Rhino909 wrote :
@tegimus Few clarification questions.
1. How is the new rating calculated for season 20? Will it be (rating + exp)/2 or will the exp now count as a weighted % to the rating number. For example will it be X% of the rating like how positioning counts as X% to a player's current rating? If it is the latter, doesnt it imply the other attributes will be less important for rating purposes and the tutorial guide for rating calculation by position will have to be redone?
Since the match engine applies experience of players only in an indirect way in different situations, the actual weightage of experience is hard to generalize due to it having varying importance based on each match situation. For example it becomes very important when a player makes critical decisions like when and where to pass, when to make runs, who to mark, when to dive into a tackle and when to not etc. Experience of a group of players are also used together sometimes, eg. when executing offside traps.
But as a rough indicator, we will give experience the same importance as the (current) rating, so it will be (rating + experience) / 2. The tutorial won't need a big update to include this change, we will just need to mention this there.
Rhino909 wrote :
2. On a scouting report we still get an ability number which is the average of all attributes. Will this number be adjusted next season as well to include exp?
After this update, Current Ability of a player will become irrelevant as the Potential attribute will now be a cap on individual attributes rather than average of all attributes. So Ability will no longer be displayed in scout reports. There will also be a slight change in the display of Potential in the scout reports, it will no longer show the actual number and will only show the star rating similar to other scouted attributes.
Rhino909 wrote :
3. If youth players with high non-exp ratings and low exp have their rating decreased by inclusion of exp, their value will drop. This means transfer market may falsely respond and people will pay less for seemingly low rating youths. At the same time 30+ players susceptible to attribute/ratings decrease are not as valuable due to random age retirement. I think this may put a lot of price pressure on the 24-29 age range and a lot of transfers may be directed at that segment.
Price changes have both sides to it. Young players with no experience will have less value of course, but the market will most likely drive their prices up if they have really good potential and learning. This means it wont make it any more difficult to sell better prospects for good money, but you will get less value from worse players, which should be fair enough. Value decreases with age anyways, so training them for too long is not good either if you want to sell. 24-29 age range is already having the most desirability in the transfer market even before this change due to attribute drops starting after 30 and since most 5 star learning players get close to their potential by 23-24.
Rhino909 wrote :
4. I think yiu ay want to post an example of how the new potential system will actually look in practice with regards to training. I think I get it but not 100% confident.
How it works now:
Potential is a cap on average of all attributes. So if a player has 50 potential, the cap is 50x12 attributes = 600. If you train say 4 key attributes to 99 and leave the remaining attributes below 30, it will drive the rating up but that rating won't reflect the player's real ability to perform compared to another player having 6 or 7 attributes at 70 or 80.
How it will work after the update:
Potential will be a cap on each individual attribute. If a player has 50 potential, you cannot get any attribute of the player much above 50, so we will see such irregularly trained players less often.
Why imbalanced training is bad on performance:
Let's say we have two players with 70 rating. Player A has 99 shooting and 41 positioning. Player B has 70 shooting and 70 positioning. Assume all other attributes are identical. Theoretically, 99% of shots taken by Player A will result in goals but he will get into good shooting positions only 41% of the time. Player B can convert only 70% of his shots but he will get those shots off 70% of the time. So in a match, Player B has more chances of scoring (70%x70% = 49%) whereas Player A's probability is only 40%. This difference will become wider when more attributes deviate from the player's rating. Practically, Player A will perform well against weaker opponents, but against better or equal players his performance will be far far worse than how Player B will perform.