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Subject: A New Training System

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2024-09-10 17:42:46
Camus to All
The Problem
Everyone knows the problem with training. Because you can only get 85% of training from friendly games, you are forced to either sacrifice training or a competitive game. This has led to teams refusing to promote and generally ruining the competitive aspect of the game.

Solutions
Training has to be removed from competitive games, there are various ways of doing this.

A) Just make Friendly matches 100% training. This is the simplest fix.

B) Divorce training from all games. This would leave either Friendly or Arcade games as unnecessary and 1 could be removed from the engine, making space for something else.
So how does training then work? You could just designate a training level to your trainees. Whether you use %'s or points or something else doesn't matter. This system is already in place in a way, currently you have 500% training for 10 players. My system is simply more flexible, allowing you to choose how many players you train and to what level.

C) This is the one I really like. Main Coach Levels no longer decide the level of training, it decides how many trainees you can have.

Unearthly 10
Magical 9
Brilliant 8
Incredible 7
Outstanding 6
Formidable 5
Excellent 4
Very Good 3
Solid 2
Good 1

There are no coaches below Good.

Designated players get 100% training, at full level. This means the big clubs can train 10 players fully without sacrificing competition and new clubs can train however many players they can afford, with full training. This would be an enourmous help to new clubs who could then actually train their 1 good player properly instead of having to sell them for nothing.
Whether you incorporate the A or B training into this is up to people who know better than me.

Issues
The only issue I see is an increase in top quality players. The benefits however massively outweight the negatives. This solves the Training Vs Competition problem and it hugely assists new clubs in getting set up. It also goes some way to closing the quality gap between teams and speeds up new club progression. It would likely deflate the market valuation of players, whether that's a good thing or not depends on if you're a dirty trader.

Problems?
2024-09-10 17:55:37
-1

Agree with you there is a trining vs competition. I would prefer to improve competition benefits

What I see is that very young trainees will increase in high divisions. Then the price for trined players will move even more to the youngest (we have already that effect after trining upgrade which let you use a full trainees team)

I dont like much point C as it will make even more difficult for new users to improve.


The natural and good way was before the training system changed was that as you basically had to use half of your trainees in 1 official game per week, then you were supposed to have them in a competitive level.
So at least half of your trainees should be:
1st division : 23 - 29?
2nd div: 21-25
3rd div: 19-23

and so on.....
even if you were in 3rd division, it was good to train a player until 24 yo and sell to a 1st division team (if you are ok with salarie's expenses while training)

I
2024-09-10 18:08:31
Improving competition benefits won't solve anything. You still end up with a 2-tier system where the big clubs don't train anyone (and that screws the NT's) and the lower clubs are training players for the higher clubs, getting nowhere but getting rich doing it. There's no compromise possible between Training and Competition, you can't do both effectively unless you divorce one from the other.
2024-09-11 11:25:28
The youth team should merge with all players up to the age of 23 and from the age of 18 you should be able to promote players to the A-team. Then you should have 10 trainees for the youth team, training a specific skill, determined by order as it is now, once they completed their general training for the youth (period between 13 and 40 weeks, randomly distributed as it is now) and 10 advanced training spots, giving all A-team players general training + 10 possible players advanced training on one selected skill, NOT determined by order! A team should all be about competition! U23 should mainly be about training, though a separate competition should also bring a smaller amount of revenue, like friendlies... This way, the friendlies are replaced with the U23 matches, so no more friendly chasing or forgotten match arrangements. Also, the friendlies as we know them now, should be replaced with arcades, so only for paying managers. It only ads to tactic testers or prestige matches, not providing revenue, ranking points, training or injuries...

Alo, U23 team should have only 1/10th of a possibility for getting injuries in comparison with the A-team, since those matches are less intense and their bodies are generally fitter and more lenient.

I feel, the friendlies and youth matches as they are now, are just a gimmick. They are boring, pointless, with exception of the friendlies, providing training and specially...it's so stupid to bind training to an order! In what kind of world a player will not be able to train any skill, except if he was playing with a specific order on the pitch on match days? It's as stupid as saying players can only train when wearing an official training (clothes) from the club. Otherwise, your body will not learn and memorise anything you saw on training... come on.
2024-09-11 11:40:56
So you want to allow trading people to train 10 youths in u23 and another 10 youths in over23 :))
2024-09-11 13:51:08
Improving competition benefits won't solve anything

Included but not limited to money.

Classification for international League on the 2nd half of the season, bonnie in mood if have a NT,......
2024-09-11 19:29:11
Not only traders...everyone.
The market should be reworked. This system is outdated and will never be balanced in this game if it stays the same.
I'd say, implement player contracts! No a single player will want to be sold within a period of 1 season. And if you do, you need to pay a fine for contract breach.
2024-09-12 00:08:32
You're try to re-create a game when the owners barely have any money to do the basics over a long period of time, I don't see a point in such unrealistic (to implement) ideas.
2024-09-12 09:33:04
That's your opinion. I just gave mine.
In your vision, there's no point in this forum either...devs don't have time, nor money, so they don't need new idea's
2024-09-12 12:31:37
New ideas are fine, they just have to be simple and issue-specific, without need to tweaking or changing whole system for them to work together properly
2024-09-12 12:51:56
I don't have any ideas but I have money, how can I help ?
2024-09-12 18:42:18
Don't like the options.

Totally agree in separating training vs competition.

Easiest way, 1 friendly game in advanced 100% training

No problems, no changing in system , just change formula.
2024-09-12 18:44:01
Oh.. also having 11 slots. I don't understand why 10 slots is max in advanced.
2024-09-13 09:15:45
Easiest way, 1 friendly game in advanced 100% training

No problems, no changing in system , just change formula.

but only for u23 or u21 players friendly == 100% :)

+1 for 11slots to complete full starting lineup for training :D but in the other hand price of gk will be miserable even more then now..
2024-09-13 16:55:12
High tier skills should be much harder to reach and low to mid tier skills should train much faster, even for older players (23 to 28).
That should lift the GK prices up again imo. Not right away of course, but over time.

A superdivine GK should have at least 6 full seasons of training + 200 games to get there.
Imo it should be the same for most other skills, but at the flip side, superdivine skills should stay superdivine untill they drop straight to unearthly AND they should be 25% better than regular divine skills.
2024-09-13 17:05:15
yep

With so bad juniors and as they dont want super high skilled players then the training curve could change, easier at lower levels and harder at high levels. Of course this would be good if complemented with ME to have more balanced players. for example, include technique as a skill for GKs
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