Maximized skills in training
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Maximized skills in training
When you train your players now, the skill which is maximized in red and the skills which are not maximized black. But when a maximized skill drops it turns from red back to black. Now this isn't a problem when your player is already maximized on every skill, but sometimes I don't remeber whether a certain player is already maximized on a certain skill or he just didn't finish the training for that skill.
So I though that it would be nice to add a new color, for instance orange. Now if a player has finished training for example shooting at 80%, that skills turn red. But after a while that skill turns to 75%, then that skill turns to orange (or another color). So now you will see that the player has finished his training for shooting, but the skill dropped.
I think it is pretty easy to make and it would help some managers (like me) remember which skill is already maximized.
So I though that it would be nice to add a new color, for instance orange. Now if a player has finished training for example shooting at 80%, that skills turn red. But after a while that skill turns to 75%, then that skill turns to orange (or another color). So now you will see that the player has finished his training for shooting, but the skill dropped.
I think it is pretty easy to make and it would help some managers (like me) remember which skill is already maximized.
I like this idea.
Right now I have a system where I train a new players skills from top to bottom. So once I finish shooting, I don't go back to it until I've moved all the way up and maximized everything else, even once shooting turns black again. I'd certainly like to avoid this extra effort, and I don't see it being too hard to implement.
Or we could set up the training screen to where you could see the ratings of every player on there as well. We can't fit the ratings screen info on the training screen, but we could change the drop down menu to where it shows the current value of each rating in parentheses after the name. So it would be like:
Stamina (90)
Speed (79)
...and so on.
Right now I have a system where I train a new players skills from top to bottom. So once I finish shooting, I don't go back to it until I've moved all the way up and maximized everything else, even once shooting turns black again. I'd certainly like to avoid this extra effort, and I don't see it being too hard to implement.
Or we could set up the training screen to where you could see the ratings of every player on there as well. We can't fit the ratings screen info on the training screen, but we could change the drop down menu to where it shows the current value of each rating in parentheses after the name. So it would be like:
Stamina (90)
Speed (79)
...and so on.
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I'm not lazy, but sometimes you just forget whether a player has finished training a certain skill or not. And I don't think it takes a lot of time to implant this feature.PipkiN wrote:Try to know your players & don't be lazy, I think Sjarel won't be adding something like this because of someone who is a bit lazy
Also the Pauls idea is also good, maybe even better. If you put numbers behind a skill, you can see that the player has finished training AND with how many points it has dropped!
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I don't say it is not my fault, cause it is. Let me give you an example of what I mean:
Some time ago I bought a player, I started training every skill until about 40% (but some I trained too long so they got up to 70%) and then until it was maxed. Now that he has only two things left that I can train. But I only know that stamina is one of them and the other I don't remember, bacause I have some skills which are maxed but dropped and the other skill (which is not maxed yet). So now I have two skills on 70%, but I don't know which of them is maxed and which is not.
I hope you understand what I mean know. I don't blame anyone that I forget things, but if you don't want this feature that doesn't mean that some managers do want it!
Adding this feature won't make this game easier, it will only make it cost less time to play. Of course you can use SPMT to see which skills are maxed, but if it was already in the game it will take less time to play.
Some time ago I bought a player, I started training every skill until about 40% (but some I trained too long so they got up to 70%) and then until it was maxed. Now that he has only two things left that I can train. But I only know that stamina is one of them and the other I don't remember, bacause I have some skills which are maxed but dropped and the other skill (which is not maxed yet). So now I have two skills on 70%, but I don't know which of them is maxed and which is not.
I hope you understand what I mean know. I don't blame anyone that I forget things, but if you don't want this feature that doesn't mean that some managers do want it!
Adding this feature won't make this game easier, it will only make it cost less time to play. Of course you can use SPMT to see which skills are maxed, but if it was already in the game it will take less time to play.
Pipkin... look at SPMT. It makes EVERY aspect of the game easier - it even picks your formations and tells you how much money to offer players on contracts. It tells you hidden skill values. Hell, it will virtually play the game for you if you let it.PipkiN wrote:so why feature which will make the training easier ?
Are you telling us that you're OK with all that, but you think that letting someone quickly tell the difference between an untrained skill and a skill which was maxed out, but has lost a couple of points, would be going too far?
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Values like individual order can be calculated by yourself, SPMT only saves time in this way, same for your formation, I think you'll choose the same formation as SPMT - because you will by fitness & morale see who has to play. SPMT is a time-saver for me.
However, this drop of skill is only your responsibility and if you want to manage your team good, you shouldn't use any help from the game ..
However, this drop of skill is only your responsibility and if you want to manage your team good, you shouldn't use any help from the game ..
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I dont agree with Pipkins arguments but on the other hand cant see any profit from "orange colour".
There are 6 kinds of skills so why dont you simply train skill which is best at the moment?
here you have priority list
:
main skill (increasing individual order)
main skill (neutral)
other skill (increasing)
main skill (decreasing)
other skill (neutral)
other skill (decreasing)
There are 6 kinds of skills so why dont you simply train skill which is best at the moment?
here you have priority list

main skill (increasing individual order)
main skill (neutral)
other skill (increasing)
main skill (decreasing)
other skill (neutral)
other skill (decreasing)
FC Strakapùd
http://www.spnoviny.wz.cz
http://www.spnoviny.wz.cz
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Simply dont train randomly. If you train your players skills all the time in a same order then you always know if any skill was maxed or not...Red_Army_Squad wrote:Because I want to make sure that all skills are maxed. I don't train skills which are maxed but dropped, before I have finished maximizing every skill of a player. It works best for me, except for the part where I forget which skill is already maxed and which isn't!
P.S.: Brackets with max value arent aesthetical

FC Strakapùd
http://www.spnoviny.wz.cz
http://www.spnoviny.wz.cz
Just to clear up... my idea wasn't to have brackets with the max value. It was to have brackets with the current value. And as far as aesthetics go, I think list boxes in general look like crap anyway, so I don't think adding a (85) or something after each listed skill in a list box is going to start a riot.Michal Kejchal wrote:Simply dont train randomly. If you train your players skills all the time in a same order then you always know if any skill was maxed or not...
P.S.: Brackets with max value arent aesthetical
Guys, this is information you can get anyway from just clicking back to your ratings screen. It's hardly a secret. When Sjarel added the coloration to the list boxes in the training menu, to highlight maxed out values, did that hurt the game? No. And that addition is not much different than what Red is proposing here.
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Damned I know my team good enough and I know of most players which skill is dropped and which isn't. But like I said when you buy a new player and you train them I don't always remeber which skill is maxed and which isn't, because I have other -more important- things to think about then my players' skills! If you spend 10 hours a day watching your players skills, please go ahead, but I can't do that!!
Adding this feature will only take away some playing time, it will not make the game easier, bacause SPMT already makes it easier.
Like I said before if you don't like this feature, fine. But maybe some managers do want to have it!!
Adding this feature will only take away some playing time, it will not make the game easier, bacause SPMT already makes it easier.
Like I said before if you don't like this feature, fine. But maybe some managers do want to have it!!
Exactly!!!Guys, this is information you can get anyway from just clicking back to your ratings screen. It's hardly a secret. When Sjarel added the coloration to the list boxes in the training menu, to highlight maxed out values, did that hurt the game? No. And that addition is not much different than what Red is proposing here.
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SMPT is invented by a SP manager, not by SP developers - it's somebody's hard work and calculations and free time to help other managers, so you cannot say if SPMT exists, add this.. Why should Sjarel make the game (training) easier ? Only because someone does not look at skills and want to be informed ? It is your job to watch it, if you want some feature, try to invent it as SPMT creators did with SPMT.
Second thing, train manually each skill to the maximum and then train a new skill. Thne you'll see whether the skill already trained has dropped. Howgh
Second thing, train manually each skill to the maximum and then train a new skill. Thne you'll see whether the skill already trained has dropped. Howgh