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Subject: »»Youth reform: Changes in youth academies / junior traini

2024-03-15 01:17:08
Interesting idea but too complicated and hard to prepare properly & code because they admitted that they have very low resources, creating this completely new idea of youth school would probably take them years before they finished it.

It would also be way too complicated for new users to understand. This game has to be simple. Nuanced, but simple in its core.

I think it would take a lot of time to create it properly so that the players are not too strong after leaving the youth school.
And they would probably mess it up terribly.

It also has some weak spots, for example:
- Choose for each player a training (or a position like GK,DEF,MID, ATT a training)
the only good choice would be pace (every position needs it, it's the hardest skill to train later on)
with max pace the only good choice would be technique (every position needs so whether other training will go to def/pm/pass/striker it won't be a problem)
2024-03-15 03:26:39
Youth school proposal=

Eliminate 18 yo start entry

Higher finish point skill distribution... (example +100% of now)

Higher possible skill...

Minimum 6 pace


Longer time in school possible

Then to reduce all this extra, downscale talent, and reduce training pace after level 14-15

I am aware we only need 1 possible 1st team player a season to have 15 players age 16-32

Blure junior talent a bit more

Then we would have much shorter way from youth school to 1st team.... and stars that Come in youth school Are extra bonus, cause rest is close to playable when exiting

Problem is not too many high skilled juniors, but only too many top stars

New teams would also benefit huge since they can easilier produce a decent rooster

And then make friendly 90 min played =92% training to reduce problems of training While being competitive

And less chance of Random for god sake

Many People would test more of their medium prospects this way after school im certain

This would also produce more multiskilled players that would specialization in 1st team, and we all know how much more enjoyable me is with sideskills
(edited)
2024-03-15 08:03:48
More good youths (not better ones) implies that the money already spend on several big-luck youngs will be distributed on the other good youths. Or being paying less for that star. The money simply will be redirected.

That's a good catch, Raul (devs) are hard to understand and stick to the statement "too much good players in the game".

So its good to repeat the same thing, again.
There are not much good-enough players and massively worthless players in game. Only the training/progression system lead to focus interest (and prices!) on a too few players.

Definitely it is not the fault of junior Academies, juniors are limited to excellent (10) skills, far from multiple divine skills.

If at least devs should stop a system that produce massively worthless juniors that should be a good start.

(Othewise i like a few of your proposalsv@isvar. But it will never happen. Devs are obviously lacking in resources. All we can hope for changes, are simple and easy to implement solutions.)
2024-03-15 10:11:33
Yeah, i saw that redirecting training will be to the most useful skill all-around: speed.
The main problem in this game is that speed it's key: I think that speed should be between 10-14 and the 0-18 skill should map to a 10-14 match skill (in fact making actual speed = 0.25xspeed +10). This simple mapping would do wonders...

But if training and that is too cumberome to develop, a simple develop could be this.

(From easy to less easy)

1.- Youth generator.
a) Generate an age from 16 to 18 (pure random).
b) Generate talent.
c) Take the current week.
d) Do this math = ((AGE-16)X13(number of wees)+current week )divided by talent) -> ( this is a base level)
e) To the base level, add a rnd (0 to 6 to maintain similar actual levels, or harder a 50% +1, 25%, +2, 12.5 +3... and so on..)
Creating the player:
f) Roll stamina (0 to 7)
g) Distribute 3points + 3*base level (3 or other value ) and distribute randonmly (this can be biased by position, keepers to keeping, etc) having an ability cap equal to base level.
h) some skills should be more costly (keeper x2, speed x1.5) or do it by levels (formidable more costly)..

Example: we are on week 8. Let's do a junior!
a) Random on age: 17, random on talent: 4
b) Base level ((17-16)*13+8))/4= 21/4=5.25
c) add random (0 to 6). Take 4.
d) We have a 4+5.25=9.25 random 17 yo player (very good).
e) roll stamina (4)
f) distribute 9.25*27 points (27.75) plus 3 -> 30 or 31 rounded
g) take a template for distibution (midfielder: playmaking, passing, speed, defending, tech)
Pepito
stamina 4, keeper 0, playmaking 6 passing 6, speed 5 (costs 6.25), defending 3, tech (for example)
not a star, but a valid foundation, the formulae can be more generous (more points) or scarce

Other example

Example: we are on week 8. Let's do a junior!
a) Random on age: 18, random on talent: 4
b) Base level ((18-16)*13+8))/4= 34/4=8.5
c) add random (0 to 6). Take 4. (lucky)
d) We have a 4+8.5=12.5 random 17 yo player (very good).
e) roll stamina (4)
f) distribute 12.5*3 points (37.5) plus 3 -> 40 or 41 rounded
g) take a template for distibution (keeper: keeper, speed, passing, playmaking)
stamina 4, keeper 11 (costs 22), speed 10 (costs 15), passing 5 tech (for example)


This is only the youth generator. I think the main change is here in youth generator.
I put an example of formulae. The tinking is on the formulae, you can do it to make scarcer of better junior, but the main idea on this (i focus that is an example i though in 10 minutes, take as an example) formulae are:
- Take age on account to generate (more age, more skills)
- Take week on account to generate (more week, more skills)
- Uncap higher limits to abilites based on week and age
- Do not take stamina as a skill to distribute.
- Ponderate skills (not all are the same) by skill and position.

This only takes to dev the formulae or a simple algorithm. And i think this is the main actual issue.


Additional changes suggested:
- Reduce drastically the number of youth per week (to 1-2) or adecuate to generation or make a choose from some. The less crap, the less youth to come to school.
- (suggested) No week limit. Simply the player chooses when to pop a junior or it pops on 21 yo (or other age).
- Show all the player abilites (better for junior matchs and for guessing, it's more difficult and, in my opinion, funnier).
(edited)
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(edited)
2024-03-15 11:41:08
More simple :

I'm so tired to wait something new, i just expect quick fix first.
Keeping the system as it is, except :

1) released the skill (10) limit

2) Changing random ranges :

2.1) age left should be at least 1 season in random range (12-34) (no more 16y left... those you stay just a few weeks in school, selling millions)

2.2) Remove 18y from starting age in random range (16-17) (no more 21y left)

2.3) Remove 1-2 to starting level in random range (3-7) (no more weak level start that mechanically ending to weak level even with a good talent)

2.4) Remove 5.9 to talent random range (3-5.0) (no more stupid 5+ talents, median talent is set to 4 for most juniors). When talent is under 4 applying another random "malus" to make super talent player much rare.

2.5) increase new juniors to at least 2 (2-6) (this factor contribute too much at less draws/juniors a season for a few unlucky coaches).

3) Keeping the random distrib, and pray. (maybe giving the starting position/formation, like "Gk"now for all positions)

All this points doesnt need devs to rewrite code, only change vars (except 2.4 for lowering super talent distrib).

Of course i prefer additional system that need coding where we can control something in academy. Like suggested by users or Raul (devs). I really like the idea of facilities that couldchange the range in all random draws... But i am so aware that sokker dev coding means a very very long term.
2024-03-15 15:12:43
the time should be shorter for a youth in the academy.
We have shorter seasons now. 26 weeks (2 season in sokker) should be the maximum for me.
And eliminate (as was said) the entry of 18-year-old players
So no more players of 20 or more, leaving the youth teams
2024-03-15 15:32:04
It was the choice of devs to not re scale the progression speed, even for juniors, and Raul still think there are too much good juniors/players, so we can’t expect too much re scale.

it’s now normal to paid 20 millions for 16y-17y young’s, we have to deal with this.
2024-03-15 18:09:12
My opinion:

1) released the skill (10) limit
Agree, but how is released, in my opinion, matters. If 10 limit is released to 11 or to 17, it matters. I propose a limit related to age or to actual skill (a magical youth could get a incredible skill, for example)

2) Changing random ranges :
2.1) age left should be at least 1 season in random range (12-34) (no more 16y left... those you stay just a few weeks in school, selling millions)

Well, i propose Lower 16 yo start (0 to 6 in week 0, not 0 to 8) and manual left (only automatic by reaching a target age:19,20 or 21). Propietary should evaluate if prefer an early pop (so for selling or ocuppying an senior training slot) or a free-training in youth but not 100% guided.
I agree that your proposal will be better than actual one, but i prefer mine (more freedom to user) :D

2.2) Remove 18y from starting age in random range (16-17) (no more 21y left)
I agree that in actual situation it helps, but if a 18 yo youth have adecuate skills (like an formidable outstanding possible start at week 0), it should be valid too.

2.3) Remove 1-2 to starting level in random range (3-7) (no more weak level start that mechanically ending to weak level even with a good talent)
It's logical with your proposal. I think it could be valid for very low levels for 16 week 0 (0 to 6). But yes, it's ok too for me.

2.4) Remove 5.9 to talent random range (3-5.0) (no more stupid 5+ talents, median talent is set to 4 for most juniors). When talent is under 4 applying another random "malus" to make super talent player much rare.

Well, yes.. it can be done in incrementals or even going from 4.5. For example starting in 4.5 and rolling a 50% to decrease 0.25. If yes, reroll, until 7 rerolls. So 64 with talent 4.5, 32 with 4.25, 16 with 4, 8 with 3.75, 4 with 3.5, 2 with 3.25 and 1 with 3. It's another way to roll
Other example, a 25-30% from 5.0 and doing it 12 times for -0.25 . Perhaps this is the way you intended?. I think it's ok too.

2.5) increase new juniors to at least 2 (2-6) (this factor contribute too much at less draws/juniors a season for a few unlucky coaches).

Well, i prefer that the system shows me 3-6 juniors (or more) and i could choose 1 or 2 (with full stats, not median level) . So everyone will have a continuous chosen draw, and no a lot of draw and expelling.
If no week correction for starting level, it would be better than on initial weeks you will have more (3 to 6) and on later week less (0 to 4)
If week correction for starting level, any linear junior choose (1 to 6, 2 to 5 or so) should be ok.

3) Keeping the random distrib, and pray. (maybe giving the starting position/formation, like "Gk"now for all positions)

well, it's a known distribution. But i think that a player is not rolled when pop. It seems that a youth player is being trained (but some means of youth training which is different) with all their stats (the system choose each week a stat and train it). It only seems to have templates for gk and no-gk. So a per-week basis training change could do the work as i think it's implemented.

Of course i prefer additional system that need coding where we can control something in academy. Like suggested by users or Raul (devs). I really like the idea of facilities that couldchange the range in all random draws... But i am so aware that sokker dev coding means a very very long term.

Well, i think devs should explain what resources are thinking of.
But they show a reform with school, training resources, etc.... that seems more dev demanding than simple changing the already working math. It's my opinion as computer engineer (without knowing how actual code is, but as a general view) ... And i think that there are a lot of sokker users that are computer engineer or similar grades here :D
(edited)
2024-03-15 19:44:48
1) “natural” limits, it should ending at max level 17 18 (general level) After that, I didn’t know the model of distribution but I expect every skills are currently stop to excellent. It will not increase much to higher skills because it’s limited by total weeks/talent but it’s better than nothing.

2.2) 18y max level 6 at week 0, ok, but keeping 18y start for only one possible draw…

2.4) sure, there re more interesting distribution. After that it’s depend on the goal.

For me :
1. Talent = random (3.0 to 5.0)
2. If talent is 3.5 or less Talent = Talent + random(0.0 to 0.5)
It’s achieve 3 things : globally 4 is the most distrusted talent; super talent are less distributed; the huge gap between lucky/unlucky coaches is reduce. Not so terrible, but it keep things simple.

2.1) 2.5) 3) Your proposals add more control to users, it’s better and cool. But it’s required “much more” coding and interface design. And you know…
(edited)
2024-03-16 08:57:19
Today 4 players come to my youth school

18 y poor 10 weeks
18 y tragic 21 weeks
18 y weak 24 weeks
17 y tragic 25 weeks

Of course Raul right we have very good juniors !!!
2024-03-16 09:05:24
I m sure next week you ll receive six 16 years old :)
2024-03-16 09:15:01
Dreams : 16 y 2 weeks
Sokker reals : 18 y 30 weeks
2024-03-16 09:35:56
Sure. The start of season is the "spot of luck". If you don't touch anything in the next 3 weeks probabilities to touch any max draws / top juniors drastically drops. Good Luck !
2024-03-16 14:00:21
Do you mean Max individual skill for 16yo solid and for 17yo very good, not there 'overall' skill? i think this is a great idea to save some 19-21yo's Formidable for 19yo and outstanding for 20yo+ individual skills upon leaving the school :)

I like as many do to have 1 or 2 foreigners in the junior school :)

If your saving those that leave 20yo+ from school [and even 19yo's to some extent] it is of course good to increase junior school capacity :)

I don't like the term godlike, I'm an atheist, Brilliant should remain instead of dazzling, I think the main one missing is World Class
2024-03-24 16:18:20
Why don't we start the improvement of the school with a less abrupt change? I explain.

We maintain the current youth system and only allow the youth coach to offer more information about the youth in a staggered manner. In addition to the expected level, you can unlock the values of the attributes, this way we have more certainty when making a decision.

The level of the youth coach would influence and it could be the idea they propose of the youth analyst, with whom we could outline which skills or field position are the most interesting to us.

At a visual level (frontend) the only thing you would need is to deploy your skills.

At the logic level (backend), creating attribute standards so that the method that creates players profiled for a specific position, players with zero speed, technique and/or passing does not make sense.

The base of the game is not bad, for some reason many of us have been playing Sokker for years, the improvements/changes should be gradual, perhaps the only thing the module needs is just a small change.

Example:

2024-03-24 16:33:08
It doesn't change almost anything.

A terrible youth will still be a terrible youth and you don't need to see his skills before to know that he will be terrible.

The only change is that you will see that a possible good youth has a terrible skill draw. THAT could be useful only if you had 24+ youths that you want to keep because they can be good. Do you have such a problem? Because I can easily leave max 10 youths all the time and some of them would still be close to worthless after coming out.

But it helps with nothing, it changes nothing in the core - if you had a terrible youth school you will still have a terrible one, if you have a lucky one you will still have a lucky one. Pointless change.