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: Youth reform - poll

2024-03-14 14:50:09
Raul, lower the sum of good youths will kill the game.
People need things looking forward to.
If you remove even more fun out of this game, it will be a very boring game and 50% of the users will get rid of their youth academy which will cause less players in sokker and an even more boring transfer list.
At this moment a lot of users receive crap only in youth and other ones have luck and receive 16y players that you can sell for 10 million euro.
The biggest problem is the high random factor in this game.
(edited)
2024-03-14 14:53:55
He's a great youth, what level was he?
2024-03-14 14:54:44
...and the solution for the problem that I see being proposed: cancel those lucky youths, so everyone is miserable :-D
2024-03-14 14:58:35
:)
2024-03-14 15:06:48
13 level talent 3.78
2024-03-14 15:11:08
i sold useless 18 magical pull with 2.83 talent to 20 000 Euro ;)
He was perfect skills !!! He was player but 4 keeper 7 stamina and unsatisfacory pace unsatisfacory tecnique
2024-03-14 15:17:59
That's a bad break "4 keeper 7 stamina"

I'd have trained his pace/tech for a bit then sold him on if still not required for probably good price.
(edited)
2024-03-14 15:18:54
There is no such thing as talent „2.83”

It’s impossible to have lower talent than 3.0
2024-03-14 15:20:19
If you don't have free training space, you can't do these.
2024-03-14 15:22:03
juytt to Raul
My main point is this: the value of players is relative. The fact that you currently perceive a player with a talent of 4.5 as worthless stems from the fact that the game provides you with significantly better players, so it's clear that they will never reach a level useful to anyone.

Fact is talent 3 for a long term training is significantly better than 4.5, and training player at 4.5 in long term is a lost. There is nothing relative in that facts. It’s not my perception, every xp coaches know that. And you should know it, since it’s your own game and training design system.

The same goes for skills - the fact that you consider a defender with 2x unearthly skills as weak is because the game generates a vast number of players with 2x divine skills.

Arguments of relativism are tricky !
I prefer 2x17 over 2x16, and not you? But I can’t consider 2x16 as weak since 2x15 exist and there r much more 2x15 players, and then and then… relativism can be reversed :-p

In the end, since each of us trains players with a talent of 4 or less

First, if you have read and understand my solution, pointing the medium point to talent 4 will generate mostly 4 but it doesn’t me no more 4 to 5 talents. And if you really want to reduce talent under 4 I quote a solution too.

Secondly, a player with talent 3 with weak skills distribution and/or weak sumskills its worthless too. Every weeks young’s with talent 3 are selling at 1 euro. Talent is a thing, but it’s just one part of a draw.

Finally, once again : Talent 4.5 massively distributed will never help for «  balanced » draws, never.
(edited)
2024-03-14 15:22:49
3.6 or 3.4 used to be lowest, can't remember exactly.
If 34 weeks in youth school is max then it's 3.4
If 36 weeks in youth school is max then it's 3.6

2.83 will just be the auto-generated number from the skils graph from some program. Not reality.
2024-03-14 15:23:56
Hopefully got first level 13 from my school in 4 weeks, I'd take same as that all day long.
2024-03-14 15:24:58
Well, i think that we are "losing the north".

So the main user problems are easy to show
- A user has to fire 40-45 youths per season.
- A user has no control on youth development or recruitment
- A lot of fires are automatic (by week, by age, by initial develop). So why to show these as a valid option to get?. Has any sense that system give me a 18 yo terrible juvenile?. It's an automatic fire, so if it should be automatic, please do not show it to me as an user.
- Random in week 1 is far more powerful than random in week 10.
- Age is a decisive factor too.

My ideas (at this stage of development, i think it should be easy):

- I think that youngs should be meaningful choices. I do not need 1 to 6 per week. I would be happy with a lot of less juniors, but meaningful. No "automatic fire" for me as user. If an option is a non brained one, then remove it and don't show it to me.

- I think young squad should have some part of directed training (by player or by position), for example, 25% directed by the player and 75% by random. Playing a youth match should help this (a youth playing as defender and training defence should have better choice to train defence). Or whatever style of choice.

- I think we should know all youth skills. It's absurd not seeing that. And see their evolution. In fact, we know these when "pops".

- I think youngs creation should be refactored (more age in terms in age & week) making it in account. It means
- More initial level by week and age: This account is easy. It should be around 1 level for 4 weeks (talent modified). Take one year as 13 weeks for calculation.
- For example a 16 yo could have (this numbers are examples, exact crunch to devs):
- 0-6 (capped) at week 0 (removed two levels to avoid overpowerful 16 yo)
- 2-8 at week 8
a 17 yo:
- 3-9 at week 0
a 18 yo:
- 6-12 at week 0
etc..

In youth creation it should be more consistent. No high keeper values except for keepers. Remove stamina on calculations (be pure luck and redistribute on other skills). If you should redistribute less points based on level, redistribute less.

- Youth selection: Instead of having a 1 to 6 youngs per week, i would prefer only 1 (or two) per week. It would be far better to give me a choice between 1 to 6 youngs and i choose one (or two) or none.



A player could have a incresed limit on their skills similar to their level minus 2 or whatever it could be. (for example a magical youth should get a incredible cap on their stats)

- I think youths should not have a "duration" on team. I think user could choose to fire or promote until they get 21 yo (at 21 youth it should autopromote)

So with a system where all ages are useful (more or less), 16 yo are less powerful (starting less), and far less youths, i think it will take all requeriments:
- better user experience (not firing all, no control on youth)
- not overpower the youngs (less starting level, less youngs, but more steady-predictable pace)


PD: Another of this system (skill based) is that talent is much harder to guess (because of individual random skill training), so players will be more conservative to fire a posible valid player.
(edited)
(edited)
2024-03-14 15:29:31
I'm saying what I see. For example, if this player of mine up to outstanding in the remaining weeks, the same will happen.

i have unearth coach


2024-03-14 15:45:09
The graph is smoke and mirrors, so not 100% accurate.
The proof is in the pudding. The pudding in this case is training the youth pull in the senior team. That's always 100% accurate.
2024-03-14 15:46:24
He didn’t play the yl games so even after so many weeks his level wasn’t properly seen by the coach, you have three double pops

3.01 or 3.1 is the best possible