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But, Having skills start decreasing at 123, just above exceptional is way to low IMO, unless the decrease is extremely minimal at that point growing in value the higher you get. I just find it disgusting to think about struggling to keep certain skill sets at high exceptional.

If you still train it, it's really not going to be a struggle, assuming you don't have high skill in every skill.

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1. Do you even know what the ~82% is that Mike is referring to? The straightforward answer is no, you can't because Mike hasn't explained it to anyone. For all you know that could mean that the skill decrease effect (separate from the age impact, of course) kicks in once a fighter has reached an overall 82% of possible skill points as a total, not just when he reaches 82% of one particular skill.

If it applies to 1 skill it is too low and if it is all skills, which is 123 in all skills, which again is too low IMO.

 

To clarify, I'm not saying I necessarily think that is what Mike has done, I'm merely highlighting it as a possibility as none of us, except Mike, know the true answer to that. Try to engage brain before jumping to assumptions and giving the chap grief about it. As you go onto say, give the changes a bit of time and see what actually transpires rather than immediately assuming a worst case scenario for your fighters.

Dude,, even though you don't use your brain to it's capacity is your problem, but don't expect me to have that same problem.

I am not trying to give any grief, it is called voicing opinions and this also relates to a previous thread on the subject.

If i disagree with something i voice my opinion about it, just like you are doing to my opinion, insulting me in the process.

As for the 1v1 training - it is essentially semantics, isn't it? Whether Mike speeds up the effect of training for larger class sizes, or slows down the training speed for the smaller class sizes (including 1v1), what actually matters is the relative training speeds for the various class sizes.

 

The only difference is that if the 1v1 training speed is slowed down then you will see the effect of pops less frequently. If it was just that the larger class sizes were made more effective then, sure, you'd see your fighters pop after training just as frequently as now, but relative to others training in larger class sizes the gains are still smaller and reduces the competitive advantage.

If you don't understand the difference between slowing down training, "fewer pops with longer in between" and faster training, "more pops more frequently", then there is no point wasting time talking to you.

I do not, and never will accept any slowdown on training, as seeing my fighters pop is a large part of enjoying this game.

 

Fewer pops = less fun...period! for me at least.

 

 

The more I think about the changes as they've been made known so far, the more I like them, as it should bring benefit to those managers who are most effective in slider fu, which can only be a good thing.

If all the fighters were the same,, then slider fu would be the only thing that mattered.

That would not be a good thing IMO, as this game is much more than just slider fu.

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Well lots and lots of changes, they all sound pretty good and realistic on the whole in my opinion. Impossible to really say how this is going to play out exactly yet, I think some peop;e are purely focusing on the negatives and making some early assumptions which may very well turn out to be false.

 

All in all it's got to be good for the future of the game if there are more top end fighters at a quicker rate. The managers with the top resources and training know how are still going to have that advantage, it just won't be quite as big as before.

 

Right now I think the fighter Golden Glory has proved you need around at least a year to be on a level with the top fighters in the game, and that's if your a skilled manager and know exactly what you're doing and have the resources to do it. For a new manager you're probably talking 18 months before they have a hope in hell of challenging the top fighters in the game, that right now is a little too long in my opinion so these changes should hopefully shorten that process a little.

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If you still train it, it's really not going to be a struggle, assuming you don't have high skill in every skill.

Thanks for the answer Mike.

 

This relates to the "how good should the best fighter be able to be" thread i assume.

 

IMO having a quad exceptional as max, is annoyingly low.

 

But on the other hand, it's a relatively minor annoyance though. :)

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Mike, what would you guess now is the best level of fighter you'd be able to maintain before increasing skills becomes a real problem. Say for a well rounded fighter and one who was more specialised in two areas, would something like these be achievable still?

 

Wonderful/Exceptional/Wonderful/Exceptional

 

Elite/Strong/Sensational/Respectable

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You posted this whilst I was responding to your first post. :) Good to see, and I definitely agree that people should provide an honest appraisal of the changes, but it's far more effective if they are made in a constructive fashion rather than coming across in a bitter or harsh way.

Cool mate, this answer came from you while i was writing my last post, so i hadn't seen it.

 

I honestly think most of the changes made in this game for the last year have been very good, and Mike deserves massive praise for his fantastic work.

 

I can imagine the time that has gone into thinking this through and implementing it, and have nothing but praise for that.

 

But that still doesn't mean i shouldn't not voice my opinion about the changes, even if it might come across as negative.

 

I love this game too much to quit it anyways. ;)

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Well lots and lots of changes, they all sound pretty good and realistic on the whole in my opinion. Impossible to really say how this is going to play out exactly yet, I think some peop;e are purely focusing on the negatives and making some early assumptions which may very well turn out to be false.

 

All in all it's got to be good for the future of the game if there are more top end fighters at a quicker rate. The managers with the top resources and training know how are still going to have that advantage, it just won't be quite as big as before.

 

Right now I think the fighter Golden Glory has proved you need around at least a year to be on a level with the top fighters in the game, and that's if your a skilled manager and know exactly what you're doing and have the resources to do it. For a new manager you're probably talking 18 months before they have a hope in hell of challenging the top fighters in the game, that right now is a little too long in my opinion so these changes should hopefully shorten that process a little.

True.

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Thanks for the answer Mike.

 

This relates to the "how good should the best fighter be able to be" thread i assume.

 

IMO having a quad exceptional as max, is annoyingly low.

 

But on the other hand, it's a relatively minor annoyance though. :)

 

In your opinion, the absolute minimum for an all-rounder will be quad sensational I assume?

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In your opinion, the absolute minimum for an all-rounder will be quad sensational I assume?

imo, a fighter around 28ish should struggle to stay quad sensational, gradually struggling to stay quad exceptional etc... faster and faster as he grows older.

 

But yes, i think fast learners in this game should have the ability to reach quad sensational, but only be able to keep it over a short time-span.

 

average learners should be able to reach quad exceptional, reduced with aging, faster and faster.

 

But again,, I'm well aware this is just my opinion. ;)

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Thanks for the answer Mike.

 

This relates to the "how good should the best fighter be able to be" thread i assume.

 

IMO having a quad exceptional as max, is annoyingly low.

 

But on the other hand, it's a relatively minor annoyance though. :)

 

Quad Exceptional is annoyingly low? None of my guys come even close :rolling:

 

Then again my guys are fighters, and not gym heroes :showoff:

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Quad Exceptional is annoyingly low? None of my guys come even close :rolling:

 

Then again my guys are fighters, and not gym heroes :showoff:

Then i would rethink my training regime if i was you.

I find it a bit mind boggling that you have played this game for almost a year longer than me, and have so underdeveloped fighters. But you do have an obscenely high number of fights though :)

 

If you look at my roster, then you will see 2 sparbots and 13 fighters.

 

All my "projects" are fighters gaining experience. :boxing:

 

Even more the reason for effective training and fast popping ;)

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I like the fact that now new managers and fighters can be somewhat successful without needing a large bank roll :) Will promote new users.

True, but part of the key to success in "Tycoon" was to get connections, business partners and become a business and fighting powerhouse in due time.

 

This is not just a "fighting" game,, it's a fighting Tycoon game. :)

 

But i do agree this should promote new players and is in that sense, good.

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Then i would rethink my training regime if i was you.

I find it a bit mind boggling that you have played this game for almost a year longer than me, and have so underdeveloped fighters. But you do have an obscenely high number of fights though :)

 

If you look at my roster, then you will see 2 sparbots and 13 fighters.

 

All my "projects" are fighters gaining experience. :boxing:

 

Even more the reason for effective training and fast popping ;)

 

I don't do project fighters, never have. My guys have always developed while they were fighting their way up the ranks rather than being quadruple sensational with a twist of lemon before they take their first QFC. And I see my guys losses and slightly dodgy records as badges of honor rather than losses being something to be feared.

 

The ironic thing is if these changes were in since day one my way of doing things would be the "correct" one :P

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I don't do project fighters, never have. My guys have always developed while they were fighting their way up the ranks rather than being quadruple sensational with a twist of lemon before they take their first QFC. And I see my guys losses and slightly dodgy records as badges of honor rather than losses being something to be feared.

 

The ironic thing is if these changes were in since day one my way of doing things would be the "correct" one :P

So have mine ;)

 

One of my first creations 76k id, is now 14-14-12-Purple and has been fighting throughout with a record of 13-4. I have shed many tears over having created him as a 22 year old, can only image how he'd be now if he was created at 18. :(

 

So "your way" is the same way as "my way". ;)

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Now that we updated the training part of the game, we can now focus on the "tycoon" part of the update.

 

Thanks mike for the awesome changes. However, i'm a bit worried in the opposite primaries thing.

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If you can get 4x Elite then everyone is going to be identical (or close to it).

 

If you can get 4x Remarkable then some people will go the well rounded route, while others might try for Elite Boxing and drop some of another skill (or skills) and wind up with say Elite/Respectable/Remarkable/Proficient.

 

 

That is pretty much what I mean. I'm also betting I won't be able to keep 7 secondaries at or above "exceptional" like I tend to do now. I think all of these decisions will make for a better game.

 

 

I am exceptionally pleased with the cap at 2500 roughly. That will put a realistic dampner on the far fetched quad "exceptional/sensational" standard. It's still rather unrealistic to know there are guys who would be that good in all skill areas- but at least now, you'll know their secondaries and physicals will only have around 1900 points if they take that route.- and the maintenance for keeping conflicting primaries might be enough effort to eliminate the uber fighter that we have out there now.

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If you still train it, it's really not going to be a struggle, assuming you don't have high skill in every skill.

So if I take it correctly then 82% refers to one skill, not to the total skill points. I was hoping for the second.

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The only thing i really hate so far about these changes is the opposing skill element.

 

I believe that it ruins the game for some managers.

 

I can swallow and accept most if not all of the other changes,, but this part just is not cool at all.

 

It adds something to the game, yes, but it takes away more than it brings IMO.

 

I am really starting to hate AJPerok now! :(

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I just want to make sure I understand this correctly. After playing the game for 2 years and seeing people with fighters with awesome skills across the board, I finally figured out how to do it and finally lucked out with a fast learner and finally have one of those fighters I've always lusted over and envied.... and now I get to watch his skills slowly decrease just when I got him to where I want him to be? I just want to make sure I'm understanding this right....

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I just want to make sure I understand this correctly. After playing the game for 2 years and seeing people with fighters with awesome skills across the board, I finally figured out how to do it and finally lucked out with a fast learner and finally have one of those fighters I've always lusted over and envied.... and now I get to watch his skills slowly decrease just when I got him to where I want him to be? I just want to make sure I'm understanding this right....

Yeah,, that's how i'm understanding it.

 

It's just not cool to fuck up our existing fighters that are good across,, it's just not cool at all. :(

 

With age i can accept, but overall, no,, plz don't. :sad01_anim:

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Oh come on, this game isnt always designed around you, the skills are only a small part of this game, for god's sake look at Joe Crippler.

You will cry now, but you will learn to live with it, its not like everyone else will get beasts and you wont, the level of competition wlll be the same at the top, but now it will take more than just training for five IRL years to get there.

 

For me, the bottom line is quite simply that I love the game, this will only help to allow more managers train great fighters, and I do not see anything wrong in that.

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Oh come on, this game isnt always designed around you, the skills are only a small part of this game, for god's sake look at Joe Crippler.

You will cry now, but you will learn to live with it, its not like everyone else will get beasts and you wont, the level of competition wlll be the same at the top, but now it will take more than just training for five IRL years to get there.

 

For me, the bottom line is quite simply that I love the game, this will only help to allow more managers train great fighters, and I do not see anything wrong in that.

 

I'm just saying man.... I've played games like this before and it really sucks that once you think you've got it figured out they make radical changes. I just hope that these are the last changes of this magnitude. Little changes here and there to better the game are cool, but don't screw with how the whole game is played. Like I said before, I'll be playing either way, I just hope I stay interested when I see my skills steadily decline.

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