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26-04-2024 09:16
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Season 90 · Week 4 · Day 25
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Youth Potential Analysis - version 3

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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? :)
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    Re: Youth Potential Analysis - version 3

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    [FLUSA]
    President
    I have questions, so I'll assume the following, correct me if my assumption is incorrect

    4 stats - 9/10 skill
    3 stars - 8/9 skill
    2 stars - 6/7 skill
    1 star - 6 or less

    So what happens for example if I get a player with 10 speed & all this other skills not going over 7? Let say the scout picks speed/stamina on a player with 10sp/7st , will the scout say he has 4 star potential on both skills?

    Re: Youth Potential Analysis - version 3

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    [FLUSA]
    President
    Or on my example, the scout would work by adding the two skills and then giving a star ranking? So basically, 10+7=17 and in this case, the scout will say it has a 2 or 3 stars potential?

    Re: Youth Potential Analysis - version 3

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    darkline wrote:
    I have questions, so I'll assume the following, correct me if my assumption is incorrect

    4 stats - 9/10 skill
    3 stars - 8/9 skill
    2 stars - 6/7 skill
    1 star - 6 or less

    So what happens for example if I get a player with 10 speed & all this other skills not going over 7? Let say the scout picks speed/stamina on a player with 10sp/7st , will the scout say he has 4 star potential on both skills?


    We haven't decided on the exact level thresholds needed for star, we want to run a few tests first so we see that the levels we decide on truly make sense. But I mean yeah, what you drew up there does seem logical.

    If a player's two strongest skills are 10 and 7, that is an average of 8,5 which would give him three stars (assuming that your levels are the ones we'll end up using).

    Re: Youth Potential Analysis - version 3

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    I like

    Re: Youth Potential Analysis - version 3

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    lmma9 wrote:
    I like


    I like that you like :D

    Ce: Youth Potential Analysis - version 3

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    everything looks good. :)

    Re: Youth Potential Analysis - version 3

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    It's perfect.
    Thank you Crew for your work!

    Ri: Youth Potential Analysis - version 3

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    All these unpaid analysits are going to sue us for bad working conditions. :S

    Re: Youth Potential Analysis - version 3

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    And it never went through my mind that we will keep having YTCs.
    This will make it also a managerial decision, which I like, to directly send the youth player to YTC for fast training or choose one of the packages for other skills to train.

    And the fact that training speed is available only for U18 age is more than sufficient. It leaves room for decision making at O18 age.

    Really, it's just perfect.

    Re: Youth Potential Analysis - version 3

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    goalsaurus wrote:
    All these unpaid analysits are going to sue us for bad working conditions. :S


    We already have a club Secretary to give us a Manager briefing which is not on our payroll.
    But we do pay for stadium and facilities maintenance.
    So, I don't know if this is an issue. We should enjoy it as it is.

    Thank you again, Crew.

    Re: Youth Potential Analysis - version 3

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    darkline wrote:
    I have questions, so I'll assume the following, correct me if my assumption is incorrect

    4 stats - 9/10 skill
    3 stars - 8/9 skill
    2 stars - 6/7 skill
    1 star - 6 or less

    So what happens for example if I get a player with 10 speed & all this other skills not going over 7? Let say the scout picks speed/stamina on a player with 10sp/7st , will the scout say he has 4 star potential on both skills?


    The analyst is human, so it should have imperfections, like
    4 stars - 8/10 skill
    3 stars - 7/9 skill
    2 stars - 5/7 skill
    1 star - 4/6 skill

    Re: Youth Potential Analysis - version 3

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    And to take your study case.
    If the strengths are 10-7 and 4 stars mean 8-10 it's definetly 3 stars.

    Re: Youth Potential Analysis - version 3

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    Or as you put it by average:
    4 stars - average 9, +17 bslls
    3 stars - average 8, +14 balls
    2 stars - average 6, +11 balls
    1 star - average 5, +8 balls

    Re: Youth Potential Analysis - version 3

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    mihairo wrote:
    Or as you put it by average:
    4 stars - average 9, +17 bslls
    3 stars - average 8, +14 balls
    2 stars - average 6, +11 balls
    1 star - average 5, +8 balls


    Sorry for quoting myself.
    Maybe my post was not clear enough.
    4 stars - 18-20 balls
    3 stars - 15-17 balls
    2 stars - 12-14 balls
    1 star - 8-11 balls

    Sv: Youth Potential Analysis - version 3

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    So this will go through then. Ok, it looks good and it will be fun to get a better youth squad. What about 10 seasons from now? When this isn’t new and most managers have really strong teams? I understand why we need new managers in the game and that this will make them see the way to a great team straight away, so they will more likely stay in the game. For our managers who have loved the game for 5-15 years, who built good teams by learning to understand the game, and after a long and heartfelt road have built an 11 they are proud of, it won’t be fun to see all the new teams build strong teams with this new feature. I think the game will be less interesting for everyone in 15 seasons when the three highest divisions are made out of super teams and luck will much more decide which teams get to play in the top series. Again, you should remove all maxings and set the maximum of the skills to 20. That would save mz from this to happen.

    Ce: Youth Potential Analysis - version 3

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    1 of the new season. will it be valid from day one?

    Re: Youth Potential Analysis - version 3

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    Why did we settle on 4 stars rating?
    Why not go with 5 stars rating, so at least it's coherent with the ratings of coaches - they have up to 5 stars

    Re: Youth Potential Analysis - version 3

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    They also have a possibility of 0 stars, so actually there are 6 options for coach class.

    Re: Youth Potential Analysis - version 3

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    [FLUSA]
    President
    mihairo wrote:
    Sorry for quoting myself.
    Maybe my post was not clear enough.
    4 stars - 18-20 balls
    3 stars - 15-17 balls
    2 stars - 12-14 balls
    1 star - 8-11 balls


    That's more or less what I was thinking, though this is kind of what I'm worried might end up ruining the game, yeah on paper it looks all good and fun, all of us will be able to train good youths, gone are the times of wasting time training players that will maxout on 6 or 7 on a critical skill but basically, the choice is a non-choice, nobody will waste time training players with 1/2 stars potential or bad maxings and the worry is that after a while, most of the players in the game will lean towards being very similar, the standard average player will have 10/9 on all relevant skills.... and what's the plan B if that happens? Because that doesn't sound like fun at all.

    The whole youth potential system would work perfectly if we had 20 skills to choose from that are relevant, but on MZ, we only have 9 skills and for any given position the relevant skills are usually 6, so like I said, I'm concerned that all players in the future will look the same with 9/10s on those 6 skills as it will be very easy to separate the good youths word training from the average joes.

    Sv: Youth Potential Analysis - version 3

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    How on earth can set pieces not be shown as a strenght or a weakness? It is because it is not activated?

    Re: Youth Potential Analysis - version 3

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    In my opinion the idea is good but it would be better not to put any clue about training speed .. but any manager will get good players without effort or knowledge.
    I hope and I wish you do not put any clues about the speed of training.

    Ce: Youth Potential Analysis - version 3

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    learning the speed of training doesn't change anything.

    Re: Youth Potential Analysis - version 3

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    [FLUSA]
    President
    masterkike wrote:
    In my opinion the idea is good but it would be better not to put any clue about training speed .. but any manager will get good players without effort or knowledge.
    I hope and I wish you do not put any clues about the speed of training.


    I think training speed is possibly the only reason that might make you want to train a 1/2 stars low potential player as a player that comes with a good quantity of balls but low potential, might still make a good U18 player despite the fact he won't be useful for a senior team.

    Ce: Youth Potential Analysis - version 3

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    I think this system will be useful for everyone.

    Ce: Youth Potential Analysis - version 3

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    It looks very logical after all discussion and opinion. I really like the new system and will be waiting for using the new tools as soon as poasible.

    Re: Youth Potential Analysis - version 3

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    I'm guessing that the Crew made some tests and 3 stars made no real differences between strengths and weaknesses.
    Let's take an all skill 8 player.
    It probably meant 3 stars strengths and 3 stars weaknesses.
    Which would have been a total mislead.

    Re: Youth Potential Analysis - version 3

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    A small suggestion:

    the analyst can also be a woman.

    Re: Youth Potential Analysis - version 3

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    darkline wrote:
    That's more or less what I was thinking, though this is kind of what I'm worried might end up ruining the game, yeah on paper it looks all good and fun, all of us will be able to train good youths, gone are the times of wasting time training players that will maxout on 6 or 7 on a critical skill but basically, the choice is a non-choice, nobody will waste time training players with 1/2 stars potential or bad maxings and the worry is that after a while, most of the players in the game will lean towards being very similar, the standard average player will have 10/9 on all relevant skills.... and what's the plan B if that happens? Because that doesn't sound like fun at all.

    The whole youth potential system would work perfectly if we had 20 skills to choose from that are relevant, but on MZ, we only have 9 skills and for any given position the relevant skills are usually 6, so like I said, I'm concerned that all players in the future will look the same with 9/10s on those 6 skills as it will be very easy to separate the good youths word training from the average joes.


    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?

    Re: Youth Potential Analysis - version 3

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    darkline wrote:
    I think training speed is possibly the only reason that might make you want to train a 1/2 stars low potential player as a player that comes with a good quantity of balls but low potential, might still make a good U18 player despite the fact he won't be useful for a senior team.


    I do not think you're right basically because youth players need to go to campus and can not play when they are on campus so u18 loses a lot of value and almost nobody takes it seriously.

    Re: Youth Potential Analysis - version 3

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    masterkike wrote:
    I do not think you're right basically because youth players need to go to campus and can not play when they are on campus so u18 loses a lot of value and almost nobody takes it seriously.



    What do you mean by better teams? Senior, u21, u23, u18? I think this is not a good idea ..

    Re: Youth Potential Analysis - version 3

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    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?


    What do you mean by better teams? Senior, u21, u23, u18? I think this is not a good idea ..

    Re: Youth Potential Analysis - version 3

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    k-rlox wrote:
    A small suggestion:

    the analyst can also be a woman.


    If you open the beginners hub you will see that the analyst is already a man. :)

    Re: Youth Potential Analysis - version 3

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    lebanon21 wrote:
    Why did we settle on 4 stars rating?
    Why not go with 5 stars rating, so at least it's coherent with the ratings of coaches - they have up to 5 stars


    4 star system is already too powerful.
    3 star system was probably too vague.
    But 5 star system is not just powerful, is 100% sure.
    For e.g.
    In a 4 star system, 3 star strengths could still mean 10-7 or 9-8.
    While in a 5 star system, you will never settle for 3 star strengths, which would not be above 8-8. Also, you will know that only 4 star guarantees a minimum of 10-7 or 9-8.
    In statistics, choosing +4 stars in a 5 star system means 40%, while choosing +3 stars in a 4 star system means 50%.
    So I'm guessing that 50-50 always leaves a choice to make.

    Re: Youth Potential Analysis - version 3

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    [FLUSA]
    President
    masterkike wrote:
    I do not think you're right basically because youth players need to go to campus and can not play when they are on campus so u18 loses a lot of value and almost nobody takes it seriously.


    Well I play U18 & senior seriously and I send everyone I want to TC without problems, of course you have to plan and know what you're doing which is actually what makes it interesting.

    Re: Youth Potential Analysis - version 3

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    I guess the biggest problem is that it's free

    The feature it's cool and will help you sniff the potential more easy, so it lowers the random factor.
    Then you have around 60 chances per season to pick 21 good players.
    And the cherry on the cake is that it's free
    Basically everyone will use, so the overall quality of the players will grow.
    Then the prices will go up, so we will get inflation :)

    Re: Youth Potential Analysis - version 3

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    [FLUSA]
    President
    doipac wrote:
    Basically everyone will use, so the overall quality of the players will grow.Then the prices will go up, so we will get inflation :)


    If there's an excess of quality players, the prices will go down, not up...

    Ri: Youth Potential Analysis - version 3

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    If there's an excess of quality players, the prices will go down, not up...
    Exactly, unless much more people are going to buy those quality players that couldn't find before on the market. :S
    We'll see...

    Sv: Youth Potential Analysis - version 3

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    cm33 wrote:
    How on earth can set pieces not be shown as a strenght or a weakness? It is because it is not activated?


    Correct, set pieces isn`t active.

    Re: Youth Potential Analysis - version 3

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    cm33 wrote:
    How on earth can set pieces not be shown as a strenght or a weakness? It is because it is not activated?


    It is of course active, but it isn't the most relevant skill when scouting Youths, since most managers typically look for other attributes when developing a player and finding a role for him. The Analysis should always give you relevant information.

    darkline wrote:
    That's more or less what I was thinking, though this is kind of what I'm worried might end up ruining the game, yeah on paper it looks all good and fun, all of us will be able to train good youths, gone are the times of wasting time training players that will maxout on 6 or 7 on a critical skill but basically, the choice is a non-choice, nobody will waste time training players with 1/2 stars potential or bad maxings and the worry is that after a while, most of the players in the game will lean towards being very similar


    I disagree, the Analysis will let you know what a player is actually good at. So rather than pushing a square peg into a round hole, you will be able to train the player in a suitable way from the beginning. Today if a player maxes at 7 in speed you may discard him. But if the Analysis has showed you that he is talented elsewhere you might hang on and keep developing the player in spite of his flaw. That is good because it will open up for players of different types in the game, which leads to tactical diversity.

    masterkike wrote:
    In my opinion the idea is good but it would be better not to put any clue about training speed .. but any manager will get good players without effort or knowledge.
    I hope and I wish you do not put any clues about the speed of training.


    I think the training speed is an important part of the puzzle. If you are looking a a player in the youth exchange and aren't sure whether to get him in, the training speed and (and the starting balls/pucks) of the player may help you decide. Training speed will help managers who are really ambitious about U18 and U21 competition and want their players to develop fast above all else. They shouldn't have to wait a couple of days to get this information, because by that time they've have already lost an exchange and traded a player out from their team.

    mihairo wrote:
    I'm guessing that the Crew made some tests and 3 stars made no real differences between strengths and weaknesses.
    Let's take an all skill 8 player.
    It probably meant 3 stars strengths and 3 stars weaknesses.
    Which would have been a total mislead.


    Yeah it didn't really have the desired effect. 4 stars works much better, and still retains a lot of mystery (compared to the 5 star system).

    I don't understand, why is that example misleading? What you describe is an extremely well-rounded player (a real rarity), and the Analysis would show you exactly that.

    mihairo wrote:
    4 star system is already too powerful.
    3 star system was probably too vague.
    But 5 star system is not just powerful, is 100% sure.


    Yep, I think 4 stars is spot on what we want, really. It is very nicely balanced and doesn't reveal too much about the player.

    doipac wrote:
    I guess the biggest problem is that it's free

    The feature it's cool and will help you sniff the potential more easy, so it lowers the random factor.
    Then you have around 60 chances per season to pick 21 good players.
    And the cherry on the cake is that it's free
    Basically everyone will use, so the overall quality of the players will grow.
    Then the prices will go up, so we will get inflation :)


    I think with this feature, managers will be able to rely slightly more on home-grown players rather than the market to supply them with top talent.

    Especially if you are very active and have a plan for how to use the Analysis in the most efficient way possible. This could help managers in smaller countries who are very reliant on the market right now.

    Re: Youth Potential Analysis - version 3

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    Maybe "mislead" wasn't the right word I should have chosen.
    And you are right, an 8 skiller is more likely a 3 star strength in a 4 star system.

    Re: Youth Potential Analysis - version 3

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    I want to give you an example.
    Pavel Alexandru, one of the best scoring strikers in the history of MZ was a 7 speed player.
    Our luck was that the owner still saw huge potential in him and pushed him with TCs until the age of 24. He developed lots of 9s and 10s, like, if I remember correctly, stamina 10, PI 9, Shhoting 10, control 9, header 8 etc.
    So he was a 4 star on Shooting and Stamina, with 2 star weaknesses on Speed and probably Tackling.

    Sv: Youth Potential Analysis - version 3

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    OK, thank you for your answer powdersnow. I must say that I like the improved version of youth analysist better than the first one.

    Ant: Youth Potential Analysis - version 3

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    mihairo wrote:
    I want to give you an example.
    Pavel Alexandru, one of the best scoring strikers in the history of MZ was a 7 speed player.
    Our luck was that the owner still saw huge potential in him and pushed him with TCs until the age of 24. He developed lots of 9s and 10s, like, if I remember correctly, stamina 10, PI 9, Shhoting 10, control 9, header 8 etc.
    So he was a 4 star on Shooting and Stamina, with 2 star weaknesses on Speed and probably Tackling.


    mihairo wrote:
    Sorry for quoting myself.
    Maybe my post was not clear enough.
    4 stars - 18-20 balls
    3 stars - 15-17 balls
    2 stars - 12-14 balls
    1 star - 8-11 balls


    I think it will be more like this, as powder mentioned before there will be some randomness. (if there is no use of 0 stars)
    4*: 17-20 balls
    3*: 14-17 balls
    2*: 11-14 balls
    1*: 8-11 balls

    I thank crew for involve us in the process and I think the result is fine as it is.

    Re: Youth Potential Analysis - version 3

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    [FLUSA]
    President
    powdersnow wrote:
    I disagree, the Analysis will let you know what a player is actually good at. So rather than pushing a square peg into a round hole, you will be able to train the player in a suitable way from the beginning. Today if a player maxes at 7 in speed you may discard him. But if the Analysis has showed you that he is talented elsewhere you might hang on and keep developing the player in spite of his flaw. That is good because it will open up for players of different types in the game, which leads to tactical diversity.


    I'm just basing my opinion on experience, you have to remember the history to avoid the mistakes of the past.

    This are some of the top level players I had on my team many years ago, before the training speed was increased, before the loyal players came onboard and before the limits on foreigners where increased.







    At the time, I had this guys playing on the MLS, won a few cups, I paid in average $1M for each of them and $1M at the time was money, I'd say the equivalent of $4M today, if I had then today I'd probably fire them because I don't think anyone would buy them, they wouldn't be worth more than $1

    At that time, the game had good players & real star players that differentiate themselves from the rest, a player with 10/10 speed/stamina and good skills was a rarity, you had to be really lucky to get one star player, they where rare and valuable, after the changes implemented in the game, all the players started to look pretty similar, a top player this days will have over 70 balls and 10s&9s on most skills, what was a rare start player in the past is the average top player this days.

    No matter how you spin it, this will be another step to increasing the average quality of players, which in reality it means that in about 6/7 seasons, players will look even more alike than what they do today.... short term, people will be happy and trilled that instead of graduating 1/2 good players each season, they'll be able to graduate 7/8 good ones, but MZ is a long term game, so it'll take 2 years to see the effects... eventually, if all players are similar, most users will have similar teams and people will start complaining even more than today that they have this "amazing teams" and can't win due to the randomness of the SIM, among other things.

    So in a gist, even though I like the chance of training better youths, is a double edge sword so all I'm saying is, consider what I said because once implemented it will be almost impossible to go back if problems arise in a few years.

    Re: Youth Potential Analysis - version 3

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    mihairo wrote:
    I want to give you an example.
    Pavel Alexandru, one of the best scoring strikers in the history of MZ was a 7 speed player.
    Our luck was that the owner still saw huge potential in him and pushed him with TCs until the age of 24. He developed lots of 9s and 10s, like, if I remember correctly, stamina 10, PI 9, Shhoting 10, control 9, header 8 etc.
    So he was a 4 star on Shooting and Stamina, with 2 star weaknesses on Speed and probably Tackling.


    Alright, so this player would come up 4 for strengths and either 2 or 3 for weakness, which means you have likely found a really good player (especially if the weakness is 3, but that would be pretty rare). There are of course cases where 4 star players still wouldn't be good enough, but you have to really be sure before discarding him.

    And the point I was trying to make, is that currently, without the Analysis, there would be great danger of such a player simply being let go. The owner may discover his low speed/tackling maxes first and loose patience with him, never discovering that many of the other attributes are 10s and 9s. What a waste that would be, both for the manager and for his country. This probably happens a lot, but with the Analysis that would rarely or never be the case.


    @darkline. Alright, I understand your point. With more players coming through, the very top players would start becoming more and more alike. It is an issue that is worth consideration, and it would be interesting to speak more about possible solutions. I really don't want to derail this thread, so if you want to continue that discussion, either set up a different forum thread (one that isn't named "The world is coming to an end" or something similar, because then I won't read it) or ping me in the chat. :)

    Re: Youth Potential Analysis - version 3

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    Great!!! Done!!!

    Re: Youth Potential Analysis - version 3

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    powdersnow wrote:
    Alright, so this player would come up 4 for strengths and either 2 or 3 for weakness, which means you have likely found a really good player (especially if the weakness is 3, but that would be pretty rare). There are of course cases where 4 star players still wouldn't be good enough, but you have to really be sure before discarding him.

    And the point I was trying to make, is that currently, without the Analysis, there would be great danger of such a player simply being let go. The owner may discover his low speed/tackling maxes first and loose patience with him, never discovering that many of the other attributes are 10s and 9s. What a waste that would be, both for the manager and for his country. This probably happens a lot, but with the Analysis that would rarely or never be the case.


    That is exactly the point.

    On the other matter, of having too many superstars, what about my suggestion?
    For e.g.
    4 star strengths to Top Teams and div. 1
    3 star strengths to div. 2 and div. 3
    2 star strengths to div. 3 -
    div. 4

    What do people think of it?

    My vision is that will balance the odds against hibernating teams and it would be more like in RL.
    Strong clubs have strong academies.

    The main idea is that it should motivate managers to build a strong club.

    Re: Youth Potential Analysis - version 3

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    mihairo wrote:
    That is exactly the point.

    On the other matter, of having too many superstars, what about my suggestion?
    For e.g.
    4 star strengths to Top Teams and div. 1
    3 star strengths to div. 2 and div. 3
    2 star strengths to div. 3 -
    div. 4

    What do people think of it?

    My vision is that will balance the odds against hibernating teams and it would be more like in RL.
    Strong clubs have strong academies.

    The main idea is that it should motivate managers to build a strong club.


    I think this would just complicate things. You'll then have to take into account those only focused on under competitions. How would you then define hibernating?
    There could be other ways to reward those who play at the highest level, if this is the goal.
    Edited: 15-02-2019 15:22
    Total edits: 1

    Re: Youth Potential Analysis - version 3

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    cosminacho wrote:
    I think this would just complicate things. You'll then have to take into account those only focused on under competitions. How would you then define hibernating?
    There could be other ways to reward those who play at the highest level, if this is the goal.


    Maybe... That's why asked other people's opinions.

    The discussion is not about senior vs. Uxx level. That should be a different thread,
    Darkline asked a simple question.
    How does this feature, which is needed, will affect the game on long term and how decisive should be?
    How do we see MZ 10 seasons from now, when everybody will have strong youths and the Market will be full of strong Uxx players?

    Re: Youth Potential Analysis - version 3

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    One way could be to make the best players harder to come by,
     
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