By the time I have looked up all the necesseary information in the code , I would have coded it myself.
I'm sorry. Because of earlier posts, I thought the only reason to not make small codechanges was lack of time.
I understand that for small changes, it's not timesaving to let someone else do it.
The question is not so much HOW , but IF it should be changed.
Peloton has a long history and every development has up / down sides which almost always are unfair to atleast a part of the users. f.i.
- If I change the skilldistribution for 19 year olds , that would be unfair to people who recently fired their scout !
So making a small change to improve the game because now:
- only about 1 out of 4 managers uses it
- new players are even recommended to certainly NOT use it
- the few managers who use it, aren't happy about it and are discussing about who is the most unlucky
shouldn't be changed because someone fired a youthscout recently?
Isn't the longterm plan of the game a bit more important?
A compensation can be found for those few managers (for example: when the youthscoutcode has improved, everyone who fired one within the last x weeks, can have the option of getting him back or something like that)?
Same thing for the mood problem, weg calculations, the ultra-multi-skilled trainers, ... (I can go on and on ...)
I'm aware of that. For the youthscout however, I think the downside is limited.
Your point about the complicated formulas :
- I don't think the perception is overly complicated : (10 x Perception)/201 (except if perception is zero). And I like the fact there is still a very small chance for a zero return.
Ok, but when the Wikipage literally says:
"The chance your scout finds a suitable cyclist depends entirely on the Perception skill. For every point in this skill, the chance will increase with 5%. So with a Perception of 10, you have exactly 50% chance of finding a cyclist. A Perception of 20 will make it 100%." and than in a certain forum post (which not every manager reads), suddenly slight other numbers appear, than that makes it look like the game is made more complicated than necessary.
- about the decimals, I also disagree there is no fun in having everything fixed numbers , a game without a luck factor (and pleasent (or displeasant) surprises is BORING.
Only changing the fact that you don't have decimals at a pull, doesn't whipe out the luck factor.
The luck factor can still be there:
- instead of starting with a fixed pool of 120 points to divide, start with a random generated number between for example 110 and 130.
- you can be lucky the skills match the weight/length of the cyclist
- you can be lucky the skills match your current trainer
My idea for only working with whole numbers (so divide 12 skills instead of 120 and than divide by 10) and keeping the game a bit less complex was in the first place to keep it clear for new / recently started managers. After all, one of the goals of this game should be to get more active managers and therefore try to eliminate things that might make a manager quit the game within his first season (and too much complexity might cause that).
Now I'm reading the wikipage of the youthscout, another "strange thing" catches my eye:
"The maximum value of a skill during the distribution of the skill pool points is limited to 4. If the Perception of the scout is higher than 0, the maximum is increased to 5."What's the use of that?
1) It doesn't seem logic that perception has to do anything with the maximum skill. Current ability is used for that?
2) Why would anyone have a youthscout with perception 0?
So why not turn:
4 (maximum skill value) + 1 (if Perception > 0) + 2 (if Current Ability is 20)into
5 (maximum skill value) + 2 (if Current Ability is 20)Again, a little less complex and nothing really would change for anyone.
That being said, you could start by changing only 1 thing:
"The cyclist's 6 main skills are determined by using a 'skill pool'. This pool contains 120 points that are distributed randomly over the 6 skills."
I would change that as follows:
Add 1 point per week in the season (so a 18y old pulled at the beginning of the season starts with 120 points, an 18y old after week 10 starts with 130 points to divide etc).
As normally a season has 16 + 1 weeks, I would set the pool of a 19y old at 137 points at the beginning of a season.
And why not make it possible to pull a 20y old at 154 points at the beginning of a season.
Still, an 18y old pull would be preferable, because by training, you get more profit than only 0.1 skill per update, but at least:
- the difference between an 18y old pull at the beginning or at the end of a season would be smaller
- the difference between an 18y old pull and a 19y old pull would be smaller