Incorrect username or password

 
24-05-2024 04:11
|
Season 90 · Week 8 · Day 53
|
Online: 5 429

Football

Football » English » ManagerZone talk

Youth Potential Analysis - version 3

Badge image
We are edging closer towards a finished design for the Youth Potential Analysis feature! This last version has a few improvements and has also been given a visual overhaul to fit better with the rest of the content on the site.

This is the last discussion thread we will post about this topic, so if there are no serious arguments against the suggested design it is likely that the final product will be similar to what is outlined here. We think that a nice balance has finally been reached, thanks to an abundance of great feedback. On a personal note it's been great fun to work with the community on this nifty little feature. Really enjoyed reading all your messages in the forums, social media, chat and so on. Thank you!



The analyst will show you two strengths and two weaknesses. This was requested in the last thread, and we agree. You get a much better overview this way, and two weaknesses instead of one gives you better opportunity to weed out players that are weak in important areas. Note that in case of a tie between two or more attributes, he will choose one of them at random.

Four stars instead of three gives us better opportunity to differentiate between good and very good players, and the weaknesses also makes more sense (with a three-star system, they would often end up with one star).

The "Lowest potential" area can list any attributes (as opposed to the last version where the analyst would choose between certain key skills).

The old scout info has been fused in with the Analysis (the bit at the bottom where you see which skills the player will train if you send him to YTC). This, together with the rest of the analysis, is very useful information.

"Overall" rating has been removed. It will only lead to confusion, and we prefer that the manager him/herself make the distinction between a good and bad player.

The feature will not cost team money to use. You can freely check out reports on any youth player in your squad or the youth exchange. The Analysis would follow the player throughout his career (even as a senior). It would be visible on the player market and when a player is sold, the Analysis would go along with the player. We know that some of you wanted a fee (to add a level of decision-making) but we believe that the report in itself will lead to many interesting and difficult management decisions.

The training speed will indicate how fast the player will train as a youth. A player who train slow as a youth (compared to other youths) may train much better as a senior (compared to other seniors). Of course, this case could also be the reverse. The analyst will not be able to project how fast the player will train as a senior.

And to reiterate from last thread
  • This is a free-for-all feature (no CM benefits)
  • Set pieces would not show up as strength, nor as a weakness
  • The report would be visible on the player market and when a player is sold, the analysis would go along with the player.


    Thoughts? :)
  • Views: 6356 Posts: 247
    Previous
    Page 1 2 3 4 5
    Next
     
    Last Message

    Re: Youth Potential Analysis - version 3

    Badge image
    cosminacho wrote:
    One way could be to make the best players harder to come by,


    Exactly.
    But how?

    Ce: Youth Potential Analysis - version 3

    Badge image
    I think we've made a decision in the last system.
    when will the analysis system be applied???

    Ce: Youth Potential Analysis - version 3

    Badge image
    tnrtrkgl55 wrote:
    I think we've made a decision in the last system.
    when will the analysis system be applied???


    +1

    Re: Youth Potential Analysis - version 3

    Badge image
    mihairo wrote:
    Exactly.
    But how?


    I also wanted to know

    Re: Youth Potential Analysis - version 3

    Badge image
    tnrtrkgl55 wrote:
    I think we've made a decision in the last system.
    when will the analysis system be applied???


    I hope it's as fast as possible, the crew is committed to this!

    Ant: Youth Potential Analysis - version 3

    Badge image
    Badge image
    [•ZONE•]
    President
    powdersnow wrote:
    The old scout info has been fused in with the Analysis (the bit at the bottom where you see which skills the player will train if you send him to YTC). This, together with the rest of the analysis, is very useful information.


    Two questions about this:
    - Do normal youth players get this information about the first following YTC they'd follow?
    - Do exchanged youth players still only have 1 YTC-camp for 3 seasons? Or is it possible they change each season?

    Sv: Youth Potential Analysis - version 3

    Badge image
    What do you think will happen to the transfer market? I think there will be more good players on the market and less need to buy players. Prices will drop alot. Team money becomes less important. Just have enough to send players to camp and to buy a cheap player every now and then will do. How will this affect the game?
    I also think that while it will be easy for new managers to build a strong team, it will be very difficult to climb through the series and to go far in cups due to most teams being equally strong. That won’t be fun for the new ones.
    Selling out your team and save up money for a few seasons while droping through the series system will be a worse idea than it is now as money will be less important and the climb back up the series will be harder. This is good I guess, but also bad for managers who can’t log in much for some time. Maybe school or the job takes all the time for a period of time, or you have a child. As the game is now a good manager of a classic mz-team can sell his players and make a comeback with that money after a couple of years. As mz will be with this new idea, you won’t be able to come back as strong, you will just be one of the teams in the low divisions.
    I think this is a very powerfull tool and will change mz alot. We will think back on how mz was before youth potential analasys as a different game.
    Tactically managers easily copy the way the best teams play and use similar players in similar positions so the matches will be much more similar with more good players. If you set the attribute max to 20 and got rid of maxings completely, managers could build their teams with much more finesse and anyone could make a winning team because you can’t see other managers players so you couldn’t copy their tactics as you can today, when you pretty much know how strong players are in different positions of the best teams. Just some thoughts...

    Re: Youth Potential Analysis - version 3

    Badge image
    I have a question, in this new system will the heading ability be included?

    In many seasons, i have never had a player with heading indication in the current system, as if that attribute did not exist, and I think something is wrong.

    Re: Youth Potential Analysis - version 3

    Badge image
    The only skill not shown as strength or weakness will be Set Plays.

    Re: Youth Potential Analysis - version 3

    Badge image
    No questions! Let's go! DO IT! Execute this now!

    I've had enough of these false hope of youth players. How are you maxing at 4 in stamina? Nonsense!

    No, but on a serious note. This makes sense. It gives us a lot more control, but not too much control to literally rely on youth all the time. It gives us an idea who can be our next 'Kylian Mbappe' or 'Jadon Sancho' or 'Raheem Sterling' or 'Ousmane Dembele' and I'm all for it.

    Re: Youth Potential Analysis - version 3

    Badge image
    Yes, this feature will make better youths i.e. better U21 team as well.
    What we are trying to do is look into the future, because it will change the game as we know it.
    In 10 seasons we will probably see better senior teams as well.
    Growing, not buying, a future senior teams becomes feasible.
    So, how will it affect the Transfer Market?
    That is the question.

    But yes, I agree, we definitely need it.
    I look forward to it and it gives another reason to plan for the future and see what's going to happen.

    Ce: Youth Potential Analysis - version 3

    Badge image
    I can not wait :)
    When is it planned?

    Re: Youth Potential Analysis - version 3

    Badge image
    In lowest potential section which is the worst between 2 star and 4 star?

    Re: Youth Potential Analysis - version 3

    Badge image
    bukankita wrote:
    In lowest potential section which is the worst between 2 star and 4 star?


    I have this question too

    Re: Youth Potential Analysis - version 3

    Badge image
    bukankita wrote:
    In lowest potential section which is the worst between 2 star and 4 star?


    Good question!

    Ri: Youth Potential Analysis - version 3

    Badge image
    Yes, this feature will make better youths i.e. better U21 team as well.
    What we are trying to do is look into the future, because it will change the game as we know it.
    In 10 seasons we will probably see better senior teams as well.

    Just remember: if everybody owns a better team, nobody owns a better team.

    Re: Youth Potential Analysis - version 3

    Badge image
    The future will be:

    # Better players = stronger teams = harder competition.
    # Maybe prizes go down, maybe not* (bigger assortment of quality players on market).
    * Markets will be more active, hopefully - top clubs will start to keep their eyes on opponents more actively - to "sabotage" their money; clubs bid players they might not need, but they don't want opponents get stronger, neither.
    # Because managers can get the info about players' strenghts and weakensses, more (massively) youth will be exchanged = less youths will become seniors - because managers will max the primary skills, first and then they just scrap the player, take new one - before youth got even 18.
    # Better players ask more salary*, training needs better coaches = bigger expenses.
    * So the training speed is the tip to hold costs down - players get in good shape later; but are not expensive for team, early.

    .
    Edited: 17-02-2019 19:02
    Total edits: 3

    Re: Youth Potential Analysis - version 3

    Badge image
    bukankita wrote:
    In lowest potential section which is the worst between 2 star and 4 star?


    I do not think you will get a 4 star in the lowest potential section. I think you will get like a 1-2 star. If you get a 3 star, that dude it's a mega star. If you get 4 stars in the lowest potential section, you've got yourself a mega problem, give him to me, I will teach him.

    I like v3, thank you guys!

    Build a wall so the Norvegians stay out of it. Look at China they have a wall, and no Norvegians.

    It's not Norwegians guys.

    Re: Youth Potential Analysis - version 3

    Badge image
    Badge image
    [FLUSA]
    President
    goalsaurus wrote:
    if everybody owns a better team, nobody owns a better team.


    Yep, that's the truth but people have a hard time understanding this very easy concept, for some reason some people seem to believe they're the only ones that are going to benefit from any given change in the game without thinking everyone else will get the same advantage.... for this reason, people in the past wanted changes that contributed that today, all teams look a lot more similar than they did in the past which of course, makes the results from the SIM look more random too as there isn't that much of a difference between an average good team and a top team this days.

    Re: Youth Potential Analysis - version 3

    Badge image
    darkline wrote:
    Yep, that's the truth but people have a hard time understanding this very easy concept, for some reason some people seem to believe they're the only ones that are going to benefit from any given change in the game without thinking everyone else will get the same advantage.... for this reason, people in the past wanted changes that contributed that today, all teams look a lot more similar than they did in the past which of course, makes the results from the SIM look more random too as there isn't that much of a difference between an average good team and a top team this days.


    Yep, there is a chance that MZ just becomes 'Training by Numbers'

    I'd expect Youth Potential Analysis immediately writes off development of about 75% of youth players.

    Speed, Stamina, BC weakness is an immediate discard.
    Anything with a 1-2 star strength (potentially a 3 star depending on the skill).
    Any report where Shooting or Tackling doesn't make either list. (Most likely a 7 max)
    Slow training speed, you just don't make up that kind of time as a Senior.

    You probably just end up creating a lot of identical players as there is little value in sinking resources outside players who's reports fall outside a specific parameter.

    Re: Youth Potential Analysis - version 3

    Badge image
    Badge image
    [FLUSA]
    President
    The more I think about it, the more I think it makes training just too easy, you just get too much info and like I said, this system would work if players had 20 skills to choose from but with just a few relevant skills for position is just too much info IMO.

    Let's do an example, after cycling a bunch of players you find a guy you like with 4 stars at speed/shooting, 4 stars "training speed" and 2 start weakness at passing/keeping and the youth training camp is shooting/bc/pi

    So how do you know really quick if this player will be a star? Easy, just put him to train stamina, the skill he didn't get at YTC and hasn't been signaled as neither a weakness or a strength, if he gets to 9/10 stamina it'll also means that he'll go to 9/10 shooting/speed so it's a safe bet and if he maxes 7 or below is a discard... in any case, you'll find all you need to know by just training 1 skill.

    This type of inverse logic can be used in pretty much any scenario...

    I don't really see any good solution to this problem, the only solution I see would be to slow training down so 4 stars would mean the player trains like your average youth today and also make it so good players are harder to come by, so the average player comes with less balls and has less chances of reaching 9/10 balls on any skill.

    Of course, this solution won't be popular among the crowd that expects to be able to train players with 9/10 balls on every skill and doesn't stop to think that everyone else will be able to do the same.

    Another solution would be instead of giving detailed info, just create different types of players and give them a ranking of 1 to 5 stars based on that characteristic.

    For example a quick striker (speed/ctr/shooting), a target man (heading/ctr/shooting), tireless midfielder (stamina/pi/pass) wingback (sp/st/ta), winger (sp/st/ap) and so on... you could also still give the star ranking for training speed as it might be an incentive for U18 to try to make something out of 1/2 star players if they train fast, also eliminate the YTC, let people try to guess the skills and find out, don't spell out exactly what skills are, even mix it a bit so for some positions is two skills and for others 3 skills. Basically, is like an improved version of the current youth scout as you're getting a distinct position to train the player and a star rating that you don't get today.

    The other solution is going back to the drawing board and maybe just look into revamping all the player's skills system with skills from 0 to 100 and no real maxings but instead, implementing a progressive slow down on training speed when the player reaches and surpasses it's potential on any given skill.

    Re: Youth Potential Analysis - version 3

    Badge image
    I like charateristic idea (with no stars).

    1) weakness
    2) main position, role
    3) good/great (positive adjective)
    4) strength
    5 and 6) ? maybe tells some extra

    Lazy defender, good tactician
    = maybe slow or has bad stamina, maybe not developing fast?; position is clear in this case, tactician might mean play intelligence, maybe good in either passing (or set plays ).
    -- raw example 1


    Selfish striker, powerful legs
    = Maybe a star? Maybe bad play intelligence? Maybe great in ball control (techical, soloplayer); position is clear in this case, powerful legs? Jumper (heading)?
    -- raw example 2

    Paranoid player, great coordination.
    = Goalkeeper? A captain? A defender?; Captain? Passing? Ball control or heading?
    -- raw example 3 ; position was unclear, but weakness might mean strength.

    Headless defender, brave spirit.
    = Bad intelligence or bad heading? Or has good stamina (runs back-forward)?; defender or goalkeeper, perhaps? Captain? Star? Goalkeeper?
    -- raw example 4

    If to work out analysis like that, it would be most awsome . But this needs time to write down all interesting combinations (technically more brainwork for programmer). Next season can ask analyst new oppinion.

    If You pay me 100 euros (cheap service), I can figure out all combinations in my bad English.
    Edited: 18-02-2019 02:50
    Total edits: 18

    Sv: Youth Potential Analysis - version 3

    Badge image
    Many good post here now by darkline and others. Making more good players but with the same ceiling of how good a player can be will just make things less fun in the long run. At least now you can aim to have one of few absolute top teams of a certain generation of players. In the future with this it will be easy to constantly have a very good team, and so many teams will be constantly good that it won’t be any fun having a very good team. It must be more difficult to get nearly perfect players for their positions.

    Re: Youth Potential Analysis - version 3

    Badge image
    darkline wrote:
    Yep, that's the truth but people have a hard time understanding this very easy concept, for some reason some people seem to believe they're the only ones that are going to benefit from any given change in the game without thinking everyone else will get the same advantage.... for this reason, people in the past wanted changes that contributed that today, all teams look a lot more similar than they did in the past which of course, makes the results from the SIM look more random too as there isn't that much of a difference between an average good team and a top team this days.


    Yes, I agree with everything.

    Sv: Youth Potential Analysis - version 3

    Badge image
    If you want to keep maxings and 10 as the highest skill, then at least make 7, 8, 9 and 10 more rare than they are today.

    Ri: Youth Potential Analysis - version 3

    Badge image
    I'd expect Youth Potential Analysis immediately writes off development of about 75% of youth players.

    Speed, Stamina, BC weakness is an immediate discard.

    That's what happen with free analysis, the problem could be solved raising its cost to something instead of zero.

    Ri: Youth Potential Analysis - version 3

    Badge image
    If you want to keep maxings and 10 as the highest skill, then at least make 7, 8, 9 and 10 more rare than they are today.
    Either that or make training slower.

    Sv: Youth Potential Analysis - version 3

    Badge image
    panboy wrote:
    If you want to keep maxings and 10 as the highest skill, then at least make 7, 8, 9 and 10 more rare than they are today.


    +1

    Sv: Youth Potential Analysis - version 3

    Badge image
    panboy wrote:
    If you want to keep maxings and 10 as the highest skill, then at least make 7, 8, 9 and 10 more rare than they are today.


    10 ball players used to be very valuable on the transfer 10 years ago. Just a single, 19 year old 10 shooter could go for millions of SEK. Now a days it is just garbage on the transfer. Why? Because everyone has one.

    Re: Youth Potential Analysis - version 3

    Badge image
    ceopi wrote:
    I have a question, in this new system will the heading ability be included?

    Heading will be part of it for sure.

    devos wrote:
    Two questions about this:
    - Do normal youth players get this information about the first following YTC they'd follow?
    - Do exchanged youth players still only have 1 YTC-camp for 3 seasons? Or is it possible they change each season?

    Yes, you get the same information about normal Youth players, as you get for Youth Exchange prospects. I think it is possible that the camp may change between seasons. We may need to tweak the design somewhat to reflect this.

    bukankita wrote:
    In lowest potential section which is the worst between 2 star and 4 star?

    Not sure I understand you correctly but one star is always the worst and 4 stars is always the best.

    goalsaurus wrote:
    Just remember: if everybody owns a better team, nobody owns a better team.

    Teams will improve a little for sure, but the difference won't be that extreme. You still rely on finding those rare, talented youths, and they will be just as rare in the future as they are today. I do think highly active managers who really look after their academy will become competitive faster though.

    aemi wrote:
    I do not think you will get a 4 star in the lowest potential section. I think you will get like a 1-2 star. If you get a 3 star, that dude it's a mega star. If you get 4 stars in the lowest potential section, you've got yourself a mega problem, give him to me, I will teach him.

    I like v3, thank you guys!

    Most will probably be one-star, and that is usually perfectly fine as long as those pinpointed skills aren't an issue for the role you want for the player. Two stars will be better because then the bar is set relatively high for the player (you know for a fact that all of the other skills are higher).

    I think 3 star for lowest potential will be very rare, and not sure 4 stars will be even mathematically possible. Maybe one in a million :)

    mosmosmos wrote:
    You probably just end up creating a lot of identical players as there is little value in sinking resources outside players who's reports fall outside a specific parameter.

    The way I see it, you will always play the cards you are dealt. If you find a player that seems to be extra talented you will develop him even if he doesn't fit the mold of "the standard player". At the moment, it seems to me that everyone just focuses on developing a few key skills and discard players as soon as they are maxed in those, because developing the other attributes isn't worth the risk. With the Analysis you would get a feel for how a particular youth should be developed and take it from there. Or to put it another way: some of the lesser important skills would be "derisked", making it less dangerous to develop niche players.

    If you had unlimited youth exchanges then I could see that as a problem, but you really don't. Somebody said that you have upward of 60 chances per season of trying new youths, but that is not true. Remember that you are trying 16-year-olds. If you want some players to ever graduate, you can't keep switching out your 17 and 18-years-old's because you found a new possibly better one. I can see this becoming a delightfully painful decision at times, but the best manager will know when to stick as well as to twist.

    panboy wrote:
    Many good post here now by darkline and others. Making more good players but with the same ceiling of how good a player can be will just make things less fun in the long run. At least now you can aim to have one of few absolute top teams of a certain generation of players. In the future with this it will be easy to constantly have a very good team, and so many teams will be constantly good that it won’t be any fun having a very good team. It must be more difficult to get nearly perfect players for their positions.

    panboy wrote:
    If you want to keep maxings and 10 as the highest skill, then at least make 7, 8, 9 and 10 more rare than they are today.

    I think again that you are overestimating how many good players are actually coming through. Real talent is rare, and there are a lot of users fighting over it.

    Making 9s and 10s a bit more rare... yeah it is an idea worth exploring for sure.

    @raamatupood. I see where you are coming from with the idea. My first mock-up of this feature was entirely text based. But stars just give you a much better oversight, plus with texts we would be prone to less-than-perfect translations that may end up confusing people. Reading the Analysis shouldn't me a matter of interpretation, it should just be pure fact so you can make an informed decision.

    Re: Youth Potential Analysis - version 3

    Badge image
    @powdersnow thanks for clarifying several doubts! :)

    Re: Youth Potential Analysis - version 3

    Badge image
    @powdersnow thank you!

    Sv: Youth Potential Analysis - version 3

    Badge image
    Yes interesting input powdersnow. I think that maxings are by far the most important aspect in a player. Today when you choose which youth players to discard and which ones to give a go, you have no clue about future maxings,so you go by ball count and how fast they seem to train. This should men that a lot of potential superstars get discarded after 2 seconds at the club. That will not happen any more, and even if real talent are rare I think there are still plenty in the big ocean of players, and this tool will make it much more. If, for example, 1% of all players are of interest to strong teams today, and with this it will be 5% that could play for a top team, then the game will look very different after a while. Maybe I am wrong but I think this tool is too powerful. In hockey where power is by far the most imortant attribute, youth squads will be full of 4 star power players and that will change the game totally.

    Re: Youth Potential Analysis - version 3

    Badge image
    There are different managers, don't worry.

    For example - I do want best youth for my team, but I don't train them to know, who are the superstars - I don't pump x skill to max and then scrap the player; I train skills randomly (training camps + I rotate coaches), I enjoy game and training reports. Every day I get a little excitement - did someone achieve new ball in skill & are there maxings?
    Currently I have managed the youth so in 2 seasons only 1 player have 1 maxed skill - others still might be great players (my players' skills are public so you can check how some managers play the MZ).

    About every week I have exchanged 1 player, some weeks no luck to get better than current players.

    If the Youth Potential Analysis will be available - I would use it, definetly. It might ruin the "mystery training" for me if the analysis would be cheap. So I am that minded, it should cost more than 1000.

    What would be fair costs?

    Maybe:
    (Total sum of money + total player values) / 1000?

    For me it would be, currently:
    (0 EUR + 15 254 052 EUR) / 1000
    = about 15 000 EUR per analysis

    I know my budget, 15 000 is fair money to break mystery. Not cheap, not expensive.
    Now people tell: Mid Season Tour gives too much money --- well --- managers decide, do they want to use it on 23 youth to know their future or build stadium or buy new players or use it on training camps or get to positive finance from negative or just want to collect for future transfers/projects -- so many options where to spend the money.
    I would not use it on all 23 youths.
    I need 100-200k in reserves; I need to fix budget with about 100-200k = half money from Mid Season Tour already gone.
    I need to send players to camp (currently I run my budget to deeper negative to get them camped). When I want to analyze all 23 youth with costs 15k per player - I have to use money from reserves, already = I will not buy any players from market.

    Means I would analyze in costs (total money + player value sum) / 1000 only those youths I am doubting about (they are on the list to be exchanged next, maybe) or the youths I think they might be talents. Average youth will be sorted out naturally.

    Top clubs - sure, they are TOP, they have money and they have interests to win cups and leagues. They need super-talents for their teams - if they want to know all the future, let them burn the money.
    Edited: 20-02-2019 10:59
    Total edits: 6

    Re: Youth Potential Analysis - version 3

    Badge image
    panboy wrote:
    Yes interesting input powdersnow. I think that maxings are by far the most important aspect in a player. Today when you choose which youth players to discard and which ones to give a go, you have no clue about future maxings,so you go by ball count and how fast they seem to train. This should men that a lot of potential superstars get discarded after 2 seconds at the club. That will not happen any more, and even if real talent are rare I think there are still plenty in the big ocean of players, and this tool will make it much more. If, for example, 1% of all players are of interest to strong teams today, and with this it will be 5% that could play for a top team, then the game will look very different after a while. Maybe I am wrong but I think this tool is too powerful. In hockey where power is by far the most imortant attribute, youth squads will be full of 4 star power players and that will change the game totally.

    Yeah I have really dug into player maxings when doing my research for this feature. So many times I have come across players that are exciting and a little bit unique, but would never make it to the market due to some unfortunate maxing (or poor starting skills / training speed). In the test environment I came across what would have been a future national team goalkeeper, who under the current system might have been developed as a decent but unremarkable outfield player (or possibly even sacked).

    The analysis is a great tool for bringing out the best of each individual player. You should see a lot more diversity in the future. That in turn will (hopefully) encourage managers to try and find new approaches to play the game.

    Yeah the hockey situation is different from the football game since Power is so important. But although Power will continue to be the most important part of the recipe when developing players, you will start seeing a lot more diversity.

    Currently in hockey very few players graduate because too many get caught in the power-trap as youths. With the analysis you will have a chance to find power monsters quicker, giving you a steadier outflow of graduates, a livelier transfer market and more different types of players to choose from. I'm not saying it solves all the issues in the world, but it should make the hockey game a lot more interesting.

    Sv: Youth Potential Analysis - version 3

    Badge image
    Powdersnow> I agree with all of that except the last sentence. I think it is good for the game that less players graduate and future stars are discarded. Also I think the transfer market will live up at first but then become a smaller part of the game for the teams that aren’t new, as there will be good players in abundance and you won’t need more very often. Prices will drop and selling good players won’t be as tempting anymore either. I then think the main problem, with many more great players and great teams, will make the game less interesting. It’s not going to be like there will be more of the wow-players of today, and more teams will get wow-players. It will be more like the wow-players of today will not be wow anymore. Also if you see an amazing player out of the ordinary he won’t be much better than all the very good players that will come through. Lower maxing average would solve it but would not look fun and people would get angry. Higher amount of balls/pucks possibility than 10 would also solve it, and be fun.
    Then again I do think that this new feature will make the game more fun for 10 seasons to come, it is only after that that I think it will become less fun than it is today, and by that time you guys in the crew may have come up with some new changes that will make managerzone remain a great game.

    Re: Youth Potential Analysis - version 3

    Badge image
    darkline wrote:
    T
    Let's do an example, after cycling a bunch of players you find a guy you like with 4 stars at speed/shooting, 4 stars "training speed" and 2 start weakness at passing/keeping and the youth training camp is shooting/bc/pi

    So how do you know really quick if this player will be a star? Easy, just put him to train stamina, the skill he didn't get at YTC and hasn't been signaled as neither a weakness or a strength.



    Hadn't though of it this way, though it is actually blatantly obvious. Once you've filtered out the rubbish, you train the unknowns to get your baseline.

    Could have a very interesting impact on players that actually graduate and the market.

    Currently, I'll basically send all my youths to TC in Season 1, and then as the max unfavourably will stop sending them, with comfortably a 50%+ drop out by Year 3, though they still end up with a reasonable bit of training.

    Under this scheme, I'll have ruled out this 50% from outset, never send them to TC and will either constantly cycle through Youth Exchange, or simply fire them on day of graduation, the same for any which fail the 'unknown skills' test.

    All I (and most managers I'd presume) are interested in is producing top level players, so will only sink resources into developing these and the rest will be totally undeveloped and therefore worthless.

    I'd expect there to be very few half developed players for people to pick up (such as an early maxing on Shooting, where someone with patience could buy and turn them into a Defender) and the players coming through will be all or nothing.

    The law of unintended consequences etc...

    Re: Youth Potential Analysis - version 3

    Badge image
    darkline wrote:

    So how do you know really quick if this player will be a star? Easy,


    Fire him. If he finds his way back, he a superstar alright.

    powdersnow wrote:
    not sure 4 stars will be even mathematically possible. Maybe one in a million :)


    Even Lotto's odds are better than this :) And yet never won at one.

    Ce: Youth Potential Analysis - version 3

    Badge image
    mihairo wrote:
    Good point.
    This feature is exactly like promises. Better youth scout.

    I think plan B should be something like Lebanon21 suggested. The best clubs should have better drafted youths.
    This means 2 things.
    1. The hibernation mode in which many lower division teams are now in only for profit will suffer a major stepback, as it should.
    2. Better teams with better youths should be a motivating part of the game.
    I know, everyone will argue with me and say that the rich get richer, but is it fair to actually play and have no real profit rather than to hibernate and achieve real profit?


    very good idea

    Sv: Youth Potential Analysis - version 3

    Badge image
    When will this feature be introduced? Next season?

    Ce: Youth Potential Analysis - version 3

    Badge image
    I hope you'il be ready for the next season.

    Re: Youth Potential Analysis - version 3

    Badge image
    good job!

    Re: Youth Potential Analysis - version 3

    Badge image
    tnrtrkgl55 wrote:
    I hope you'il be ready for the next season.


    Me too

    Ce: Youth Potential Analysis - version 3

    Badge image
    Still waiting :)

    Re: Youth Potential Analysis - version 3

    Badge image
    Can't tell you exactly when yet guys. We're hoping at the start of season 70 but can't make any promises. Worst case scenario it'll be at the start of season 71.

    Re: Youth Potential Analysis - version 3

    Badge image
    Badge image
    [MAS]
    President
    powdersnow wrote:
    Can't tell you exactly when yet guys. We're hoping at the start of season 70 but can't make any promises. Worst case scenario it'll be at the start of season 71.


    Pow, why does it take so long to be implemented? That's like around 2 years right? :o
    I didn't know the coding would be that complicated in the first place. :/

    Re: Youth Potential Analysis - version 3

    Badge image
    Badge image
    [MAS]
    President
    maria171 wrote:
    Pow, why does it take so long to be implemented? That's like around 2 years right? :o
    I didn't know the coding would be that complicated in the first place. :/


    Oops my bad, pardon me. I was reading it from my hockey account. Sorry. :/

    Re: Youth Potential Analysis - version 3

    Badge image
    Badge image
    [FLUSA]
    President
    maria171 wrote:
    Pow, why does it take so long to be implemented? That's like around 2 years right? :o
    I didn't know the coding would be that complicated in the first place. :/


    Nop, it's between 40 days to 4 months

    Re: Youth Potential Analysis - version 3

    Badge image
    maria171 wrote:
    Oops my bad, pardon me. I was reading it from my hockey account. Sorry. :/


    My apologies, I should have been more specific.

    What darkline said is correct. :)

    Re: Youth Potential Analysis - version 3

    Badge image
    maria171 wrote:
    Pow, why does it take so long to be implemented?


    Its still faster than building a wall.
    Previous
    Page 1 2 3 4 5
    Next