in sokker.
I don't want decimals to be shown, I just want pops and drops to happen at different points.
If an old player has divine tech, and it drops to unearthly, then you know that his skill is just below 17. Let's say, 16,98. You can train that and with one training get it to 17,01 (a guess), which brings it back to divine, and then just sell him before he drops again. This is a bad practice in my opinion, and I think it will happen a lot wit the new, more flexible training system.
Now, if drops would happen at a different point, at 16,90 (or a different threshold), then it is not so easy to get it back to divine.
Again, I am talking about the processes in the background, this shouldn't be displayed. Also, if they implement a different threshold for drops, they don't have to tell us at which point does it occur.
If an old player has divine tech, and it drops to unearthly, then you know that his skill is just below 17. Let's say, 16,98. You can train that and with one training get it to 17,01 (a guess), which brings it back to divine, and then just sell him before he drops again. This is a bad practice in my opinion, and I think it will happen a lot wit the new, more flexible training system.
Now, if drops would happen at a different point, at 16,90 (or a different threshold), then it is not so easy to get it back to divine.
Again, I am talking about the processes in the background, this shouldn't be displayed. Also, if they implement a different threshold for drops, they don't have to tell us at which point does it occur.
Well, after all, in the end you want to know the decimals :-)
Just dont buy old players ! :-)
Just dont buy old players ! :-)
Well, after all, in the end you want to know the decimals :-)
Wtf are you talking about? Where did I say that?
Wtf are you talking about? Where did I say that?
You didn't, just logical :-)
If an old player has divine tech, and it drops to unearthly, then you know that his skill is just below 17. Let's say, 16,98...
Now, if drops would happen at a different point, at 16,90 (or a different threshold), then it is not so easy to get it back to divine.
If an old player has divine tech, and it drops to unearthly, then you know that his skill is just below 17. Let's say, 16,98...
Now, if drops would happen at a different point, at 16,90 (or a different threshold), then it is not so easy to get it back to divine.
How did you come to conclusion that I WANT TO KNOW the decimals? I only said that we sort of already know the decimals when the drop happens, and it will be easy to exploit that.
I want skill drops to happen at a different point, and devs don't have to tell us the threshold for drops. I prefer if they don't tell us. So, I basically want the opposite from what you are saying...
I want skill drops to happen at a different point, and devs don't have to tell us the threshold for drops. I prefer if they don't tell us. So, I basically want the opposite from what you are saying...
You don't need to see any subskills to know if a player is near to drop high skills :P
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If you don't want to elaborate on your "logic," you don't have to. It's a decent thing to do when act you know what someone else wants better than that person. Yea, lol...
I know you can make an educated guess without knowing the decimals. I do it all the time.
If you think that everybody can spot a player that is close to drop in a skill, you can say that this is pointless and give it -1. Fair point of view.
I don't feel the need to prove myself in a quiz :)
If you think that everybody can spot a player that is close to drop in a skill, you can say that this is pointless and give it -1. Fair point of view.
I don't feel the need to prove myself in a quiz :)