-1
Forum > Suggestions > Rework how training works when attributes are 100+
WiSeIVIaN
offline
offline
Originally posted by Rage Kinard
You are thinking about HBs and WRs. Not much of a problem there. QBs & DL is where the problem would be (especially QBs), and don't discount the # of extra sp you can get cashing in BT when you are able to light train that long.

With this change, multi training as long as possible is still optimal for player builds, so if someone is light training extra long on 100+ atty's just to convert BTs, it doesn't make a ton of sense unless you are selling out on a build for one attribute.
Furthermore light =2% with 6 BTs and medium = 3% with 4 BTs makes them similar in terms of value.
The current version out of the player builder with 5x enhanced gives 2% for light and 3% of medium. Short of funny QB stuff, I dare you to show me a gamebreaking player by utilizing +100 attribute training. You still end up with a worse player, but the trade is maybe 8-10 more in your #1 attribute, while losing a shitton in your secondaries. In the proposted OP system, it simply gives players a choice to go down that route, rather than making that route mean you lost 10 in all your other attributes to gain 4 speed or strength.
You are thinking about HBs and WRs. Not much of a problem there. QBs & DL is where the problem would be (especially QBs), and don't discount the # of extra sp you can get cashing in BT when you are able to light train that long.

With this change, multi training as long as possible is still optimal for player builds, so if someone is light training extra long on 100+ atty's just to convert BTs, it doesn't make a ton of sense unless you are selling out on a build for one attribute.
Furthermore light =2% with 6 BTs and medium = 3% with 4 BTs makes them similar in terms of value.
The current version out of the player builder with 5x enhanced gives 2% for light and 3% of medium. Short of funny QB stuff, I dare you to show me a gamebreaking player by utilizing +100 attribute training. You still end up with a worse player, but the trade is maybe 8-10 more in your #1 attribute, while losing a shitton in your secondaries. In the proposted OP system, it simply gives players a choice to go down that route, rather than making that route mean you lost 10 in all your other attributes to gain 4 speed or strength.
WiSeIVIaN
offline
offline
Originally posted by Mob-6
+1 The current system is the most effective way to limit attributes from getting to the point where they mess up the sim beyond repair. Let's not put 200 speed players out there.
Lol, the training in the OP won't get you close to 200 speed.
If you normal train for 4 seasons above 100 (= 220 days) at 3% you would have 6.6 speed, and that is with you training nothing else at all for the back-end of your career, and pumping speed to the 20-cap asap.
If you light train for 4 seasons above 100 (=220 days) at 2% you would have 4.4 speed, again with the lack of multi training, along with not training your secondaries and other primaries, leaving the rest of your attributes looking like garbage.
And if you multi 4x above 100 (=55 days of actual training since you train every 4th day) at 5% you have 2.75 speed.
But yet, rage believes this would rewrite the player building meta, and you think this would give people 200 speed. Math is math. The unimpressive results of the above are WITH my suggested reasonable changes, just imagine how nasty worthless training there is now.
Currently, 4 seasons above 100 on normal will give 4.4 speed, same with intense, and if its a part of 4x multi we are talking 1.1 speed which is ridiculous for 220 days of multi-training. Oh and light would currently give you 2.2 for again 4 seasons of training it.
The current values are worthless. Giving players more choice is good. Making it so a player can feasably have more than 160 speed though with great cost to the rest of his build, is a good idea.
+1 The current system is the most effective way to limit attributes from getting to the point where they mess up the sim beyond repair. Let's not put 200 speed players out there.
Lol, the training in the OP won't get you close to 200 speed.
If you normal train for 4 seasons above 100 (= 220 days) at 3% you would have 6.6 speed, and that is with you training nothing else at all for the back-end of your career, and pumping speed to the 20-cap asap.
If you light train for 4 seasons above 100 (=220 days) at 2% you would have 4.4 speed, again with the lack of multi training, along with not training your secondaries and other primaries, leaving the rest of your attributes looking like garbage.
And if you multi 4x above 100 (=55 days of actual training since you train every 4th day) at 5% you have 2.75 speed.
But yet, rage believes this would rewrite the player building meta, and you think this would give people 200 speed. Math is math. The unimpressive results of the above are WITH my suggested reasonable changes, just imagine how nasty worthless training there is now.
Currently, 4 seasons above 100 on normal will give 4.4 speed, same with intense, and if its a part of 4x multi we are talking 1.1 speed which is ridiculous for 220 days of multi-training. Oh and light would currently give you 2.2 for again 4 seasons of training it.
The current values are worthless. Giving players more choice is good. Making it so a player can feasably have more than 160 speed though with great cost to the rest of his build, is a good idea.
lucifer_pdx
offline
offline
Ok, at 100 each train should be worth about 0.5 SP per train at intense. At 20 SP per point, each train should then be worth 2.5%. Each train on light should then be worth about 0.8%. This leaves training at a reasonable level.
If you quad-train with 5 stars then you're getting 2.5%*1.5*1.3, or 4.9% per train.
This is with the current system. I see no reason to change it.
-1
If you quad-train with 5 stars then you're getting 2.5%*1.5*1.3, or 4.9% per train.
This is with the current system. I see no reason to change it.
-1
WiSeIVIaN
offline
offline
Currently quad train with 5 stars = 2% every 4 days. You say you want it to be 4.9%
Also according to your lolmath, 2.5% * 1.5 = 3.75% per day at 5star intense, currently it is 2%.
Luc, you said you -1'd my idea, and then gave reasoning why my idea is good and more fair...
Also according to your lolmath, 2.5% * 1.5 = 3.75% per day at 5star intense, currently it is 2%.
Luc, you said you -1'd my idea, and then gave reasoning why my idea is good and more fair...
You are not logged in. Please log in if you want to post a reply.





























