HTs on Global/Training: Difference between revisions

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So what about your suggestion to have a way to double-check this? It's not unconceivable, of course, but then we would need to worry about THAT feature working correctly or not, and it's in fact probable that such a function would be less reliable than the training updates, which we keep very good control of.  
So what about your suggestion to have a way to double-check this? It's not unconceivable, of course, but then we would need to worry about THAT feature working correctly or not, and it's in fact probable that such a function would be less reliable than the training updates, which we keep very good control of.  
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{{forum_message|
  | from      = [[HT-Tjecken]]
  | to        = Everyone
  | msgid    = 7831771.29
  | prevmsgid = 7831771.1
  | datetime  = 15.01.2007 at 16:01
  | keywords  = (Player Skills), (Multiple Skills), (Training)
  | text      = Reply to (7831762.787)
----
''One possibility of forcing managers to think multiple skills would be to have a skill roof. F.example if you think that each skill has 10 steps (I'm not talking about training steps). When you have trained divine 100%, you would have to train other skills to improve the player. I understand that this would be a major overhaul, and perhaps if not impossible, difficult and controversial to do. Is this something you might consider?''
----
Point is that we don't want to force anyone to train their players in a certain way. We don't want to force users to train multiskilled players, but we have taken actions to promote that kind of training because we want a huge variety of players. Forcing ppl to train multiskilled players will not favor a huge variety of players as noone would train singleskilled players in that case. It's not like we think there's anything wrong with singleskilled players, they have their place in this game too.


So no, we will not implement a skill roof. How players are trained are up to the managers to decide, and if you choose to train multiskilled players you will get a better performing player for almost the same wage. That's the benefit. You don't have to do it, but you'll get more out of the same wage if you do it.
----
''My reason for this is the high salary on players that are trained god-knows-how-much levels above divine. This would bring a tactical aspect to the game''
----
Well, I would say a skill roof would bring a tactical aspect less (or several in fact) to the game as you will not need to think about how to train your player. You don't need to think about when to stop train your player in a certain skill, the roof will take care of that. And if you don't need to think how to train your players in the best way, then I would say we lost a bit of manager skill and tactic/strategic decisions.
We've left this decision (how to train your players) to the managers, where the wage works like a soft cap (or a soft roof). A soft cap means managers need to make tactical and strategic decisions when training their players. You need to decide when to stop train a certain skill in order to be able to pay their salaries, or when you think you'll get the maximum amount of money for them on the transfer. Or if you should begin to train another one of his skill and get a multiskilled player, which will give you a better performance on the pitch without increasing the salary that much.
Just because it's possible to train a player to divine doesn't mean it's the best thing to do.
}}
[[Category:HTs on Global|Training]]
[[Category:HTs on Global|Training]]

Revision as of 07:28, 14 July 2008

Keywords: (Training)
From: HT-Johan (7831771.16) as reply to (7831771.15)
To: Everyone 10.01.2007 at 12:30
In response to (7831762.17)

Now and then (like this week), someone starts complaining about his/her players not receiving training. When that happens suddenly it's like the whole HT-community has the same problem, and massive threads on Global and such start where people try to convince the HT's and each other that something must be wrong with the training of his/her players.

Do you HT's consider some feature to cover this in the future, like the last date each player got his training or anything alike that enables these managers to check themselves within HT whether or not his/her players got their training or not?


One of the reasons for the TSI value, historically, was for users to be able to see that there were some change in the underlying value in the player even when a player didn't level in his traing. This is a blunt instrument though, as sometimes the TSI moves even when there hasn't been a skill change, and vice versa.

Users has always worried about their training, and this is - really - one of the worries that are most often completely unnecessary. The training can be delayed, but it is extremely rare that it fails. You will just have to assume that the system is working.

So what about your suggestion to have a way to double-check this? It's not unconceivable, of course, but then we would need to worry about THAT feature working correctly or not, and it's in fact probable that such a function would be less reliable than the training updates, which we keep very good control of.

Keywords: (Player Skills), (Multiple Skills), (Training)
From: HT-Tjecken (7831771.29) as reply to (7831771.1)
To: Everyone 15.01.2007 at 16:01
Reply to (7831762.787)

One possibility of forcing managers to think multiple skills would be to have a skill roof. F.example if you think that each skill has 10 steps (I'm not talking about training steps). When you have trained divine 100%, you would have to train other skills to improve the player. I understand that this would be a major overhaul, and perhaps if not impossible, difficult and controversial to do. Is this something you might consider?


Point is that we don't want to force anyone to train their players in a certain way. We don't want to force users to train multiskilled players, but we have taken actions to promote that kind of training because we want a huge variety of players. Forcing ppl to train multiskilled players will not favor a huge variety of players as noone would train singleskilled players in that case. It's not like we think there's anything wrong with singleskilled players, they have their place in this game too.

So no, we will not implement a skill roof. How players are trained are up to the managers to decide, and if you choose to train multiskilled players you will get a better performing player for almost the same wage. That's the benefit. You don't have to do it, but you'll get more out of the same wage if you do it.


My reason for this is the high salary on players that are trained god-knows-how-much levels above divine. This would bring a tactical aspect to the game


Well, I would say a skill roof would bring a tactical aspect less (or several in fact) to the game as you will not need to think about how to train your player. You don't need to think about when to stop train your player in a certain skill, the roof will take care of that. And if you don't need to think how to train your players in the best way, then I would say we lost a bit of manager skill and tactic/strategic decisions.

We've left this decision (how to train your players) to the managers, where the wage works like a soft cap (or a soft roof). A soft cap means managers need to make tactical and strategic decisions when training their players. You need to decide when to stop train a certain skill in order to be able to pay their salaries, or when you think you'll get the maximum amount of money for them on the transfer. Or if you should begin to train another one of his skill and get a multiskilled player, which will give you a better performance on the pitch without increasing the salary that much.

Just because it's possible to train a player to divine doesn't mean it's the best thing to do.