myforsans |
8 month agoThere are some players whose rating could be 103, 105 or even more but it is limited to 99.
Wouldn't it be logical that when the fatigue in the match starts to take effect it impacts their real NG and not their restrained NG?
In practice, if fatigue impacts 10% of the NG, the player with 99 drops to 89.1 but the player with 105 drops to 94.5
The same goes for the impact of an affinity of less than 100%.
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Socrate |
8 month agoS0upe |
8 month agoFirst player I clicked at our good coach Myforsans, if I'm not mistaken, the player has 101NG, not 99. So he loses 2NG because his rating will be limited in matches he will start at 99 stat contribution
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Zeus |
8 month agoWith his aberrant stamina, he already has a physical impact in a match
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MenoFR |
8 month agoI don't think that the recent dynamic and the vision wanted by the MDJ is to increase the impact in matches of these particular players and even less to "unbridle" the NG, after that I may be wrong
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Skyz |
8 month agoIn the state of the fatigue it would be to be reduced compared to what was modified a few days ago.
Players with 18 stamina who take -55% per match and can't even play every 2 days at 100%, we're not talking about players with 5 stamina either
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myforsans |
8 month agoMenoFR: Je pense pas que la dynamique récente et la vision voulue par le MDJ soit à l'augmentation de l'impact en match de ces joueurs particuliers et encore moins à "débrider" la NG, après je me trompe peut-être
We can't say that players with more than 99 of NG are special players. There are hundreds of them.
For example, an ASC who has 82 in attack, 41 in passing, technique and speed, i.e. 205 = 102.5 theoretical, is not more "particular" than ASC who has his 205 divided into 99 in power for direct play, but only 42 in attack and 21 in technique, speed and passest... it would be rather the opposite 😀
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Demi-cerveau |
8 month agoYour proposal amounts, in fact, to not restricting the players' ratings, except for the first 10 minutes of the match, and then some.
It seems to me that this goes totally against Aymeric's desire to give more importance to endurance, as he has announced.
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Demi-cerveau |
8 month agoSkyz: Dans l’etat la fatigue elle serait a reduire par rapport à ce qui a été modifié il y a quelques jours.
Des joueurs a 18 d’endurance qui prennent -55% par match et ne peuvent meme pas jouer tous les 2 jours à 100%, on parle pas de joueurs à 5 d’endurance non plus
Precisely, a player who starts at 100% and gains -55% of physical strength should almost recover this percentage, in 48 hours. After with the training, indeed, we may not be able to come back at 100% 48 hours later, but we shouldn't be far from it at all.
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myforsans |
8 month agoDemi-cerveau: Ta proposition revient, en fait, à ne pas brider les notes des joueurs, sauf pour les 10 premières minutes du match, et encore.
Il me semble que cela va totalement à l'encontre de l'envie d'Aymeric d'accorder plus d'importance à l'endurance, comme il l'a annoncé.
Why except for the first 10 minutes only?
A day who has a real NG of 99 if he has lost 30% of his physique for example at half-time is at 69 but a player whose real rating is 110 but also 99 but by bridge would have with 30% loss of physique a rating of 110 - 33 =77.
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myforsans |
8 month agoSorry for the typos... I have too big fingers for my phone 😀 screen
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myforsans |
8 month agoZeus |
8 month agoYour proposal is against the winds of what the GM wants! We even wonder if you believe what you say.
And I wouldn't even be surprised if you still haven't understood the process.
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Demi-cerveau |
8 month agoBecause once the first 10 minutes are over, fatigue having taken its toll, the players would have a score corresponding to their points actually acquired, and not to the score displayed. During the first 10 or 15 minutes, thanks to their surplus of points, they would have a match rating that would remain at 99ng despite the fatigue.
If such an idea were implemented, I think it would really be useless to train players (even a minimum) in endurance. We might as well put all the points in their characteristics directly, since at the beginning of the match, they would remain stuck at 99ng. Then they would bash faster, but it would be enough to anticipate the changes a little to bring in 5 new asthmatics who would also be entitled to their quarter of an hour at 99ng. I am clearly not in favour of it.
Then, regarding affinity, that's another problem. I think that the cursor has been placed a little high on the effects of affinity in matches. Not especially for me, who doesn't need to buy new players to improve my team. But when I think of the average guys who are starting, if they progress, at the end of each season, they will renew 25 or 30% of their squad. And therefore leave with a rotten affinity on all lines, and a team that sucks more on the pitch than the one that finished the previous season. It seems a bit of a shame to me, and I don't see how it can encourage them to develop on the game.
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