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26-04-2024 05:43
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Season 90 · Week 4 · Day 25
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Football

Football » English » Suggestions/Improvements

Experience impact

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[Nati]
President
Hi,

The below suggestion came from 3 facts:

1. In crurent MZ, it is highly difficult to have good results without having all players with 10 exp balls. As à result, best teams are made of over 30 old players.
2. In "real life", teams are balanced with both experienced and young players having talent
3. In MZ, on a financial perspective, having good old players do not allow to keep talents until they gain in exp.

To solve all this, keeping experience as an important caracteristic, but allowing teams to be more age balanced, i suggest the sim to use experience in this way:

We décide on a maximum experience total that à team should have to be at its best. Let say for example 80 points.
Once the tactic is registered for a game, the sim sum experience balls of the 11 players who start the game.
From this total vs. the max value, we get a ratio.
(Over the max 80 points, the ratio remains at 100%)
This ratio is then applicable to all players of the team, for all their caracteristics, during the complète game (to avoid double unfairness in case of à red cars for example)

Concretelly, this would allow teams to include young talents in their A team.

Exemples:

Team 1 has 5 players with 10 exp, 6 players with 6 exp. Total is 86. Ratio is 100%
Team 2 has 11 players with 10 exp. Total is 110 . Ratio is 100%
Team 3 has 5 players with 3 exp, 5 at 4 exp and one at 5. Total 40, ratio is 50%

Doing so, experience of players become a team orientated carac, instead of individual. It becomes an aspect to manage. It allow managers to use their talents (having 8 players at 10, and you can include 3 vers young players)

Just an idea.. Some aspects of above proposal to be studied (like the limit to be reached, 80, 90 points...)

Cheers
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Re: Experience impact

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[Nati]
President
Second attempt.. (because I believe..i can fly.. hum)

Please read the above my friends.

It speaks about changing the way that the player's carateristic "experience" impacts the game. Changing it into a collective carac instead of purely an additional individual one.

the gain I see:

- Experience becomes something to manage as a "Team" or "group" when building your tactic, not only an additional carac like others (speed, stamina etc)
- Experience would remain an important factor as it is today
- "Young" players (means not above 30) would have the opportunity to take place in the best Teams of MZ
- Young players would then take more value on the market
- Senior would remain attractive (to reach the limit)
- Team who invest in formation would be more motivated
- Best Teams (all teams) would look closer than in real life: a combination of experience and youth
- no need for developer to find a way to change how players are gaining experience to make then being better sooner

If someone is decent enough to comment, he can feel free to list the cons. If the interest of all is exclusively focused on cosmetics and Mobile Device access to the game... fair... :-)

Re: Experience impact

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Or you could just add a new skill called chemistry. This skill would add a small boost such as experience, but if you by a new player he starts at 0. This skill increases as the player stays on the team.

The longer he is with the team the more chemistry they have with one another resulting in better performance.

Re: Experience impact

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[Nati]
President
Hi bavinok,

your proposal would then lead to give advantage to teams lasting for a long time in MZ, and would motivate managers to keep players (less on the market).

I think those are the opposite to my suggestion.

Despite it should be studied further as well

Re: Experience impact

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I have had a proposal like these before. The young players should have a boost for their youthfulness while they receive experience and this boost should decrease while they become older and also the older players should lost their stamina and speed not all the skills. You cannot say that a player who had a good shoot at his 30ty he will not have the same shoot. You can say that we lost hist speed and stamina, some skill which are related with physical condition more then intelligence and refinement , just look at Pirlo at this WC :)

Re: Experience impact

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Eventually, the deteriorations of speed and stamina will be implemented (I think it will be Season 52), this will tend to offset the value of a player on the market and on the field performance. Thus the experience factor in older players will have less of an impact on the game. The unknown is how early can a player begin deterioration in the speed and stamina.

Re: Experience impact

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dowopado wrote:
Eventually, the deteriorations of speed and stamina will be implemented (I think it will be Season 52), this will tend to offset the value of a player on the market and on the field performance. Thus the experience factor in older players will have less of an impact on the game. The unknown is how early can a player begin deterioration in the speed and stamina.


And for how long you can prevent it with Physios.

I don't think there is a real need to overcomplicated to be honest. Just reduce the effect of Experience.

PI now trains proportionally slower in younger players, so that usually makes enough of a difference between young and old without the need for experience anyway.

Re: Experience impact

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but we cannot say that a 8-10 PI ball young player will perform the same as an old experienced player with 3-4 PI if the rest of the skills are the same. Maybe the experience should be diminish, this will be the shortest and painless way to equal the age difference that we have now because of the experience.

Re: Experience impact

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[Nati]
President
Hi,

My proposal requiers no adjustment to the current. Just in the way the sim uses this skill.
And again, it push experience as à factor to manage as à team. As if older players could give advices to younger.
 
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