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Forum > Suggestions > Rework how training works when attributes are 100+
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WiSeIVIaN
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Training an attribute when it is 100+ is a large investment with a large opportunity cost, giving greater opporunity for agents to customize their player as they see fit. Currently, while the training %'s has been buffed for attributes 1-99 when Accelerated player builds happened (less days training means each day helps more) this has not happened when attributes are over 100, due in no small part to to rounding.

This also results in a lot of weird things happening when attributes are 100+. Such as normal = intense but one gets more BTs, or light with no enhancement is the same as light with a level5 enhancement. Also mutli training above 100 is just awful since the training % bonus is basically lost.

My suggestion is to make training above 100% more logical with a definite cost-reward for training attributes different ways, and for level5 enhancing those attributes (which is a 6+12+18+24+30 = 90 BT cost).

Currently
Light with a 0 to 5 enhancement = 1% trained
Normal with a 0 to 4 enhancement = 1% trained, 5 enhancement = 2% trained
Intense with a 0 to 4 enhancement = 1% trained, 5 enhancement = 2% trained
Multi2way 0-4*, 1%. Multi2way 5*, 2%
Multi3way 0-2*, 1%. Multi3way 3-5*, 2%
Multi4way 0-1*, 1%. Multi4way 2-5*, 2%

My proposed change
Light with 0-4* is 1%, 5* is 2%
Normal with 0-4* is 2%, 5* is 3%
Intense with 0-4* is 3%, 5* is 4%
Multi2way with 0-4* is 3%, 5* is 4%
Multi3way with 0-4* is 3%, 5* is 4%
Multi4way with 0-4* is 4%, 5* is 5%

(keep in mind that you can only 4way multi train once every 4 days, and that people rarely if ever 3way or 2way multi)

This would give a definite risk-reward of picking different trainings on attributes above 100, as well as when enhancing those attributes.
 
Roger6363
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While I enjoy dots with 100+ naturals, I do not think it was intended to go much above that.

Just move on to something else...
 
Dr. Brawler
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+1
 
mandyross
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+1

The way it is coded at the moment is from before the time of intense, normal, and light. Early 2010 or so.

It is time to redo the hardcoding of these values to get them in line again with the training changes, and the season 24 accelerated player development changes.
 
alindyl
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I'd +1 this only so my ancient center can get better improves as his attributes go over 100
 
WiSeIVIaN
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My point is that there is a HUGE opportunity cost by training attributes at this level, as you end up leaving secondary's very low, which is the most efficient time to train them. This would at least make high level training a less than optimal choice, rather than the thing only retards do.
 
Ubasstards
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Originally posted by Dr. Brawler
+1


 
Dadd
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Originally posted by WiSeIVIaN
This would at least make high level training a less than optimal choice, rather than the thing only retards do.


Running some 100+ VPBs ?
 
blackrock
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+1
 
STEEL CURTA1N
M is bad mmmkay
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Originally posted by blackrock
+1


 
Rage Kinard
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My proposed change
Light with 0-4* is 1%, 5* is 2%
Normal with 0-4* is 2%, 5* is 3%
Intense with 0-4* is 3%, 5* is 4%
Multi2way with 0-4* is 3%, 5* is 4%
Multi3way with 0-4* is 3%, 5* is 4%
Multi4way with 0-4* is 4%, 5* is 5%

That is too high should be more like

Light 0-5 is 1%
Normal 0-3 is 1%, 4-5 is 2%
Intense 0-2 is 1%, 3 -4 is 2%, 5 is 3%
Multi 2 way 0-2 1%, 3 is 2%, 4-5 is 3%
Multi 3 way 0-1 1%, 2-3 is 2%, 4-5 is 3%
Multi 4 way 0 is 1 %, 1-2 is 2%, 3-4 is 3%, 5 is 4%

 
mandyross
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Maybe just follow the season 24 APD exponential function, and hardcode it to 1% in the event that it falls below this value?

That was the original intention of the hardcoding.
 
WiSeIVIaN
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Rage, the thing is that before APD, it was 1%, 2%, 2% for 5x enhanced light/normal/intense.
 
Malvado
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+1?
 
daunteblack
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Originally posted by Dr. Brawler
+1


 
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