Difference between revisions of "Experience"

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The "experience" concept simulates that a 28 year-old player, with certain abilities, has managed to learn things not directly concerning these abilities, which thus affects his actions on the field.  
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{{Interwiki/Experience}}
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__NOTOC__
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The '''experience''' concept simulates that a [[players|player]] has managed to learn things which improve his performance aside from the main [[skills]].<br>
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Players get their experience playing matches and need 28.571 (28 + 4/7) experience points to gain an experience level. One point is the amount that can be gained in a [[league]] match.<br>
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Experience gain is minute-based (see this [[HTs_on_Global/Experience|quote]] from HT-Tjecken on global forum).
  
Here, too, we separate two concepts.
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[[Cup]] matches give about double the amount of experience compared to leaguegames, and [[Hattrick Masters]] matches give slightly more than this amount. International [[friendly|friendlies]] give around 1/5 experience compared to a league game and domestic friendlies give the players about half the experience an International friendly does.<br>
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[[National Team]] matches give roughly triple that of league games, though this number methodically increases as the [[World Cup]] progresses through each round.  National Team friendlies are roughly equal to the experience amount of a League game.
  
1) '''Experience''': An individual characteristic for each player.
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'''Experience points''': <br>
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'''1 XP''' level = '''28.571 XP''' points
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'''Match type XP points'''
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National friendly match 0.1
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International friendly match 0.2
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League match '''1'''
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Cup match 2
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U20/NT friendly match 2
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Qualifying match 2
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Hattrick Masters match 5
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U20/NT official match 10
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U20/NT World Cup (semi)final 20
  
2) The teams '''routine''', with any given formation: A characteristic concerning the team as a whole.  
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===Special Events===
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The following [[Special event]]s can be caused through experience:
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* Experienced [[winger]]s and [[forward]]s can score using their experience.
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* Inexperienced [[defender]]s and [[inner midfielder]]s can give their opponents an extra chance.
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* Experience is particularly important for the [[Team captain]]
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* Very important or dramatic matches might mean that inexperienced players lose their grip on the game. This gets worse the more they lack experience. Only the team with the lowest amount of experience will be subject to this during a match.
  
  
These characteristics are applied in three different contexts during a match:
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===The influence of player's experience===
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As a player becomes more experienced he will play better in games. The experience bonus gives increases the players' skill contributions by a flat amount. E.g. a player with ''passable'' skill and ''passable'' experience will contribute the same as an otherwise equal player with ''solid'' skill and ''disastrous'' experience.
  
'''[[Confusion]]''':
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'''Experience Contribution'''
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Disastrous +0
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Wretched +0.40
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Poor +0.64
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Weak +0.80
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Inadequate +0.93
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Passable +1.04
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Solid +1.13
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Excellent +1.20
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Formidable +1.27
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Outstanding +1.33
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Brilliant +1.39
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Magnificent +1.44
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WorldClass +1.49
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Supernatural +1.53
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Titanic +1.57
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Extra-Terrestrial +1.61
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Mythical +1.64
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Magical +1.67
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Utopian +1.71
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Divine +1.73
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'''Formula''': ''XP influence: = log(experience) * 4/3''
  
If you use a formation differing from 4-4-2, and, above all, if you choose anything other than the 6 standard alternatives (4-3-3, 5-3-2, 3-5-2, 4-5-1, 3-4-3, 5-4-1) there's an increasing risk of confusion in the team. The following decides if your team will be subject to confusion:
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Experience is also an important factor in calculating [[formation experience]].
 
If the team is used to (see below) playing with a formation, the risk decreases. This is the only function of the team's routine with a certain formation.  
 
  
If the players' accumulated experience (with a bonus for the team captain, see below) is high, the risk decreases.
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The experience of the player has a bigger impact on a [[penalty shoot-out]] only than on a regular penalty kick (or set pieces chance) in the match.
 
The more the formation strays from 4-4-2, the higher the risk. 4-4-2 is completely free of risk.  
 
  
A test of confusion is carried out just before the match begins. Tests can also occur during match time. If the players are confused at half-time the coach can improve the situation somewhat by giving an extra briefing.  
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===Coach-to-be experience calculation===
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Can I see how many experience points a player has earned? As with regular skills Experience has sublevels, so getting the precise value is not possible. One way to find an estimate is to look at a player's performance history and use the experience points gained by match type table above to calculate the amount of points since his last level up. Or, if the player has a minimum of inadequate experience and has been in your club for at least 16 weeks there is a process for [[Coach-to-be]] (see).
  
Penalty shoot-outs: Nothing's more nerve-wracking than having to face a penalty shoot-out at the end of a cup-match or qualifier. At every penalty (not during regular match time, though) a test of the players experience is carried out. At this point, don't send forth your shaky 17-year old debutante as the first penalty taker! The skills taken into consideration include scoring ability, set piece ability, as well as the technical specialty for penalty-takers, and the keeper skill for keepers.
 
  
"Nervous situations": Very important or dramatic matches might mean that inexperienced players loose their grip on the game. This gets worse the more they lack experience. Only the team with the lowest amount of experience will be subject to this during a match.  
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===External Links===
So far, this has all been about how experience and a team's routine with a certain formation is applied. How does one acquire routine and experience, then?
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*[http://www.evdaimon.com/hattrick/xp_skill2.php Murzim's tool] to calculate the total skill as effected by experience
  
 
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[[Category: Match concepts]]
'''Experience''':
 
 
 
The players get their experience through playing league matches, national cup matches, national team matches, and friendlies (national friendlies give the players about half the experience an international friendly does).
 
 
 
League matches give a slightly random amount of experience, so you may see some short-term variation in how fast a player's experience increases. This variation is random and not based on the division the game is played in.
 
 
 
Cup matches give about double the amount of experience compared to league games.
 
 
 
 
 
'''The team's routine with a certain formation:'''
 
 
 
Every time (here, training matches are as effective as regular ones) your team plays with one of the 6 standard alternatives (4-3-3, 5-3-2, 3-5-2, 4-5-1, 3-4-3, 5-4-1), it will acquire routine with this formation. The team always has the maximum amount of experience with 4-4-2. The team can't acquire routine with formations differing from the 6 standard alternatives, so if you want to use an extreme formation, you'll have to put your trust in your players' individual experience.
 
 
 
If you don't play with a certain formation, routine will decrease over time. A good idea is to always use an alternative, or switch between two alternatives. If you use more, it is not surprising that the players will get confused. Also, anytime you sell a player, you will risk losing formation experience.
 
 
 
 
 
'''The Team Captain:'''
 
 
 
You can appoint a team captain for each match. When the team's total routine is calculated, all the individual players' experience levels are added. After this, a figure representing the team captain's level of experience and leadership abilities are added. This is the team captain's only function, although it's quite an important one, as he may prevent your team from getting confused due to a strange choice of formation, or getting the heebie-jeebies during cup matches or qualifiers!
 
 
 
The team captain has to be in the starting line up. If you haven't appointed a team captain, the players will do so by drawing lots just before the game.
 
 
 
 
 
 
 
Other Experience related stuff:
 
 
 
Experienced wingers and forwards can score using their experience.
 
 
 
Inexperienced defenders and inner midfielders can give their opponents an extra chance.
 

Latest revision as of 12:59, 10 July 2018

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The experience concept simulates that a player has managed to learn things which improve his performance aside from the main skills.
Players get their experience playing matches and need 28.571 (28 + 4/7) experience points to gain an experience level. One point is the amount that can be gained in a league match.
Experience gain is minute-based (see this quote from HT-Tjecken on global forum).

Cup matches give about double the amount of experience compared to leaguegames, and Hattrick Masters matches give slightly more than this amount. International friendlies give around 1/5 experience compared to a league game and domestic friendlies give the players about half the experience an International friendly does.
National Team matches give roughly triple that of league games, though this number methodically increases as the World Cup progresses through each round. National Team friendlies are roughly equal to the experience amount of a League game.

Experience points:
1 XP level = 28.571 XP points

Match type		 	XP points
National friendly match 	0.1
International friendly match 	0.2
League match 			1
Cup match 			2
U20/NT friendly match 		2
Qualifying match 		2
Hattrick Masters match 		5
U20/NT official match 		10
U20/NT World Cup (semi)final 	20

Special Events[edit]

The following Special events can be caused through experience:

  • Experienced wingers and forwards can score using their experience.
  • Inexperienced defenders and inner midfielders can give their opponents an extra chance.
  • Experience is particularly important for the Team captain
  • Very important or dramatic matches might mean that inexperienced players lose their grip on the game. This gets worse the more they lack experience. Only the team with the lowest amount of experience will be subject to this during a match.


The influence of player's experience[edit]

As a player becomes more experienced he will play better in games. The experience bonus gives increases the players' skill contributions by a flat amount. E.g. a player with passable skill and passable experience will contribute the same as an otherwise equal player with solid skill and disastrous experience.

Experience		Contribution
Disastrous 		+0
Wretched 		+0.40
Poor 			+0.64
Weak 			+0.80
Inadequate 		+0.93
Passable 		+1.04
Solid 			+1.13
Excellent 		+1.20
Formidable 		+1.27
Outstanding 		+1.33
Brilliant 		+1.39
Magnificent 		+1.44
WorldClass 		+1.49
Supernatural 		+1.53
Titanic 		+1.57
Extra-Terrestrial 	+1.61
Mythical 		+1.64
Magical 		+1.67
Utopian 		+1.71
Divine 			+1.73
			Formula: XP influence: = log(experience) * 4/3

Experience is also an important factor in calculating formation experience.

The experience of the player has a bigger impact on a penalty shoot-out only than on a regular penalty kick (or set pieces chance) in the match.

Coach-to-be experience calculation[edit]

Can I see how many experience points a player has earned? As with regular skills Experience has sublevels, so getting the precise value is not possible. One way to find an estimate is to look at a player's performance history and use the experience points gained by match type table above to calculate the amount of points since his last level up. Or, if the player has a minimum of inadequate experience and has been in your club for at least 16 weeks there is a process for Coach-to-be (see).


External Links[edit]

  • Murzim's tool to calculate the total skill as effected by experience