Azərbaycan dili Bahasa Indonesia Bosanski Català Čeština Dansk Deutsch Eesti English Español Français Galego Hrvatski Italiano Latviešu Lietuvių Magyar Malti Mакедонски Nederlands Norsk Polski Português Português BR Românã Slovenčina Srpski Suomi Svenska Tiếng Việt Türkçe Ελληνικά Български Русский Українська Հայերեն ქართული ენა 中文
Subpage under development, new version coming soon!

Subject: [change] Unlock max number of players per position

2022-01-13 00:37:51
umish0 to All
With upgrade of training system, if we can select punctually the players that we want to train, it would not be necessary to maintain this limitation when setting up our tactics. Allow users to play with 6, 7, 8 ... defenders, midfielders or forwards, understanding that this order allows the players to order if they must clear, give priority to dominate the ball / passes or shoot at goal as soon as they see the opportunity.

Regards
2022-01-14 00:51:36
+1
2022-01-18 22:11:22
Well, I do think by being able to use only normal line ups, managers will take it seriously.

And no idea what effect it will have if managers can play with 8 DEF's or 6 ATT's, I don't know how different DEF's play as ATT's in the ME. Same for MID's ofcourse.

Having 6 ATT's in your team that will all try to score instead of passing, MID's could become useless (just a thought, no idea if this is correct)
.
(edited)
2022-01-19 03:37:39
You are correct, but giving freedom in this aspect of the game will give a greater tactical range.

The current limitation is more focused on controlling the number of players that receive training, if they change this system this limitation will not be necessary.

Think about this: a team playing with 5 defenders but 2 or 3 of them have a good level of passing and technique, with the MID order you will be able to take better advantage of these secondary skills, I think this would affect more at the level of teams, defenders, forwards with greater success in passes or means with a good level to score and order of attack.

This would be a few examples of many possible, as you say other combinations will be negative but this already depends on the decisions made by the user who owns the equipment.

Regards
2022-01-19 16:28:32
I think the order should NOT influence the behaviour of the player. The tactic and the player's skills should.
You can make a good tactic, but if the orders will give the tactic limitations...it's not that tactic anymore...
2022-01-19 17:26:52
once again you talk rubbish....

if there was no limits on tactical orders, you could have the orders as influencers on how you wanna play....... its not limitations, but options

id love that i could play 0-9-1 or 3-6-1 all after if i have top class defs or not...... other teams might want 6 with def order, cause they are underdog in the match.... it gives options, not limitations.... lol
2022-01-19 18:17:43
Dude, it sounds great but that would give a higher level of difficulty to the change that the programmers must make. The idea is also to facilitate the work of the programmers, that it can be executed

As adaca says, there would be no limitation because YOU DECIDE the order without restrictions and that's the point.

Regards
2022-01-19 20:19:10
I was mainly talking about mids f.e., coming in front of goal...1 on 1 and because of their order the chance he would actually shoot is less than 10 %... It's these restrictions I want to eliminate. Max 5 def, max 5 mid, max 3 att... It's all good.
2022-01-19 23:32:50
I believe that it will already be implemented like this, because if the order that will be valid for training will no longer be linked to the game order. Since the player will be able to play in DEF order and train in MID order for example, as mentioned earlier. As I understand it, the only control there will be over the amount of players to be trained in the update.
2022-01-19 23:41:55
I hope that's true...
2022-01-20 01:09:40
Well, if what you say is true, then that restriction is otally unnecessary. Obviously, the observation you make would be the best scenario, but the development you mention presents more work for the development team, involves making a major change to the game engine.

the orders to each player help define the behavior of a player on the field. In the current context they are necessary, the problem is when the possibility of customizing the tactic to the user is limited.

Resumen: Your idea is much better than mine but it takes more work.

Regards
2022-01-20 01:23:03
Here you can see that the game order will no longer be used for training.

Dev. Diary 5: New Training changes
2022-01-20 01:56:17
And where exactly do you see that?
Cause from what I see, the training is set for each order, so maximum 4 different training settings for each training week, adjustable each week.
And that means, in order for the players to receive FULL training, the order is still necessary to fill in.
You can fill 10 training spots and not let those players play, but then they will only get around 60% training...

Example:

GK: keeper
DEF: pace
MID: playmaker
ATT: striker

So if you want a player to receive striker training, in this example, he needs to play with ATT order...
2022-01-20 10:52:45
quite the opposite.

Additional rules to new training:
1. We keep training match order limits – you can train a maximum of 6 strikers, 2 goalkeepers. Playmakers and defenders will fit into the limit. You can assign a different skill for each of the 4 positions.


And as said Dtox9 : the training efficiency for each orders will be the same.

This "new" system is design upon the old system, with the orders constraints that we know. The (good) key change is to choose a specific training for each orders, limit to 10 slots/players.

I predict a lot of disenchantment for those looking forward to "flexible" new training system. It will be constraints each weeks.
2022-01-20 14:35:41
Thanks for participating, I understood the same when they announced it.

In my opinion it is what does not make sense, if we are going to choose 10 players and then the game order personalizes the training of each of the 10 players, removing that limitation would give a more flexible dynamic not only for tactics but also for training plans.

For example:

A player with creation 14, technique 15, passing 15 and scoring 12... that player's priority assisting (MID) or scoring (FW) is up to me. With each order I win and lose something but that is my decision.

In the same way, a defender 16, creation 10, passes 12, can be used (MID) and not only see them clear balls to the bands (DEF). This does not affect his performance without the ball at all, what matters is when they have it, he will continue to be a good defender.
2022-01-20 19:18:44
Imo the PM skill should decide about the behaviour of the player!
The higher the PM skill, the higher the flexibility a player should have in making decisions. NOT the order!

So f.e.
a defender with only very good or less PM won't be running with a ball when receiving a ball, but rather play the ball through to another player.
and if a similar defender would have brilliant or higher PM, he will run into the space when provided he has the space and time to do so.
That way you can play all kinds of players on different positions, and also, when substitutions are made, the player coming onto the field won't be binded to the order, but will play according to his skills!
Say you have 2 injuries in your midfield, but only 1 midfielder set as sub, then a defender will replace the 2nd midfielder and thus play according to his skills, not the order!
That means, he will immediatly play a ball through in stead of running with the ball, if his PM skill is not high enough.

There's only 1 ''but'' in this kind of gameplay.

The rules according to the new system states a player who plays a match, but has not been assigned to a training spot will only receive GT and a small portion of the training set for his order.
If the order will be disconnected from the match engine, there's a problem for the GT and portional training for the players who didn't receive a training spot.

1 solution... Ad General slot for all other players into the training schedule>

Slot 1: skill 1
Slot 2: skill 2
Slot 3: skill 3
Slot 4: skill 4
General slot: skill 5

This meaning players assigned to slot 1 will receive skill 1 training.
The same goes for slot 2, 3 and 4
General slot will involve ALL OTHER PLAYERS, not receiving slot training, for GT + a small portion or defined training.

And maybe this is indeed a more difficult feature to make for the devs, but this way you can change your training and matches without 1 restricting the other.
Both features will be split from each other, which in his turn will make the engine running smoother.
I really believe this is something to think about if we're looking to the future of the game.