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29-05-2022 05:08
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Season 82 · Week 8 · Day 55
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Football » English » ManagerZone talk

Youth Potential Tool

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[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.
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Odp: Youth Potential Tool

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Wow. Thats first time since implementation that player doesn't fit into 4 skills theory. My guess is that CREW didn't want 10+9 players too be 2 start which makes sense cause users would be extremely confused seeing this :)

Re: Youth Potential Tool

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paradoxjor wrote:
208970555 in the market now. He just has a 9 and others are all 7 or 6. He is at most 10977 player and be a H3 player. This is another example showing that four items theory is not perfect.


Actually, that's what I've been saying all along.
And it's not necessary 3HP 10 9 7 7 7. It could be 3HP 9 9 7 7 7 with 6 sixes.

Ant: Youth Potential Tool

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paradoxjor wrote:
208970555 in the market now. He just has a 9 and others are all 7 or 6. He is at most 10977 player and be a H3 player. This is another example showing that four items theory is not perfect.

For now this player doesn't disprove the 4 skills theory. As this theory says he will get 10 set plays and a minimum of 8 shooting. If he does not. Then it's disproven. You can't say that now.

Re: Youth Potential Tool

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You mean a max shoot 6, being 2LP shooting.
Anyway, the whole point is that there are many 2HP players better than that.

Odg.: Youth Potential Tool

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Got 4 new youts today... 3 of them 2hp an 1lp, 1 of them 3hp 1lp ... Every season worst and worst. In first season with new system of youts i get couple of good youts, since then big nothing, even in exchange i get also two *left footed players*...

Отн: Youth Potential Tool

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no idea why you guys are after this 4 skills theory as it not works
its clear like is announce - the potentioal shows 2 of the best skills
for 4HP -1010 or 109 with probably more 9s
3hp - 1010(only one other 9 have seen till now) 109 and mostly 99
2hp 98, 88 107 thats all
my problem is that stating 3rd season with tons of changers and still no 4 hP players
and please dont explain me that 3hp are similar, cause when you open the market and see 2 players with same skills and maxings, one 4hp and one 3hp, the one with 4hp will cost double money, so those that are lucky and have 4hp players wll progress
4% HP players announced at the news and I have changed about 150(3 times the whole academy + all the daily and season exchanges) youths and no one
everything is just pure random so dont give a big attemption and just play

Re: Youth Potential Tool

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This season it was very bad at youth football; I guess the kids this day stay on their phones rather than to go to football :D
After all the exchanges were finished, my stars are:
H3 Set Plays | Aerial Passing - L2 Heading | Passing
H3 Set Plays | Heading - L2 Aerial passing | Passing
The other 6 remaining players were 2-1, 2-2 and some unlucky 3-1 (with Low 1 on Speed, Stamina or Ball control).
What would you do with my best 2 youths? Exchange them in a few weeks or keep them ?

Отн: Youth Potential Tool

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romanasu wrote:
This season it was very bad at youth football; I guess the kids this day stay on their phones rather than to go to football :D
After all the exchanges were finished, my stars are:
H3 Set Plays | Aerial Passing - L2 Heading | Passing
H3 Set Plays | Heading - L2 Aerial passing | Passing
The other 6 remaining players were 2-1, 2-2 and some unlucky 3-1 (with Low 1 on Speed, Stamina or Ball control).
What would you do with my best 2 youths? Exchange them in a few weeks or keep them ?


why you think that you will have better than this :D

Re: Youth Potential Tool

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Swapped out 15 of my younger youths today as I took a punt on a group of 18 year olds. The younger youths were relatively poor youths despite using the swap function a fair bit and below is what I was given.

6/15 came maxed at either 6 sp/st or less, one of those maxed in both and two others of those were maxed less than 6. The initial 8 18 year olds already have a smattering of maxings between them.

They came with the following:

HP/LP
3/1 - 7 sp max
3/2 - HP H/AP
3/2 - HP H/AP
2/1
3/2 - HP St/AP
3/1 - LP St/PI 5 st max
3/1 - 4 st max
2/1
2/2 - HP SP/PA
2/1
2/1
3/1 - LP PA/TA
3/1 - HP H/AP
3/1 - Max 6 Sp/St
3/1 - HP H/Sh

Pretty dire stuff, not sure I'll bother with that again.

Re: Youth Potential Tool

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So this video is more aimed as a tutorial for new users, but you can see all the new players I got/had the chance of getting in the video below.

https://youtu.be/juAp5Lmwu0w

Re: Youth Potential Tool

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My youths have been terrible recently as well, haven't seen a 4hp come out of my academy for a couple of seasons now, only guessing but I have probably had around 100 players through?. Would have thought (hoped!) that I would have seen 4 or 5 4hp prospects out of them?
Think they have definitely turned down the percentage

Re: Youth Potential Tool

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New season is always a big swapping game. That's true. I don't know but I still miss the old system. It was more fun. No we can see the furure. :)

The most annoying thing for me is that high and low potential is completely random regarding the players position. I had lads who had high speed and shooting but low on ball controll, completely no sense. Or keepers 4 stars on keeping but low on inteligence or stamina.

All together any updates in the game are better than no updates, so we can't complain too much.

Re: Youth Potential Tool

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[RAF]
President
Guys aka Crew,

You said, some time ago - before implementing the new scout tool, that all newly-generated youths will have their starting skill balls appropriate as per their natural talent.

But, after some seasons now, I see this hasn't been changed at all - we receive players with 0 balls in keeping but 3 in tack or shoot having H4 in keeping, or the opposite, players having H3 in tack and L1 in keep come with 3/4 balls in keep. Yesterday I got one crazy, with H3 in keep and pi & L1 in tack and shoot but having 0 keep, 3 tack, 3 shoot, 3 pass... and 0-0-0 in speed, stamina and pi.

Please, Crew, make something about it!!!
I understand not putting all balls in the right places but having these situations, which are very common (I only gave some extremes but there are many others), imo more than 1/3 of the youths have misplaced balls, is not right and should be corrected - especially since you already said this would happen and you agreed it's something which needs fixing.

Thanks!

PS: The random of skills on HP and LP is not even so upsetting anymore - at least that I can accept as a lottery and something up to the manager to accept or discard a player not matching his expectations.

Re: Youth Potential Tool

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[FSSMZ]
President


3HP player with five guaranteed 9s (and maybe speed and passing could reach 10)

Re: Youth Potential Tool

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douglaskampl wrote:


3HP player with five guaranteed 9s (and maybe speed and passing could reach 10)


He will max at speed 9 pass 9... sorry

Re: Youth Potential Tool

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[FSSMZ]
President
mihairo wrote:
He will max at speed 9 pass 9... sorry


I think so, but 9/9/9/9/9 seems to be rare

Re: Youth Potential Tool

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[FSSMZ]
President
Also, this topic was a very interesting read. It deserves to be on the first page. Thank you

Re: Youth Potential Tool

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douglaskampl wrote:
I think so, but 9/9/9/9/9 seems to be rare


Yes it is rare.

Re: Youth Potential Tool

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Been lurking with a rebuilt, just trawled this to understand the tool better.

This is the facts as far as I can tell - anything I've missed?

High Potential 4 3 2 1
top 2 skills 19-20 17-19 12-17 8-12
top 4 skills 37+ 33-36 24-32 16-23
top 5 skills 45+ 40-44 35-39 30-34
bottom 5 skills 34-39 34-39 30-34 <30

Low potential
top 2 skills max 7

Re: Youth Potential Tool

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Hey there.

I'm sorry, I don't understand the numbers.

For e.g.

The best 2LP we've seen so far is 7 9.
The worst 2LP is a 5 6.

The best 1LP is 4 6 or 5 5 and the worst is, of course, 4 4.

The worst 4HP we've seen is 10 10 9 8 7 or 10 9 9 9 7.

The best 3HP is by far 5 nines, which at the beginnings of the TA was actually 4HP. Now we are sure that a 4HP has at least one 10.

A very strong 3HP is also 10 9 9 8 8.

A weird situation is HP 10 10 9 7 7. I think it could be 3HP, bit it can also become the worst 4HP possible.

One of the worst 3HP is 10 8 7 7 6.

The best 2HP is 9 8 8 8 8.
10 7 is also 2HP. It can become a 10 7 7 7 7 situation or a 10 7 7 6 6 situation.
Another 2HP situation is 8 8 8. You have at least 3 eights.

1HP was removed.

3LP is theoretically possible, but we haven't seen a case so far. Hypothetically speaking, it could be a 3LP 8 9.

In conclusion, there are only 2 variations we haven't seen so far:

HP 10 10 9 7 7
LP 8 9 ...

Re: Youth Potential Tool

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Thanks for clarifying, the format of my numbers wasn't particularly ideal! So in terms of total balls available for the top 5 and bottom 5 skills...

4HP: 44+ balls total (top 2 written = 19-20 balls)
3HP: 38-45 balls (top 2 written = 17-19 balls: anything from 9/9/9/9/9 to 10/8/7/7/6
2HP: 35-41 balls (top 2 written - 12-17 balls): anything from 10/7/7/7/7 to 8/8/7/7/6

2LP: 30-40 balls (bottom 2 written = 11-16 balls: anything from 7/9 to 5/6)

Re: Youth Potential Tool

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[hockey]



Is this 2 LP?
It must be a joke!
I wonder how many players like this one went to the trash!
At the news it was said that we will have 3 LP players!😖

Re: Youth Potential Tool

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[FSSMZ]
President
mihairo wrote:

In conclusion, there are only 2 variations we haven't seen so far:

HP 10 10 9 7 7
LP 8 9 ...


I bought this player weeks ago:



3HP on stamina/ball control, got 10 on both, plus 9 on aerial passing. So, this is what you were talking about? And we can safely say that he won't go past 7 on any other attributes, right.

Re: Youth Potential Tool

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Thank you for the example. It's excellent. A very rare player. Please let us know if he reaches an 8 skiller.
I believe he won't.

Best of luck.

Re: Youth Potential Tool

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I just thought of another possibility.
3HP 10 10 9 8 6.
It would be very interesting to see what happens.
This is the first 3HP 10 10 9 football player I see.
I also saw one similar hockey player.
It's premature to anticipate.

Re: Youth Potential Tool

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I mention that we've already seen 4HP 10 10 9 8 7.
So this player should be below 4HP.

Re: Youth Potential Tool

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The only confirmed theory is from the news.
Hp and Lp only defines 2 attributes each. the rest of the attributes falls within the range of the Hp and Lp.
The 4-5 attributes "guarantee" is not confirmed and is more of a myth.

Re: Youth Potential Tool

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[FLUSA]
President
swaan1 wrote:
The only confirmed theory is from the news.
Hp and Lp only defines 2 attributes each. the rest of the attributes falls within the range of the Hp and Lp.
The 4-5 attributes "guarantee" is not confirmed and is more of a myth.


I wouldn't say myth is the correct word, I'd say no theory is a 100% accurate and maybe the scout is slightly ambiguous and not a 100% accurate which makes an exact theory impossible, but if 99% of the players fall between the parameters defined by the "4-5 attributes guarantee" then IMO that's good enough to predict potential maxings.

Re: Youth Potential Tool

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darkline wrote:
I wouldn't say myth is the correct word, I'd say no theory is a 100% accurate and maybe the scout is slightly ambiguous and not a 100% accurate which makes an exact theory impossible, but if 99% of the players fall between the parameters defined by the "4-5 attributes guarantee" then IMO that's good enough to predict potential maxings.


The prediction is right every single time if you let Hp and Lp only define 2 attributes each, just as they told us they would.

The "pattern" you talk about keeps getting confirmed it is not a pattern, this means even if you have hp3 , the Hp3 have a chance to get more 10s, or nines then a Hp4, The 4-5 attributes guarantee is just a inaccurate way to explain possible outcomes when the logic has proven it to not work that way. The Hp/lp is just to give an indication on the top and lowest attributes, You can get extra info from HP/lp is if you se a LP 6 you know nothing else will max below, and if Hp hits 9 you know no None HP attributes will be as most 9.

If anyone can provide any other proofs why it would not be like I explained I would happily learn it and spread it, but until then I will try to spread the only confirmed way HP/LP works.

Odp: Youth Potential Tool

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Have you even read whole topic or checked transfer list :) ? Over 99,9% players fall under top4 skills theory so how it is not a pattern? Not everything needs to be confirmed by CREW and if you want proof you can just read previous pages of this topic or try to find player that doesn't fit theory on the transfer list.

Re: Youth Potential Tool

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kostrzak16 wrote:
Have you even read whole topic or checked transfer list :) ? Over 99,9% players fall under top4 skills theory so how it is not a pattern? Not everything needs to be confirmed by CREW and if you want proof you can just read previous pages of this topic or try to find player that doesn't fit theory on the transfer list.


You don't have to assume I don't read just because I don't come to the same conclusion as you.
I have read up on a lot regarding the scout report Even thou it is hard to know what's the facts or not.

My point is that the 4 attribute skills dosen't make any sense regarding programming (atleast from what i know about it). I don't even get whats the real gain from the 4 attributes thoery since it gives 0 valueble information more then, Most players will max between 6-9 in none Hp/lp attributes.

This is how Think regarding the Scout Report.
You have a code the generates players with a scout report. . That code need to Get a scout report, and a pre-set of maxnings of attributes.
Since there is several occasions where the 4 attributes model dosen't seems to work it seems unlikely to me that the code generates a scout report and then create a player. It is more likely the code generates a player and then a scout report on top of that pre-set player to make sure it fits that pre-set of the maxnings as HP and LP. And since the player can spawn with any set of pre-set maxnings the 4 attribute theory seems flawed.


And normally The game/crew rarely lies about how the games work when they do news etc, Sometimes they might not tell the full story about everything but it seems super weird if they lie in news.

It is also fine to think differently about the same topic, But could you explain. or quote a good post that makes you believe in the top4 skills theory, If you make a good point i will help spread the word about it since I want us all to make the best plan we can for our players.

Odp: Youth Potential Tool

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This was question not assumption. I agree that scout player is added after player is created cause if I remember correctly when it was introduced it got added to already existing players (thats why there are so many HP4 players at age 29).

Actually you can get quite lot from 4 attributes theory. For example if you have HP3 player with 2x10 you know that chance for other skill to have 9 is almost impossible. You can just compare Hp4 Lp2 players with Hp2 Lp1 players and check if sum of non HP/LP skills is similar.

swaan1 wrote:

Since there is several occasions where the 4 attributes model dosen't seems to work


I am not sure where you got this information from. Do you have some examples?

swaan1 wrote:

And normally The game/crew rarely lies about how the games work when they do news etc, Sometimes they might not tell the full story about everything but it seems super weird if they lie in news.


I also don't think crew lies and only lie regardig scout I remember was about LP3 players (they don't exist). There was never official info confirming or debunking this theory but it was figured out here after checking thousands players on transfer list for many seasons so I can't see a reason to not believe in this.

Re: Youth Potential Tool

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kostrzak16 wrote:


I also don't think crew lies and only lie regarding scout I remember was about LP3 players (they don't exist). There was never official info confirming or debunking this theory but it was figured out here after checking thousands players on transfer list for many seasons so I can't see a reason to not believe in this.


Think we just need to get more youths into the game and we will see a Lp3 some day.
Not sure about the Attribute generation but if it is 15% chance of hitting 8 or higher on each attribute on a player. If that's the case it would 1 in 50 000 000 to get a player who have 8+ in all of it skills,( and then we assume that would be enough for a LP3) If our player base is 10 000 active players(never seen higher then 5k online at the same time) and they get around 45 youths each season since you should at least check your youths switches. it would take around 100 seasons in AVERAGE to find a player like that. Just want to put on a disclaimer that I don't know the % of hitting an 8 but I saw a compilation of player data like a year ago I saw a graph that showed around 15 % for 8 in an attribute. Also I don't know how big the player base is so I just guessed there.
My personal thought is that a player would need 9 in all attributes to be lp3 since Hp2 is confirmed to be at 8/9 and then the chances is even lower for us.

kostrzak16 wrote:

Actually you can get quite lot from 4 attributes theory. For example if you have HP3 player with 2x10 you know that chance for other skill to have 9 is almost impossible. You can just compare Hp4 Lp2 players with Hp2 Lp1 players and check if sum of non HP/LP skills is similar.


Well. since Hp4, lp2. Vs hp2 lp2 have different ranges in its max attributes (no 9s in the hp2 range at all at None) Hp4/lp2 should on average get some more then hp2/lp2 just based on maths. But I have to say that there is quite a few hp2/lp2 that reach a lot of 7s and 8s so I think they are pretty close except that hp4/lp2 will get a few nines more over a large sample size, I would also argue that the Hp2 players is more rare then the hp4 players since it is so few trainers who really train their hp2 players vs everyone is training their hp4 players well. so it is a very complicated question to answer.

I have been reading what you said and both seems to have a pretty good idea how the scout report works in reality. I think we just call it different things, you call it 4 attributes and count from there and I call it a range. Thank you for explaining your thoughts in the matter since it helped me understand the top 4 theory better.

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darkline wrote:
I wouldn't say myth is the correct word, I'd say no theory is a 100% accurate and maybe the scout is slightly ambiguous and not a 100% accurate which makes an exact theory impossible, but if 99% of the players fall between the parameters defined by the "4-5 attributes guarantee" then IMO that's good enough to predict potential maxings.


+1

Re: Youth Potential Tool

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swaan1 wrote:
The prediction is right every single time if you let Hp and Lp only define 2 attributes each, just as they told us they would.

The "pattern" you talk about keeps getting confirmed it is not a pattern, this means even if you have hp3 , the Hp3 have a chance to get more 10s, or nines then a Hp4, The 4-5 attributes guarantee is just a inaccurate way to explain possible outcomes when the logic has proven it to not work that way. The Hp/lp is just to give an indication on the top and lowest attributes, You can get extra info from HP/lp is if you se a LP 6 you know nothing else will max below, and if Hp hits 9 you know no None HP attributes will be as most 9.

If anyone can provide any other proofs why it would not be like I explained I would happily learn it and spread it, but until then I will try to spread the only confirmed way HP/LP works.


You have 3HP 10 10 and 4HP 10 9.
Therefore, there is more than meets the eye.
This is proof enough that the star ratings are nor based on just those 2 indicated skills.

So far, what I have been explaining you with examples is undianibly true.
But there are still combinations we haven't seen yet.

Best regards.

Re: Youth Potential Tool

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[FLUSA]
President
mihairo wrote:
This is proof enough that the star ratings are nor based on just those 2 indicated skills.


That's very clear and it's even easier to see with LP, there wouldn't be a difference between LP1 and LP2 if it was only based on two maxings but clearly LP1 always have several bad maxings and a player with LP1 will never be good player while obviously LP2 can.

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darkline wrote:
That's very clear and it's even easier to see with LP, there wouldn't be a difference between LP1 and LP2 if it was only based on two maxings but clearly LP1 always have several bad maxings and a player with LP1 will never be good player while obviously LP2 can.


This is a lie, Lp1 players can be excellent players also

Re: Youth Potential Tool

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[FLUSA]
President
swaan1 wrote:
This is a lie, Lp1 players can be excellent players also


What I consider excellent and what you consider excellent are probably two different things.

In any case, there are a few exceptions, a player with HP4 on lets say speed/stamina and L1 on lets say set pieces/keeping could potentially be good for obvious reasons but 90% of the L1 players are a bust

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darkline wrote:
That's very clear and it's even easier to see with LP, there wouldn't be a difference between LP1 and LP2 if it was only based on two maxings but clearly LP1 always have several bad maxings and a player with LP1 will never be good player while obviously LP2 can.


Also to call that lp1 and lp2 similar if you don't count more attributes is also totally wrong.
lp1 is 4-6
While lp2 is 5-9
That is a HUGE difference in potential.

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darkline wrote:
What I consider excellent and what you consider excellent are probably two different things.

In any case, there are a few exceptions, a player with HP4 on lets say speed/stamina and L1 on lets say set pieces/keeping could potentially be good for obvious reasons but 90% of the L1 players are a bust


most of the hp4/Lp2 players is also a bust. most wont make it to a to player level. I agree that Lp1 is worse the lp2 but to say all lp1 is shit and most of hp4/lp2 is good is just not true.

Re: Youth Potential Tool

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[FLUSA]
President
swaan1 wrote:
I agree that Lp1 is worse the lp2 but to say all lp1 is shit and most of hp4/lp2 is good is just not true.


I didn't say all HP4/LP2 is good and all HP4/LP1 is poor, but the chances of a player with an LP1 being good at about 10 times lower than an LP2 and if you don't believe just look at the market and search for player between certain parameters and you'll see that for every LP1 player you see, there will be about 9 LP2 players and the point that you absolutely missed isn't wheter an LP1 can be a good or a bad player, the point is that if LP was based just on 2 skills and 2 skills only, LP1 should be equally good as LP2 except for the 2 skills selected.

Re: Youth Potential Tool

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darkline wrote:
I didn't say all HP4/LP2 is good and all HP4/LP1 is poor, but the chances of a player with an LP1 being good at about 10 times lower than an LP2 and if you don't believe just look at the market and search for player between certain parameters and you'll see that for every LP1 player you see, there will be about 9 LP2 players and the point that you absolutely missed isn't wheter an LP1 can be a good or a bad player, the point is that if LP was based just on 2 skills and 2 skills only, LP1 should be equally good as LP2 except for the 2 skills selected.


We both agree that lp1 is worse then lp2. To what degree doesn't really matter, But for me it is kind of important to get WHY it is that way so i can make the best possible decisions for my team. They way you explain it is not logical what so ever.

The reason Lp1 is worse then lp2 is because of the spread ,like I stated in earlier post. But a Lp1 should still be able to hit 10x8 , theoretically at least.

The short version of what U am saying:
Hp/lp only dictates top 2 and bottom 2 attributes, other then that it could be ANY combination in between even if some "combinations" is more common then others. This is not dictated by a 4 Attirbute rule, it is just how range/maths works.

Re: Youth Potential Tool

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[FLUSA]
President
Personally I think it work by estimating total balls ranges and that the ranges can overlap, so lets says LP1 is a range of 16 to 30 balls on the lower skills and LP2 is 25 to 60 , just numbers I'm throwing so don't put much weight into those numbers, well in this case, there is only a certain combination of balls you can get and that basically would be equal to the "4 balls theory" which basically means your testing all possible combinations.

So possibly I'd say it work with ranges but if you know all the possible combinations, you can make a pretty accurate predictions on potential maxings as you train your players and they start to max out on skills and that's really the only thing I care about, using the information I have to predict potential.

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And still no LP 3 players have been found.

Perhaps it's time to keep the worst two skills as identified skills, tell people exactly what they will max out at, but exclude them from LP calculator, with the third & fourth worst skill used for LP calculations, except these two skills are kept hidden, to see what happens when identifying youth potential.

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[FLUSA]
President
scruttino wrote:
And still no LP 3 players have been found..


Doubt they will, problem is that the scout is using the same graduation scale for HP and LP, so basically an LP2 = HP2 regardless of how is calculated, so an HP3 should be virtually impossible to obtain, same goes for HP1.

LP and HP should have different grading scales instead.

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[★Deus★]
President
douglaskampl wrote:
I bought this player weeks ago:



3HP on stamina/ball control, got 10 on both, plus 9 on aerial passing. So, this is what you were talking about? And we can safely say that he won't go past 7 on any other attributes, right.


I have a similar one here:

H3 on shooting and heading, so if theory is correct, he won't hit another 9 (Maybe 1 if extremelly lucky)



And this other guy has also 3HP on heading and BC, so it seems that it will get maxed on 9 balls.



I'll tell you if these guys meets the expectations or not, if I haven't posted them here yet, please feel free to reach me on my GB or DM, so I can update them here.

Bonus: I bought this guy only because I'm curious how high can he go on the lowest hability, my bets are 90% 6 balls, 10% 7 balls, 0% 8 balls

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[FSSMZ]
President
huangho wrote:
I have a similar one here:

H3 on shooting and heading, so if theory is correct, he won't hit another 9 (Maybe 1 if extremelly lucky)



And this other guy has also 3HP on heading and BC, so it seems that it will get maxed on 9 balls.



I'll tell you if these guys meets the expectations or not, if I haven't posted them here yet, please feel free to reach me on my GB or DM, so I can update them here.

Bonus: I bought this guy only because I'm curious how high can he go on the lowest hability, my bets are 90% 6 balls, 10% 7 balls, 0% 8 balls



The first player is unlikely to hit another 9. However, if he does hit another 9, it has to be in speed. Hitting 9 in any other skill other than shooting/heading and speed would imply he couldn't reach at least 8 speed (which he will do).

Regarding the second player, yes, he is going to stop at 9 in bc and heading, unless he is unprecedented. Noted that 5 9s is a rare case on its own.

About the third player, I found one similar (maybe) in the market:



Most players that reach 7/8 balls on a low potential skill tend to be horrible at the other low potential skill displayed, but this player somehow managed to have 7 twice (maybe 8).

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darkline wrote:
That's very clear and it's even easier to see with LP, there wouldn't be a difference between LP1 and LP2 if it was only based on two maxings but clearly LP1 always have several bad maxings and a player with LP1 will never be good player while obviously LP2 can.


That's not entirely true.
The LPs are not indicated like the HPs.
While with the HPs it's more than meets the eye, the LPs are strictly based on the 2 indicated skills.
For e.g.
1LP 4 6 vs. 2LP 5 6

1LP 4 6 could be transformed into 4 6 7 8 9
2LP 5 6 could be transformed into 5 6 6 7 8

Which is better?

Re: Youth Potential Tool

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[FLUSA]
President
For practical purposes, just check the market and filter players for any skills you’d consider a player needs to be a good player, you’ll find 2Lp in a proportion about 10-1 to 1 lps which is all I need to know that theres no point in training 1lp players

Re: Youth Potential Tool

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[FLUSA]
President
And I think it goes by ranges that overlap but in any case, i don’t care much about it as all I need to know is if a player is worth training or not and a 1 LP isn’t worth it IMO as the chances of getting a good player are about 10 times lower than a 2 lp
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