Incorrect username or password

 
28-03-2024 12:54
|
Season 89 · Week 13 · Day 87
|
Online: 3 869

Football

Football » English » ManagerZone talk

Youth Potential Tool

Badge image
Badge image
[FLUSA]
President
Just opened this thread to discuss the Youth Potential tool and share your experiences, also to try to figure it out a bit.

So I have a weird case, I have this player that I'm training as a keeper:



And I got this scout report for him



So my guess is my project of keeper will be a waste and will max out at 8 keeping, but here's what I'm puzzle about, his low skills are shooting/pi at 2 stars but I already know his keeping will be at least 8.... so it seems for this tool, "2 stars = 8 balls"?

I really like that we can check out current youths btw.
Views: 16049 Posts: 778
Previous
Page 1 2 3 4 5 6 7 8 9 10 11 12 13 >|
Next
Reply
Last Message

Re: Youth Potential Tool

Badge image
drieet wrote:
I like the new feature as I like puzzles + the community seems to be alive again :)

I don't think any of the theories here are accurate and I actually think we will only see things clear when players are older and more developed. I don't believe that the Crew would create a system wherin once you get it, you can fully predict a player in 4 skills.

I have some ideas regarding how the system would work, but have just 1 question I hope the crew will answer: Is the scout always right? Or is there a sort of random factor? Is it for example possible that a 3 star player is rated as a 4 star player by the scout?

This would overcomplicate things, but would be nice to know that because with possible mistakes, we should not take outliers into account.


I'm on the phone most of my time, and it's hard for me to make printscreens, but all my scout reports were accurate for both sports.
HP and LP were accurate.
I think Darkline was very unlucky.
If he got 2 stars LPs on other skills than stamina, which maxed at 6, it's obvious for me that those two LP skills will max at 5 6 or 6 6, because they are rated 2*.
If they would have been rated as 1*, they probably max at 4-5, maybe 6.

From what I saw, the difference between 4*HP and 3*HP is that 4* guarantees you a 10 with probability of minimum 9 maximum 10, while 3*HP has a minimum 9 9 or 10 8. So, with 3*HP you have a 50‰ chance of having at least one 10 skill, and a good chance of having 10 9 on those 2 skills.
Most of the players, and I mean more than 57% of them are worthless.
We know now for a fact.
I have exhausted my Youth Exchange possibilities for both sports and still end up with a lot of 2*HP youths.
2*HP youths on speed/stamina and control is ok.
I know that they will become useful players, having 8 or maximum 9 on those 2 attributes.
The worst thing that can happen is to max at 8 7and the best thing would be to max at 9 8.

What this new feature did was to help us get rid of all useless youths, which is like +57% of them, and that is a great thing.
Also, the youth exchange possibility will become a must for everybody.
From now on, every Tuesday we will start looking for young talents to bring to the club and exchange our current 2 stars players with 3 stars or 4 stars.
This is called real scouting IMO.

The worst part of this scouting are the LP skills.
As seen, 2*LP means 6 5 minimum and maybe 7 7 maximum, but I doubt they will be so high. Probably most of them will be in the average of 6 6 or 7 5.
Also as seen, 1*LP means 4 4 minimum and 5 5 or 7 4 maximum. Probably most of them will be in the average of 5 5 or 4 6.

That's all the conclusions I came up with so far.
I promise to tell you if I find anything else.

For me it's a great job done by the Crew. I won't train youths so blindly from now on, with so high expectations and so poor results or bad disappointments.
Now we will see the players how they really are.
Probably, it was a shock for many managers to see how many bad prospects we really have.
Of course many of us hoped so much more for our young, still green, players.

I wish you all the best.
Best regards.

Re: Youth Potential Tool

Badge image
And last thing.
Many people asked about the possibility of 10 7 HP, which is indeed very possible.
I haven't seen a player like that yet, but...
Having a 10 7 HP player, means that all the other skills will be at 7 or less.
This is never a 3*HP player.
As I see it, he should be rated as 2*HP, because he is way above 9 9 HP, not to mention that a player like that could be worthless if he is a 10 set plays or header with everything else at 6-7.
So, in my book a 10 7 HP with 5 6 LP is definitely 2*HP with 1*LP. This means worthless.

Re: Youth Potential Tool

Badge image
Errata: 10 7 is way below 9 9.
In the second situation you have a very big chance of finding at least one 8 skill, while with 10 7 HP it's impossible.

Re: Youth Potential Tool

Badge image
mayunga wrote:
Great question!

Crew, you've obvisouly awakened the whole MZ family, looking at the frequency of posts.

I am a BIG supporter of this because it feels more like a football manager game. Great job


+1

Ce: Youth Potential Tool

Badge image

Ant: Youth Potential Tool

Badge image
Ok,

So I took some time to look at the new feature and what the people are saying about it.

I think it's a great feature but it still needs some improvements and I'll give you 3.


1)For example instead of a camp of two attributes that changes every Monday and Friday like seniors. I would make 2 different camps for the youth players. One weakness, One strength. What I mean is that you can send your youth's on the weakness camp and they will train the 2 skills the scout brought up as weakness. If you send them to the strength camp they will train the 2 skills the scout brought up as strengths. This is to be able to send all youth's whenever you want, like old times. Cause now we will use too much training camp exchanges, or won't be able to send every youth to the right training camp.

2) I think set plays is a useless skill in the game. So this skill doesn't have to be shown in the talents nor in the weakness of a player. We don't use it, and as you said in the news post, you won't even put it in the training camps for youth's so why put it in the talents? It will only give you clarity about 1 skill cause we never use set plays. And when with the old we got 3, now it's reduced to 2 skills it's okay. But 1 is literally too much. Cause if you receive Speed and Set plays as strengths you don't have any clue about how to train your youth.

3): Keepers should be clear. Even if a keeper can reach 3 times a 10 in a skill, which is possible. Keeping should always be shown as a talent. Cause maybe you'll get Stamina and Intelligence as strength and Speed, shooting as a weakness. You'll think it's a defender or a midfielder but never a goalkeeper. That is training for nothing and a waste of time.


Hope I can get some feedback on this.

Re: Youth Potential Tool

Badge image
Badge image
[FLUSA]
President
mirsadorta wrote:



Now this player will probably be a beast if his weakness is a skill that has a minimum of 8....

Problem is, this is also a player that most managers will discard automatically when they see stamina as a 2 star weakness....

I like the scouting system but I think it needs some tweaking or we'll end up training players we wouldn't have trained with the new scout but also discarding great players due to some vague feedback we get from the scout.

Re: Youth Potential Tool

Badge image
Badge image
[FLUSA]
President
I mean, it seems a weakness is either a 1 star or a 2 star, maybe change the parameters a bit so we also get 3 and 4 star weakness to hint that the player weak skills are not really that weak.

Re: Youth Potential Tool

Badge image
Badge image
[TM]
President
Till now, 2 stars of HighP. can mean 9 balls. 2 stars for LoowP. can mean 8 balls also can mean 6 balls. So it's corectly if we assume that the range of two stars are between 6-9 balls ?

If the afirmation from above is corectly then we have nothing from the current system of scouting report.

Re: Youth Potential Tool

Badge image
darkline wrote:
Now this player will probably be a beast if his weakness is a skill that has a minimum of 8....

Problem is, this is also a player that most managers will discard automatically when they see stamina as a 2 star weakness....

I like the scouting system but I think it needs some tweaking or we'll end up training players we wouldn't have trained with the new scout but also discarding great players due to some vague feedback we get from the scout.


It's the vagueness that I like because it doesn't give the scout the ability to tell you EXACTLY how the player will turn out - it'll always be your decision.

So you remember when everyone was wondering whether "too many good players" will be on the transfer list market?

Well this scout will give you more information to make a judgement on which in result will be what real managers will have to do e.g. (Mourinho with Lukaku, De Bruyne, Salah)

I like the vagueness of it.

Ant: Youth Potential Tool

Badge image
Martijn Van Laer

Age: 36



Flags = YTC

Description:

**** Set plays Speed
** stamina, heading
**

"Martijn Van Laer shows amazing potential and is likely to develop into a top class player. Make sure to nurture him from day one."

1) this sucks because this big talent could be a 9 ball keeper, his YTC gives a keeping skill so is trained as keeper. If he got 9 and maxed he probably gets fired or sold for like 50k => gone talent because of YTC

2) If he get 10 Keeping (like 3 skills get 10...) he would never get trained so in the new system and the world will miss a top noche goalkeeper.

I think the easiest thing is to remove set plays from the scout report...

Ant: Youth Potential Tool

Badge image
Also for the managers that like to puzzle and understand the YTC (the old system) this is a very important player to see. (If the maxings don't have a influence on the scout report)

Red flag = maxing
Green flags = YTC skill

Bas Berckmans

Age: 37



*** tackling Crossing
** speed - stamina
*

"Bas Berckmans is versatile and shows a lot of potential. I wouldn't be surprised if he develops into an elite player should you decide to give him a chance."

So this player thanks to his YTC and know its report You can easily calculate how the other skills could develop (if maxings are not a factor in the report)

Odp: Youth Potential Tool

Badge image
A key question for me: are the skills given in the report as those with the highest potential really such? Are you sure you do not have the ability to have more potential than them?

Re: Youth Potential Tool

Badge image
Badge image
[TM]
President
firefox78 wrote:
A key question for me: are the skills given in the report as those with the highest potential really such? Are you sure you do not have the ability to have more potential than them?

No doubt!
quote:
Note: if there is a tie between attributes for either of the highest or lowest potential, one will be picked at random. If for instance a player has potential to reach 10 in three attributes, two of them will be randomly selected. Same applies to the weaknesses.

Odp: Youth Potential Tool

Badge image
@dimes89

Sometimes what is written and it is really can be different

Re: Youth Potential Tool

Badge image
mirsadorta wrote:



My gut tells me he will max at keep 4/5 power 8. In this case it would be 2*LP. It's not like 3*. I would expect a 7 7 or 7 8 for a 3*LP. Am I wrong?
Also, I'm betting this is not the only 8 skill he will have.
I am very curious about this player, so please let us know.

ildraco wrote:
Martijn Van Laer

Age: 36



Flags = YTC

Description:

**** Set plays Speed
** stamina, heading
**

"Martijn Van Laer shows amazing potential and is likely to develop into a top class player. Make sure to nurture him from day one."

1) this sucks because this big talent could be a 9 ball keeper, his YTC gives a keeping skill so is trained as keeper. If he got 9 and maxed he probably gets fired or sold for like 50k => gone talent because of YTC

2) If he get 10 Keeping (like 3 skills get 10...) he would never get trained so in the new system and the world will miss a top noche goalkeeper.

I think the easiest thing is to remove set plays from the scout report...


Maybe, considering that Set Plays as HP could be matched by something else.
For e.g. If the player will reach keep 10, set plays 10, it definitely should have been 4* HP Keep, not Set Plays.
My guess the player will reach something like Set plays 10, Speed 9/10, Keep 8/9. Only this way the scout report would be correct.
Please let us know about this player as well, how will he develop.

PS: the scout is human i.e. Random picking out of best 3 tied HP/LP skills.

PPS: about Berkmans, it's obvious the YTC is wrong and the scout report is right.

PPS:

Ant: Youth Potential Tool

Badge image
@mihairo: dont have to be.

If BC, passing, crossing and tackling get 8 the YTC is correct

Re: Youth Potential Tool

Badge image
Badge image
[TM]
President
firefox78 wrote:
@dimes89

Sometimes what is written and it is really can be different


Not in this case, why they mentioned it as a notice if that wasn't true ? We have expectations that they act like proffesionals and not trying to sell us children's stories.

Re: Youth Potential Tool

Badge image
Badge image
[FLUSA]
President
mayunga wrote:
It's the vagueness that I like because it doesn't give the scout the ability to tell you EXACTLY how the player will turn out - it'll always be your decision.

So you remember when everyone was wondering whether "too many good players" will be on the transfer list market?


That was a concern, but now I see YTC vs Scout is pretty much a trade off, the advantages balance out with the dissadvantages, we will train players that we might have overlooked with YTC but we're also going to be discarding potential stars due to vague information, specially regarding low skills.

Ce: Youth Potential Tool

Badge image
There is a considerable amount of people in Turkish community who doesn't like to see Set Plays skill in either the lowest or highest potential.

I am just the messenger :)

Ce: Youth Potential Tool

Badge image
An other proof that Stars are based on more than 2 skills.

Şeray Bağcıoğlu

Age: 36


Minimum Potential shows Keeping and PI as 1 Star while Stamina maxed at 6. This means Both keeping and PI will be at least 6 despite being rated as 1 star.

**** FACTS ****
4 Star can max at 9
3 Star can be 10-9
2 Star can reach 9
2 Star can be 8-9
2 Star can max at 5-6
1 Star can reach 6-6


If 2 star rating max at 5-6 while 1 Star rating max at 6-6, there is no way the star system takes the average of only those 2 skills. Unless of course there is a bug or the system overlaps which would be quite ugly.

Odp: Youth Potential Tool

Badge image
I do not like how something is easy, so the less accurate the information received from the scout, the better. Therefore, it's good that the report sometimes contains set plays etc. For me, now the player receives too much information about the player's potential.This new system will have a big impact on many game features in the future. The transfer market will change a lot. For example: I was currently buying a mid-range striker and sometimes I managed to create a good defender. Probably in the future this possibility will be very limited.Keeping the right balance in the game is very important.Therefore, requests like:
- better matching of OT to skills from the scout report
- omission or favoritism of selected skills in the report
- increase in the number of juniors exchanged during the week, etc.
they should be rejected.

Sorry for my English

Ce: Youth Potential Tool

Badge image
I made a completely stupid logic in my post 2 above. Please ignore that message entirely. (I would appreciate if a FA can remove the content of it.) My sincere apologies.

Re: Youth Potential Tool

Badge image
darkline wrote:
That was a concern, but now I see YTC vs Scout is pretty much a trade off, the advantages balance out with the dissadvantages, we will train players that we might have overlooked with YTC but we're also going to be discarding potential stars due to vague information, specially regarding low skills.


That's the risk you take as a manager. The game is the game

Re: Youth Potential Tool

Badge image
Badge image
[FLUSA]
President
mayunga wrote:
That's the risk you take as a manager. The game is the game


Don't think you got what I meant, I meant that I don't think the new scout will increase the quantity of good players we'll graduate, we're only going to be training players that in the past might get discarded and discarding players that might have been trained to be top players, which is actually fine with me.

Ang: Youth Potential Tool

Badge image
Badge image
[URBAN]
President
I think MZ should give all managers the same number of swaps as one gives to everyone at the start of the season on the playerexchange.
As a little compensation for not keeping the deadline for the new talent sysstem that should come mid-season or start next season, so one's planning Don't go down just in the trash.
3 players a week is too little.

Jamus.

Ce: Youth Potential Tool

Badge image
It is supposed to be clear this system. We need to understand difference between 1,2,3,4 stars correctly. But many examples are given just for confusion. How to make decision for exchange youngs??? Still waiting some explanation from crew especially powdersnow 🙂

Re: Youth Potential Tool

Badge image
jamus wrote:
I think MZ should give all managers the same number of swaps as one gives to everyone at the start of the season on the playerexchange.
As a little compensation for not keeping the deadline for the new talent sysstem that should come mid-season or start next season, so one's planning Don't go down just in the trash.
3 players a week is too little.

Jamus.


Agreed

Re: Youth Potential Tool

Badge image
zargan123 wrote:
It is supposed to be clear this system. We need to understand difference between 1,2,3,4 stars correctly. But many examples are given just for confusion. How to make decision for exchange youngs??? Still waiting some explanation from crew especially powdersnow 🙂


What you think you need is a scout to tell you exactly how high or how low the skills go.
I don't think that would be fun.
So, NO, it is not supposed to be 100% clear. A little mistery wouldn't harm anybody.

We already saw that 2 stars HP could go to 9 8.
3*HP 9 9 or 10 8 minimum
4*HP 10 9 or 10 10

I have a 21 y/o keep 6 maxed, but green speed 6, stamina 7, PI 7, because YTC told he will become a keeper.
This is how it looks when you have been tricked.
Alex Ghimpu

Age: 40


The training analysis is way better. It would have probably told me that the player is not a keeper from the start.

What you think you want now is 100% guarantees of a superstar at the age of 16.
That thing doesn't exist anywhere, virtual or RL.
It never did and it never will.
You think you want a perfect system to tell you exactly what to do, which steps to take, but for me that would be very boring.
Trust me, I was born in Communism, and being told what to do is no fun at all.
Now the players will not have random qualities, you have the freedom of choice from the start.
What I like about this system is that you can be a good manager and choose right, or not, and choose wrong :))

And to put some more fog into your eyes, I have a 2*LP Passing Tackling who just maxed at Tackling 4 in YCC.
So I'm betting he will go to passing +7, maybe 8.
For the fun of it, I will probably keep this player, because I am guaranteed to have all the other skills at +8, probably stamina +9.

Eugen Sângeorzan

Age: 35



And one last thing...
Remember MZ is all about having fun, playing a game and chat with your friends.
I don't see how calculating differences between 2*HP and 2*LP, then making averages etc. would make it more fun.
We already know the 2*HP is upto 9 8 and the 2*LP is upto 4 7 or 6 6.

Have fun!

Odp: Youth Potential Tool

Badge image
Can the scout make a mistake by assessing the player's potential using stars? For me, the game would be more interesting / real if the scout did not always show the truth. For example: the scout assessed the skill with the highest potential for two stars, but in reality it had four stars.

Ce: Youth Potential Tool

Badge image
mihairo wrote:
What you think you need is a scout to tell you exactly how high or how low the skills go.
I don't think that would be fun.
So, NO, it is not supposed to be 100% clear. A little mistery wouldn't harm anybody.

We already saw that 2 stars HP could go to 9 8.
3*HP 9 9 or 10 8 minimum
4*HP 10 9 or 10 10

I have a 21 y/o keep 6 maxed, but green speed 6, stamina 7, PI 7, because YTC told he will become a keeper.
This is how it looks when you have been tricked.
Alex Ghimpu

Age: 40


The training analysis is way better. It would have probably told me that the player is not a keeper from the start.

What you think you want now is 100% guarantees of a superstar at the age of 16.
That thing doesn't exist anywhere, virtual or RL.
It never did and it never will.
You think you want a perfect system to tell you exactly what to do, which steps to take, but for me that would be very boring.
Trust me, I was born in Communism, and being told what to do is no fun at all.
Now the players will not have random qualities, you have the freedom of choice from the start.
What I like about this system is that you can be a good manager and choose right, or not, and choose wrong :))

And to put some more fog into your eyes, I have a 2*LP Passing Tackling who just maxed at Tackling 4 in YCC.
So I'm betting he will go to passing +7, maybe 8.
For the fun of it, I will probably keep this player, because I am guaranteed to have all the other skills at +8, probably stamina +9.

Eugen Sângeorzan

Age: 35



And one last thing...
Remember MZ is all about having fun, playing a game and chat with your friends.
I don't see how calculating differences between 2*HP and 2*LP, then making averages etc. would make it more fun.
We already know the 2*HP is upto 9 8 and the 2*LP is upto 4 7 or 6 6.

Have fun!


I saw 2 stars player is training 8 and 9. If 2 stars player trains 9 where is the little mystery. This much more mystery. What I'm saying is this. Like this example am I supposed choose 4 stars player or 2 stars is enough. This is very confusion in my opinion.

Ce: Youth Potential Tool

Badge image
And these are highest potential skills 2 stars 8 and 9. Is this logical?

Ce: Youth Potential Tool

Badge image
Alphan Tuğsan

Age: 36 (Retired)



This example his highest skills 4 stars stamina and heading. Lowest skills BC and tackling. So what am I supposed to do with this player. As I give you above example I should go on training for BC because he could be 9. But BC his lowest skill and 2 stars. So shouls I exchange him or trust the system that has a huge mystery?..

Ce: Youth Potential Tool

Badge image
What I want know max and min limit for lowest stars for if a player worth the stay or exchange.

Re: Youth Potential Tool

Badge image
zargan123 wrote:
Alphan Tuğsan

Age: 36 (Retired)



This example his highest skills 4 stars stamina and heading. Lowest skills BC and tackling. So what am I supposed to do with this player. As I give you above example I should go on training for BC because he could be 9. But BC his lowest skill and 2 stars. So shouls I exchange him or trust the system that has a huge mystery?..


I would max him control first. He is shown as a 4 star player.
If you are lucky, he will become a control 7, who knows, maybe 8, but with stamina 10 and header 10.
If he turns out to be a player with stamina 10 control 7 header 10, you should definitely train him shooting, knowing that the shooting will be above control, so I'm guessing shooting +8.
With stamina 10, shooting +8, header 10, control 7-8, he has potential of becoming a very dangerous striker on wingplay.
How hard would be to max him at control, considering the youths come to the club at the age of 16?

The main idea is that from now on you can't hide weak players under strong skills, even if you put them without graph on the TM.
This is another strong quality of the training analysis itself versus YTC.

Re: Youth Potential Tool

Badge image
Badge image
[FLUSA]
President
mihairo wrote:
We already know the 2*HP is upto 9 8 and the 2*LP is upto 4 7 or 6 6.


2*LP can go to 8 7 , maybe even 8 8, according to the examples posted here.....




Edited: 15-06-2019 10:40
Total edits: 1

Re: Youth Potential Tool

Badge image
darkline wrote:
2*LP can go to 8 7 , maybe even 8 8, according to the examples posted here.....


We'll just wait and see if 2*LP can go to 8 8. I really doubt it.
IMO 8 8 LP is definitely 3*LP, which we haven't seen yet.
So I'm guessing 4*LP chances are nule and 3*LP chances are almost nule.

Re: Youth Potential Tool

Badge image
And sorry, phone.
I meant that 2*LP can go down to 4 8 or 6 6 and in extreme cases 4 7 or 5 6.
And, so far, best scenario 2*LP is 7 8, maybe 8 8?

Odp: Youth Potential Tool

Badge image
Do any of you wonder about the system with stars is not clear? We know that the stars are counted on the basis of few attributes. Most often, we assume that each number of stars corresponds to a range of numbers. It is possible that these numerical intervals have a common numerical range.
For example, for 4 attributes included in the system:
4 stars: 9.00-10.00
3 stars: 8.00-9.25
2 stars: 7.00-8.25
1 stars: 4.00-7.25
Then the scout for the average 9.00 may show a potential equal to 3 or 4 star. For me, such a solution would be very interesting. Greater uncertainty, more fun.

Re: Youth Potential Tool

Badge image
And, also, last conclusions...
It's very obvious that there is no border between the star ratings.
We already know there are big chances to have 10 9 skills in 4*HP and 3*HP.

From this we can assume that we will eventually find 9 9 2*HP.

Also, we can find 4 7 and 5 6 on both 2*LP and 1*LP.

From this we can assume we can find 8 8 on both 3*LP and 2*LP.

I'm loving it already!

Re: Youth Potential Tool

Badge image
And to fully understand how the system works, I give you an example.

Let's take an all 8 skill player.

8 8 HP is definitely 2*HP.
8 8 LP is definitely 3*LP.

So you would have a 2*HP with 3*LP player, which is impossible, and against any logic.
This means the player could be either 3* or 2* on both.

From this, we can assume that 2*LP could go upto 8 8 or 3*HP could go down to 8 8, which is not right.
So, it's a 2*HP with 2*LP.

If,by any chance, you have two 9s, the player becomes
9 9 HP is 3*HP
8 8 LP is 2*HP or even 3*HP

Ce: Youth Potential Tool

Badge image
mihairo wrote:
I would max him control first. He is shown as a 4 star player.
If you are lucky, he will become a control 7, who knows, maybe 8, but with stamina 10 and header 10.
If he turns out to be a player with stamina 10 control 7 header 10, you should definitely train him shooting, knowing that the shooting will be above control, so I'm guessing shooting +8.
With stamina 10, shooting +8, header 10, control 7-8, he has potential of becoming a very dangerous striker on wingplay.
How hard would be to max him at control, considering the youths come to the club at the age of 16?

The main idea is that from now on you can't hide weak players under strong skills, even if you put them without graph on the TM.
This is another strong quality of the training analysis itself versus YTC.


If he's 16 it's OK. But he's 17 and now almost end of the season. Maybe BC will be 6 and I will know it at he's 18. It will be so late. In addition according to old system YTC speed, shooting and bc. It's very complicated to make decision.

Re: Youth Potential Tool

Badge image
zargan123 wrote:
If he's 16 it's OK. But he's 17 and now almost end of the season. Maybe BC will be 6 and I will know it at he's 18. It will be so late. In addition according to old system YTC speed, shooting and bc. It's very complicated to make decision.


The training analysis didn't come alone.
It came with 2 skills Youth Packs. It means that now it's easier to max a certain skill, in your case control.

Re: Youth Potential Tool

Badge image
Errata: 8 8 LP is 2*LP or even 3*LP

Re: Youth Potential Tool

Badge image
zargan123 wrote:
Alphan Tuğsan

Age: 36 (Retired)



This example his highest skills 4 stars stamina and heading. Lowest skills BC and tackling. So what am I supposed to do with this player. As I give you above example I should go on training for BC because he could be 9. But BC his lowest skill and 2 stars. So shouls I exchange him or trust the system that has a huge mystery?..


I will train shooting first.If shooting can be 8+, this player will be a good striker in wingplay. 810 910 6 is ok for using or selling.

Re: Youth Potential Tool

Badge image
Badge image
[FLUSA]
President
mihairo wrote:
Errata: 8 8 LP is 2*LP or even 3*LP


To be honest, there are really 3 realistic options for HP and 2 for LP

For LP the options are 1 star meaning the chance of having at least 2 skills with low maxings are high and 2 stars, which only means that the player won't have two really low maxings but he can still have one.

For HP, 2 stars means the chance of the player being crap is higher but he can still be good and then you got 3/4 stars which seems to be almost identical options with the difference that a 4 star player I believe can make it to 10 in two skills whether a 3 star player can't.

Re: Youth Potential Tool

Badge image
Badge image
[FLUSA]
President
zargan123 wrote:
Alphan Tuğsan

Age: 36 (Retired)



This example his highest skills 4 stars stamina and heading. Lowest skills BC and tackling. So what am I supposed to do with this player. As I give you above example I should go on training for BC because he could be 9. But BC his lowest skill and 2 stars. So shouls I exchange him or trust the system that has a huge mystery?..


I'd just try to find that BC maxing ASAP and then you can decide.

Ce: Youth Potential Tool

Badge image
darkline wrote:
I'd just try to find that BC maxing ASAP and then you can decide.


I will do that but he will be 18 when he max 5,6,7 on BC whatever. What I mean it will be too late.

Re: Youth Potential Tool

Badge image
darkline wrote:
To be honest, there are really 3 realistic options for HP and 2 for LP

For LP the options are 1 star meaning the chance of having at least 2 skills with low maxings are high and 2 stars, which only means that the player won't have two really low maxings but he can still have one.

For HP, 2 stars means the chance of the player being crap is higher but he can still be good and then you got 3/4 stars which seems to be almost identical options with the difference that a 4 star player I believe can make it to 10 in two skills whether a 3 star player can't.


Yep, many players are worthless, others can be very useful, some are NT players, and just a few are superstars, players worth +10 mil.

I have been playing this game since 2008 and I can't say that my Academy gave me more than one superstar during that time, which is odd, because it means more than 40 seasons.
People dreamt of only superstars with this new feature, with like 4 tens and 5 nines.
Isn't it correct to say that with this new feature we will reduce the number of worthless players from 57% to 0-10%?
Looks like the rate of superstar players will be like the same or slightly improved, which is ok IMO.

Re: Youth Potential Tool

Badge image
Used my 4 exchanges just to see what kind of players I would get. Got three 3 star players that didn't fit the squad and then this dude. Gotta say pretty promising cos of his lowest potentials.


Previous
Page 1 2 3 4 5 6 7 8 9 10 11 12 13 >|
Next