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Generell bei schweigen Spielern: Verkaufen. Beim Kauf darauf achten keine Spieler mit "0"-Charakter zu haben. Also keine mit Verträglichkeit 0 oder Geselligkeit 0.
Wenn du einen Spieler ersetzt einfach darauf achten dass der neue Spieler eine Charakter"farbe" hat, die du sonst selten auf dem Feld hast.
Es ging mir jedoch eher um das Konzept an sich. Mir kommt das zu dominant im Spiel vor, also zumindest stimmt da das Balancing nicht mMn.
Was meint Ihr?
Edit: Ich hab gerade nochmal in meinem Team die schwierigen Kandidaten angeschaut. Mein TW hat Verträglichkeit 3 und Geselligkeit 4. Also sind das wohl nicht die einzigen Variablen die dazu beitragen ...
Edit : so with the above in mind you could create a team without any difficult players
https://ibb.co/zxFy00X
Wohuu. That sounds even more complicated :D
BUT: If a player is difficult, he can still be a very good one for the team.
The key i found was: Keep difficult players happy.
What can i do to improve the difficult players happiness?
Because only if he becomes unhappy, the difficult player can "be a problem".
I have played for several seasons and the "happiness strategy" served me well, even with difficult players.
On page 49 in the WAF-Guide it explains about the different player types there are and that it is best to have a "healthy mix", because every player type has positive and negative traits and therefore a mix of all is best, as far as i understand.
If on the other hand players are 0 or 1 in extroversion they count as "killjoys".
I'd say that refers to the mix of analysts, team players, leaders and artists.
And if the dealing doesn't work anymore: Selling could be the solution.
The other quote on page 49 in the guide does refer to the character traits of the players (and specifically not to the artist, team players and such).
These character traits will define, whether one is an artist, team player, leader or analyst, but there in the guide it focuses on the player types "fan favourite", "difficult player", "top character", "positive guy", "dreams of a big club", "overmotivated player".
That the team should have a healthy mix of these types.
If you had a team with only "positive guys" it wouldn't always be helpful, for example.
For "Difficult Players", "Anxious Types", "Players with discipline issues" and "Killjoys" however the smiley is very happy if the value is zero so I assume you don't need a mix of those in the team to have a great team.
I still have not found out everything, I note that there is more that the attributes Perfectionism, Extroversion, Confidence, Agreeableness, Openness and Negotiations to the player type. I tried to have everyone with identical attributes and I have 0 analysts, 3 artists, 10 team players and 11 leaders. Skills seem to play a role here, if I add technique I can make a level 2 artist (filed player) a level 3 artist while adding penalty area domination and reflexes to a goalkeeper turned him from a team player to an artist without that i changed the attributes.
"fan favourite" is possibly a random hidden value as it turns out to be a different player in a different game with the same configuration. It also does not depend on "how the player plays" as I had a game where someone who was on the bench in each game became "fan favourite". If I code a player to be from the own youth it has no effect here. The hierarchy is not random; it is the same if I start a few new games, I can't say yet what this is based on but with all players having identical attributes and identical skills I still have a mixed pyramid there. I suspect that games played, international games played, age and strength plays a role. All my players are level 1 but if I change a few to level 2 they move up in the hierarchy but there are still level 1 players on the top and level 2 players in the 2nd row.
I had no time yet to look into "top character", "dreams of a big club" or "overmotivated player". There is an editor setting for "one club player" which possibly removed the "drams of a big club". Overmotivated has possibly to to with the willingness to play different positions being much higher than the ableness.