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Post by xxyannxx on May 20, 2012 20:58:53 GMT 1
i think that with this method some cyclist are impossibile to sell, because their skill values are not well distributed. It's possibile to change setting and create new cyclists with at maximum one 0 skill? with a youthscout: Current ability 17 Steering/Balance 15 Perception 14 i have find this one: Primary skills Flat 0Hill 2 Mountain 5 Downhill 0Sprint 0Time trial 3 Secondary skills Steering 9 Experience 0 Balance 8 Leadership 3 Another problem is about the skill Steering and Balance: now it's impossibile to have a cyclist with 15 or more in this values. Maybe you can change also the distribution of this skill making somenthing like: St/ba=10 ---> cyclist with st/ba from 5 to 10 ST/ba=15---> st/Ba from 10 to 15 or somenthing like this.Or maybe to make faster the skill up like gelies suggest here. peloton.proboards.com/index.cgi?board=pelotonsuggestions&action=display&thread=7731Another important thing is to improve the training for the young cyclist (make it faster) and maybe make it slower for the old one... In this moment have a Scout is not convenient at all
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Post by Quatannens on May 20, 2012 23:47:14 GMT 1
Then fire him :-)
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Post by baglio on May 21, 2012 5:33:14 GMT 1
i agree with xxyannxx
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Post by xxyannxx on May 21, 2012 10:33:34 GMT 1
I can do it, but it's not the solution for this problem. It's not possible to have a youthscout spending 200.000p/w and have 1 in 1000 chance to have money back selling the youth cyclists. If we can't do anything to change this system the only solution is to remove the youthscout from the game. Maybe the FA kills the youthscout I like peloton and i want only to suggest somenthing to make this game better (not only for me but for new and old users)
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Post by Quatannens on May 21, 2012 13:45:02 GMT 1
It's not that hard to fire your scout. Currently there are just way to many cyclists. So pulling new cyclists is not usefull, as the price for bad cyclists will be low. There are also way to many managers with a youthscout, which makes the overload of cyclists even bigger. If you really want to pay a huge wage every week, that's fine for me. It's not because you can hire a youthscout, that you should have one. You only should have one if you can make profit with him. Maybe the system should change, that the chance of getting a good cyclists is even smaller. Because your suggestion won't help. If everybody get's better pulls, the price will remain the same. The amount of new and usable cyclists should be lower.
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Post by kurtinsc on May 21, 2012 14:19:37 GMT 1
What I find interesting was that a few months ago, all the youthscout owners were complaining because the riders were all TOO well distributed. Riders had no real bad ratings, but no real good ones either.
Right now there's a cap on how good a scouted rider can be. I believe you essentially can't scout a rider with more points then a newly generated rider on a new team would have. It was changed to have less uniformity (which lets you have 4 and 5 in some skills, but gives you zeros in others).
Can't really have it both ways. I don't think the problem here is really the scout. The problem is that we can only train a single skill, and nobody is going to be able to effectively raise 3 zero skills if that's the case.
I still think training needs to be adjusted so that there's some way to do a "general training". Perhaps train all the other skills that you don't choose at 1/5th or 1/10th the level that you get for training your primary skill. This would make people chose more "multi-faceted" trainers, and allow a slow but steady progression so that even without focusing on the 0 ranked skills, they'll move up to 2 in 3-4 seasons.
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Post by xxyannxx on May 21, 2012 14:43:25 GMT 1
It's not that hard to fire your scout. Currently there are just way to many cyclists. So pulling new cyclists is not usefull, as the price for bad cyclists will be low. There are also way to many managers with a youthscout, which makes the overload of cyclists even bigger. If you really want to pay a huge wage every week, that's fine for me. It's not because you can hire a youthscout, that you should have one. You only should have one if you can make profit with him. Maybe the system should change, that the chance of getting a good cyclists is even smaller. Because your suggestion won't help. If everybody get's better pulls, the price will remain the same. The amount of new and usable cyclists should be lower. I don't agree with you. If IP include the youthscout in peloton maybe he believe in this aspect of the game. But actually it don't work... If you create somenthing in a game, you have to do it well. I don't have statistics but the italian users, every week, fire their youthscouts, and I think that the other users too are doing the same thing. Maybe there is a problem and IP can change something. I don't want to find every week a monster, but only to have riders with at max one skill with 0. If you find a rider like mine, he is useless. You can't train him or sell him. Sure, I can fire my ys but then? the problem is still here
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Post by xxyannxx on May 21, 2012 14:47:55 GMT 1
Can't really have it both ways. I don't think the problem here is really the scout. The problem is that we can only train a single skill, and nobody is going to be able to effectively raise 3 zero skills if that's the case. I still think training needs to be adjusted so that there's some way to do a "general training". Perhaps train all the other skills that you don't choose at 1/5th or 1/10th the level that you get for training your primary skill. This would make people chose more "multi-faceted" trainers, and allow a slow but steady progression so that even without focusing on the 0 ranked skills, they'll move up to 2 in 3-4 seasons. maybe you're right. But i really think that somenthing must change i suggest some ideas, but all the suggestion that can improve the youthscout work must be analyzed
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Post by rarau on May 21, 2012 16:44:02 GMT 1
I can do it, but it's not the solution for this problem. It's not possible to have a youthscout spending 200.000p/w and have 1 in 1000 chance to have money back selling the youth cyclists. If we can't do anything to change this system the only solution is to remove the youthscout from the game. Maybe the FA kills the youthscout I like peloton and i want only to suggest somenthing to make this game better (not only for me but for new and old users) i have the same oppinion
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Post by Il Padrino on May 26, 2012 11:41:17 GMT 1
Training skills under 7 is always at an FA rate of 20, so the cyclist should train quickly to acceptable values in a few weeks.
Also, scouts should maybe not be regarded as something to make money out of, at least not when you can't afford it and need almost a weekly pull just to get break-even. Higher divisions will (in time, still a few more seasons) have more active players than lower divisions, so there will be more price money. It's only then you should consider getting a scout.
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Post by Quatannens on May 27, 2012 22:03:25 GMT 1
You are right, but training those 0 skills up is not done :-) There are 2 options to do it: 1) You get yourself a multiskill trainer, which will cost you fortunes. You'll be able to train 2/3 skills with a 15-18 level trainer. If you choose to stay at 15, you'll train a little faster than monotrainers who can easily get up to 17+. 2) You get yourself a monotrainer and fire him everytime to get a new one. This will be cheaper for his wage, but you don't have a lot of choises to train. If you get a 0-0-5-2-2-2 pull and you take a flat trainer you better don't get a 5-0-0-2-2-1. You'll probably have to sell that pull soon. You'll also loose some training because you have to start with a level 10.
Some quick thoughts: - Make multiskill trainers cheaper. A second skill only cost x% wage. - Make new trainers usefuller. Nobody wants to train with a level 10 trainer nowadays.
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Post by lee1950 on May 28, 2012 6:39:58 GMT 1
YouthScouts:
Since it seems some managers don't like the unbalanced riders and some do, perhaps give managers the option to pull a "balanced" youth or a "specialist" youth rider.
Balanced: all skills between 1-3. (~ old way) Specialist: one skill of 4 or 5, all others between 0-3. (~ new way)
(note: the total skills would be the same with either option - just the distribution would be tighter or looser)
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Post by lee1950 on May 28, 2012 6:52:02 GMT 1
If you get a 0-0-5-2-2-2 pull and you take a flat trainer you better don't get a 5-0-0-2-2-1. You'll probably have to sell that pull soon. Any rider with multiple "0" ( or multiple "1" skills !! ) is going to need a lot of training, and often the best thing to do is to train him up to 5+ in the skill your trainer is currently set on, and then sell him. If you train that 0-0-5-2-2-2 rider to 5-0-5-2-2-2, he will be worth a lot to a Hill trainer. If you pulled the 5-0-0-2-2-1 that's just bad luck; but you get another chance next week. Train him to 7-0-0-2-2-1 and a team with a Hill or Mountain trainer will be happy to buy him and train him up. Some riders are just destined to move from team to team to get the right training. Unless you are a very clever manager, everyone has riders with weak ("0" or "1") skills in one or two areas. You either have to rotate your own trainer's specialty, or rotate your cyclists (transfers).
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Post by lee1950 on May 28, 2012 7:18:09 GMT 1
Trainers:
There have been a few threads on this in the past. ;D
My thought is to again give managers some options (after all, this is a management game, so it's only logical we should have decisions to make)! Perhaps something like.....
Let's say you have this trainer: 10-0-15-0-5-0
1) Specialist: your trainer uses his highest skill and trains only on that skill, with a +1 bonus. So the example trainer trains Mountain with a level 16 skill (total training 16).
2) Pro-rata: your trainer trains all skills in which he has a level >0, with the total training delivered equal to the highest trainer skill. So the example trainer trains Flat-5, Mountain-7.5, Sprint-2.5 (total 15)
3) Generalist: your trainer trains his primary skill at 70% effectiveness, and the other 5 skills each at 5% effectiveness. So the example trainer trains Mountain-10.5, and each of the other 5 skills at .75 effectiveness (total training = 14.25).
Specialists get a small +1 bonus. Pro-ratas get a straight distribution. Generalists get a small malus.
We could even make it more interesting by adding a 4th option....
4) Secondary: Train the primary skill at 70% effectiveness and train Steering and Balance at 10% each. Not sure how to apply training to secondaries, but if possible, it would be nice. So the example trainer trains Mountain 10.5 and Balance and Steering at 1.5 each.
Any change really has to be balanced with benefits and detriments.
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