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Andrew James

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Posts posted by Andrew James

  1. On 28/10/2022 at 12:57, abcdf said:

    As I said, I still see technicals lagging a bit behing mentals and physical in players development. Can we expect to see further balancing on the issue @Andrew James?

    2 minutes ago, Proffa said:

    Will there be more effort put in to this matter or is it case closed for now? 

    Definitely something we're looking to improve further. As I think has been mentioned earlier in thread, a lot of the remaining issues have been present in previous versions and are unfortunately not simple to resolve, but it's certainly not case closed. 

  2. @noobcakethanks a lot for your analysis and detailed post :)

    2 hours ago, noobcake said:

    They are down ~12.5 points of CA at 25 years old compared to players at game start

    Could you let us know what league setup you used for this test? This kind of drop-off would usually indicate a decent proportion of the players playing in inactive leagues. Some decrease in inactive nations can be expected, as the higher CA players are prioritised for inclusion at game start, and we don't boost newgens to keep this constant as it would be too easy to pick up high quality youth players. 

    Internally, we're seeing CA rates remain very stable at Active clubs - and as has been mentioned above in thread, other factors beyond progression feed into this, such as AI transfers and team selection. 

    We're still looking into ways we can balance out the progression rates in inactive leagues, and whilst I'm glad to see more evidence that attribution distribution isn't "broken" anymore, it's still an area we're not fully satisfied with and are looking to improve further. 

  3. On 15/12/2021 at 09:30, vikeologist said:

    Anyway @Andrew James how / where do you want us to progress this discussion?

    I'd say the best place to progress the discussion is in a thread like this - and if you find specific examples of Dynamic National Youth Ratings not working as you'd expect, then to log a new post in our bug tracker outlining the change you'd expect to see and why (ideally with reference to comparable situations in real life, if possible!). We can then assess whether the example is a bug, or a situation not accounted for by the current system which may require a Feature Request. 

    Something I'd again like to reiterate is that NYR is not the only factor that goes into the quality of newgens produced in a nation, and many of the other factors included in the calculations are themselves also dynamic, and so it is still possible to improve the quality of player coming through in a nation, even if their NYR growth is restricted by Financial Status. 

    I think it's important in these discussions to correctly define exactly what National Youth Ratings quantify in game - they impact the quality of newgen generating at *every* club in that nation, so in real terms, can be thought of as along the lines of the nation's grass roots structure and youth football pyramid.

    In the bug tracker thread I mentioned that we want to keep things realistic, and I think this was misunderstood slightly, so to clarify - we absolutely want it to be possible for users to achieve the "unrealistic" in game, but we want our game to then respond to those feats in a realistic manner. The issue here is that there is a lack of real world evidence for what the realistic impact would be from a smaller nation winning a World Cup - which is why these discussion threads are so useful, so thanks to everyone who's contributed. 

    I think two of the most relevant examples of recent times to this debate are Zambia and Belgium. Zambia were surprise winners of AFCON 2012, and whilst that may have shone a spotlight on the nation as a potential talent pool, with more Zambians based in Europe than previously, nearly 10 years on from that tournament, their national ranking has actually decreased. Belgium are at the backend of a golden generation that seemed to appear from nowhere, have been a major force at several tournaments and spent a lot of time ranked number 1 in the world - and although they do have some good talent coming through, it seems likely that a period of regression lies ahead and that Lukakus, KDBs and Hazards won't be the new normal. 

    Obviously the potential of this feature has captured the imagination for a lot of users, so if you disagree with any of the above then please (politely :D) let me know. We're always looking for ways to improve the game and I agree this feature can still be improved (personally I like the idea of trying to tie national team performance and league reputation into a nation's Game Importance and Financial Status scores, which would then feed into NYR long-term - but I think, by definition, that all NYR changes should always be very gradual).

    Hope that all made sense! 

  4. Hi @therealpete

    I've had a look at your save - could you confirm that the player in question is Lloyd Noswroth?

    By sending him on an individual rest for 2 weeks twice in a row (4 weeks total), I've managed to get his Fatigue level to return to "Fresh".

    This may seem like quite an extreme action to take but it is working as intended.

    "Fatigue" is designed in game to represent a player's "long term fitness" so just a few days of rest won't have enough of an impact to remove all the fatigue a player has gained from training and matches (even if only a few sub apps!). 

    As it seems this player has only just been moved to first team squad, it's likely he won't have been a part of the first team's pre-season training, which is where players build up this long term fitness and get some credit in the bank - I'd guess that this is why he is showing some signs of low fatigue already.

    It's also worth mentioning that "Low" fatigue isn't really something to be concerned about and should be expected in all players at some point during the season. I don't think difference between "Fresh" and "Low" fatigue levels are worth sending a player on a 4 week break mid season for, but hopefully you'll see the player return fresh for next season and with a proper pre-season he'll have a better chance of retaining that level for longer :)

    Hope that all makes sense and let me know if you have any questions. 

    Cheers.

  5. 2 hours ago, Captain Krakatoa said:

    Yep so it's just about the inactive leagues are struggling to keep the number up right? It's not messing the whole Youth Intake system, is it?

    Correct. And inactive leagues should only struggle when they have extra players loaded at game start using advanced db settings. 

     

    1 hour ago, Da Beezer said:

    Is that really true? Having Europe on view-only but with all players from those leagues loaded, is the same speed as having all league in Europe as playable? 

    Not quite the same, but the biggest factor in game processing speed is the player count, and view-only leagues are also already running all the competition's rulegroups. So adding a league as playable in this situation would add extra functionality and stability for clubs there (more Youth Intakes, transfers, staff hiring etc) without adding to the player count or rulegroups - it would probably be a tad slower as a result but worth doing in my opinion :)

    Also worth mentioning that you can reduce Match Detail levels in certain leagues to try and speed your game up too.  

  6. 20 minutes ago, francis#17 said:

    One question, when you mention inactive leagues are you referring to leagues that are loaded View Only AND leagues that arent loaded?

    Yes, inactive leagues are any leagues that appear in game that have not been added as playable, which includes view-only leagues. View Only leagues are inactive leagues that simulate all the matches and rulegroups for that competition, but does not add any extra players from those leagues to the starting db. This means that if you use custom db setups to add extra players to a View-Only league, then you may as well just load it as Playable, as it won't slow your game down at all but will add a lot more structure and stability to the nation. 

     

    46 minutes ago, Captain Krakatoa said:

    Is the decreasing of the number of players in an Advanced Custom database is because, you know, the youth intake system is broken when you choose to play with custom db or because the fact the inactive league basically generates less players than playable leagues (like it is intended as well with regular database) so the inactive league is struggling to replace the player you loaded in the start of the game?

    Inactive Leagues are indeed designed to function without the need to be fully stocked with players - but in cases where additional players are loaded there, they would still ideally be able to retain their player count. The issues regarding custom dbs are down to the fact that these extra players are based in inactive leagues - where we have a lot less to work with in order to try to boost and balance the numbers. 

  7. To confirm, this is still under review with our dev team. We are working on ways to increase the minimum amount of players per Youth Intake for AI clubs. All changes will be save compatible when they're ready. 

    Obviously this thread has had a lot of comments, could I ask that any issues that aren't specifically related to the number of players in Youth Intakes are raised in new, separate threads in the relevant subsection. This makes it much easier for us to make sure nothing slips the net and to track progress with fixes etc. 

  8. Hi @04ambroj

    There has been a FIFA rule change which means players are allowed to switch national allegiance even after playing competitive matches for a nation, on the condition that when the matches were played they were u21 and already eligible for the nation they're switching to: https://www.forbes.com/sites/steveprice/2020/09/19/fifa-eligibility-rule-change-offers-world-cup-hopes-for-one-cap-wonders/?sh=1b4300df511e

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