找回密碼
 會員申請
搜索
熱搜: 活動 交友 discuz
查看: 1940|回復: 6

A Guide to the New Season (Match engine + Training)

[複製鏈接]
發表於 2007-11-3 01:09:21 | 顯示全部樓層 |閱讀模式
With the start of this season, we will put into effect the new match engine and training system which we have announced in previous editorials.

At this time, we would like to summarize the upcoming changes and also – where needed - to provide a little bit more detail about how they will work.


In principle, all the updates of this update will come into effect immediately. However, the new match engine will only be used for friendly games during the upcoming season. This goes for everyone, even national teams.

This “test season” will give you a chance to understand the new dynamics and to prepare your squad. At the start of the season beginning in early 2008, the new match engine will be used for all games in Hattrick.

The new training system is in effect immediately. Here is an overview of the changes, including when they take effect and examples of how the new stuff works, where needed:

Match engine

1. The impact of skills, and how much weight they have on different positions on the field, has changed considerably. More players will now have use of a second or third skill. This was explained in detail in our last editorial, so please check that out, or read through the updated rules of Hattrick.

2. Stamina will now matter for all players. At the start of the game, all players are rested and perform at their full capacity. As the game unfolds, players may start to get tired. The higher your stamina, the longer you can play before getting tired. Once tiredness kicks in, the loss of performance is linear – a tired player loses the same amount of skill between minutes 65 and 70 as he will between the minutes 85 and 90. During half time and again before extra time players get a chance to rest, and some fitness is regained. After the game, you will be able to study the stamina effects in the star rating report. More about this in the next section.


3. Star ratings. One consequence of the above changes will be that your team ratings, and the star ratings of your players, will change. The ratings reflect the new “power” of each player and tactic, after all. Since much of the positive change in the new match engine have been added to skill combinations that managers have not yet trained, your ratings may drop a bit. On the other hand there will be a good potential to improve them if you train well. Also, star ratings will now show slightly different information than before. Since player performance is no longer static throughout the match, the star rating of a player will now show the average performance during a game. This in itself will give a lower number of stars than in the old system, where performance stayed the same during a game. In addition to this, the star rating will indicate how your player performed at the end of the game. This is done by showing a portion of the player star rating as grey stars.

Example: You have a total of five stars in the match report, the first three being yellow and the last two being grey. This means the average contribution of your player during the game was five stars, but at the end of the game it was only three. This player would have performed better on average if he had better stamina. He would also have improved his average performance if he had played less time in the game, since he would have had less time to become tired.

Try to find ways to get the most out of your players, just remember it will be normal for most players to end the games with some tiredness.

On top of this, we have fixed a few flaws in the old star rating formula. One of these was that repositioned players used to get more stars than they deserved. Another was that in some positions on the field, the contribution of secondary skills was not reflected well enough in the ratings. We have chosen not to detail these changes as they might be a bit confusing – what is important is that the new ratings will give you a better idea of how important your players are on the pitch than the old one did.


Training and skill development

1. We have made a few important changes to how skills are trained, and to how players lose skill over time. We will explain the changes here, and you can find even more detail in the rules, but bear in mind that in the end this is really one system – how player skills develop over time, given their age, training and skill. First, let´s explain the idea behind this change.

Until now, skills have always been trained at the same speed, no matter how high or low they have been – the only factor affecting your training has been what is trained and how old the player is. This has caused managers to focus on training only one skill per player for their entire careers. By the time this one skill is “maxed out”, they are considered too old to train a second skill. As players are considered “complete” at a relatively early age, an oversupply of skilled players has appeared in Hattrick. We wanted the new system to counter these patterns, encouraging managers to spend more time training less players.

The “new” system takes three factors into account: training type, age and current skill level. A bit simplified, training will not be slowed down as much by age as before, but on the other hand it will be slowed down by skill level. The main effects of this reform are:

• All players will train very low skills A LOT faster than today. As skills improve, training speed slows down. At the highest skill levels all players will experience slower training than today.

• Players with very high skills compared to their age group – for example a top youth player - will train their main skill a bit slower than before.

• Older players with low skills compared to the best of their age group will train faster than today.

• The majority of players will be able to train faster than they do today – at least if they stay away from training high primary skills.

Example: It will take more time for a 17 year old keeper, starting at high solid, to become a divine keeper compared to today. (The same goes for a very talented 17 year old defender, midfielder, winger etc).

However, a 24 years old formidable scorer (or defender, midfielder etc) will train faster than today. This pattern is true for all skills, except set pieces. In the low skill domain the changes will be much more visible as a world class playmaker with poor passing will train his passing much faster than today.


Finally, we have also changed the “skill drop” system. Previously, this was random and entirely based on age. A player would, as he grew older, get a higher and higher risk of a “skill drop” – sometimes he could lose several levels in one go. The new system is not random at all, but rather a gradual and predictable “aging process”. The deciding factors will be the age of the player and the level of each skill: Higher skills will start to drop earlier, lower skills later than today.

This will make player development curves more individual. In the previous system, players never started losing before the age of 26. This will still be the norm, but the exact age will now vary between players, depending on how high their skills are.

We think this new way to deal with player development will have some interesting effects. Training a secondary skill will be faster (since it often starts at a lower level than your primary skill). Since higher skills will now drop faster than lower ones, a player that trains several skills can now become more resistant to losing skills as he gets older.

Players with extremely high skills will be the ones to lose skills the fastest. Some extreme players may even see considerable skill loss even over the course of one season.

Please note: During the coming season, skill loss and training will continue to be reported on separate days. One season from now we will move the skill loss update and combine it with the training update.

Background training

Until now, there has been a very small training effect given to ALL players in a squad, whether they have played a game in the right position or not. With the new training system, “background” training will only benefit players that have played during the week. Without this change, background training would become too powerful.

Defensive Positions

The training type “Defensive positions” will now also train goalkeepers in Defending.

Set Pieces

Set Pieces training will no longer benefit the whole squad – just players that have played during the week. Set Pieces takers and Goalkeepers will also get a 25 % boost to their Set Pieces training. Other than this, Set Pieces training will work as it has always done – skill level will not be a factor in either speed of training or skill loss. We make this exception because we plan changes to how Set Pieces work in the game, and we want to finish this work before making any further changes to how Set Pieces is trained. We have also delayed making Set Pieces a factor in player salaries. More information about the changes to Set Pieces will be released during the upcoming season.
發表於 2007-11-3 01:18:53 | 顯示全部樓層
考埋聽日果試先睇
回復

使用道具 舉報

發表於 2007-11-3 01:28:23 | 顯示全部樓層
02-11-2007

隨著新賽季的開始,早前社論中所談及的新比賽引擎和訓練系統將開始生效。

我們想在這時候和大家總結即將來臨的變動,並在必要時候給予較詳細的資訊來解釋這些變動如何運作。

原則上來說,在本篇社論中所提及的更新都會立即生效。但是,在即將來臨的賽季中新比賽引擎將只會運用於友誼賽,包括國家隊友誼賽。

這個“測試賽季”將讓您有機會瞭解新動力並且好好準備您的球隊。新比賽引擎將於 2008 年初開始的那個賽季中正式在所有 Hattrick 比賽中實行。

新訓練系統則會立即生效。以下是相關所有改動的概觀,內容計有何時實施,並在必要時舉例告訴您其如何運作。

比賽引擎

1. 技能的影響、還有其對場上不同位置的影響比重,都有相當大的改變。更多的球員將會使用第二或第三技能。我們已經在上一篇社論中詳細解釋了,請重新溫習該篇社論,或是查閱 更新版 Hattrick 規則。

2. 體能將影響所有球員。比賽剛開始時,所有的球員都感覺體力充沛,可以全力發揮所長。隨著比賽的進行,球員也許會開始覺得累了。體能越高,就可以在場上支撐 得越久而未覺疲憊。一旦球員開始疲倦,其表現的下滑是線性的;也就是說無論是發生於 65 分鐘和 70 分鐘之間,或是發生於 85 分鐘和 90 分鐘之間,球員因疲倦而所損失的技能量都是一樣的。球員在中場休息時和加時賽開始前會得到休息機會,所以會恢復少許體能。比賽過後您可從星評級報告中研究 體能的作用。下個部分會有更多相關的資訊。

3. 星評級。上述變動的後果之一是您的球隊評級和球員的星評級將會不同了。這些評級反映每名球員的“新能力”,和戰術。由於經理們還未來得及訓練那許多加入新 比賽引擎的正面變化的技能組合,您的球隊評級也許會稍微下降。從另一方面來說,如果您的訓練幹得好的話,就很有潛力加以改善評級。同時星評級也會顯示一些 與以往不同的資訊。因為球員貫穿整場比賽的表現不再是固定的了,所以星評級將會顯示球員在該比賽中的平均表現。這樣一來,新星評級系統(球員平均表現)會 比老星評級系統(球員固定表現)給較少的星星。除此之外,星評級也會顯示您的球員在比賽後的表現,這將通過黃色和灰色星星來表達。
例子: 比賽報告中顯示五顆星星,前三顆是黃色,後兩顆是灰色。這表示您的球員在比賽進行中的平均表現是五顆星星,但是比賽後的最終表現才只有三顆星星。如果這球員的體能更好的話,他會有更好的表現。如果他在場上的時間較少的話,他的表現也將會較好,因為他不會那麼疲倦。

請嘗試以不同的方法來檢驗您的球員,有一點要記住的是,大多數的球員打完比賽都會感覺疲倦,這是完全正常的。

此 外我們也對老星評級公式作了幾處修復;當中包括:進行戰術換位的球員在過去得到比他應得的更多的星星。另一項修復則是某些場上的位置,其輔助技能的貢獻沒 有很好的反映出來。我們選擇不披露這些改動的詳細資訊,因為這也許會導致您頭昏腦脹,最重要的一點是,新星評級會比老星評級系統更能讓您瞭解您的球員在場 上的重要性。

訓練和技能發展

1. 我們對如何訓練技能,和技能如何隨著時間的進展而退化作出了一些重要更改。我們會在本社論中解釋,您也可在規則中找到更多詳情,但是請記住這是最重是同一個系統——球員技能如何因年齡、訓練和技能因素隨著時間的進展而逐漸發展。首先讓我們來解釋此變動背後的動機。

無 論當前技能級別有多高或低,技能總以同樣的速度來訓練,唯一影響訓練的因素是訓練類型和球員年齡。這導致經理們只專注於每個球員終其職業生涯只訓練單一技 能。當此一技能達到上限後,大家就把這些球員歸納為“太老”而無法再練第二項技能了。因為球員“完成”訓練的年齡相對來說是挺早的,於是 Hattrick 中出現高技能球員供過於求的現象。我們要新訓練系統破除這模式,鼓勵經理們花更多時間訓練更少的球員。

這“新”訓練系統將會考慮三個因素:訓練類型、年齡和當前技能級別。簡單來說,訓練受年齡因素的影響而減慢訓練的幅度將不會像以前那麼多,但是另一方面,它將會受當前技能級別的影響而減慢訓練。這項改革的主要影響為:

• 所有球員會比現在更快速地訓練很低的技能級別。隨著技能的改善,訓練速度將放慢。在最高的技能級別,所有的球員將遭遇比現在更慢的訓練速度。

• 在同一年齡組中鶴立雞群的球員,比如說有很高技能的青年球員,其訓練主要技能的速度將會稍微比以前慢。

• 對年齡較大的球員而技能低的球員(與同年齡組中最佳球員相比)來說,他們的訓練速度將會比現在更快。

• 如果他們不是訓練高的主要技能的話,大多數球員至少會比現在訓練得更快。

例子: 將一個 17 歲,起始技能為高穩定的門將訓練至超凡入聖將會比現在花更長的時間。(同樣適用於 17 歲的天才後衛、中前衛、邊鋒等等。)

但是,訓練一個 24 歲的強大前鋒(或是後衛、中前衛等等)將會比今天快。這模式除定位球訓練以外適用於所有的技能。在低技能級別範圍內,這些變動效果十分顯著,比如說一個組織進攻為獨步天下、傳球為差的中前衛,如果訓練他的傳球技能的話,其訓練速度會比現在來得快。

最 後,我們也更改了技能退化系統。此前這是隨機發生並完全基於年齡因素,一名球員隨著年齡的增長而面對越來越高的技能退化風險,有時候可能會一次連掉好幾 級。新系統去除隨機因素,將會是個逐漸並可預測的退化過程。影響技能退化的因素有年齡和當前技能級別:較高的級別會更早開始退化,較低的級別就遲點退化。

這將會使球員發展曲線更獨特。在此前的系統中,球員未達 26 歲時技能不會退化。這還是一個依據準則,但是每個球員開始掉技能的確切年齡將依他們個別的技能級別而定。

我們覺得這球員發展的新方法會帶來一些挺有趣的作用。訓練輔助技能會更快(因為開始訓練時它通常都比主要技能來得低)。由於較高的技能會掉得較快,一個訓練了多項技能的球員在上了年紀後更能抵抗技能的退化。

擁有極高技能的球員的技能退化會是最快的,在一些極端例子中一些球員甚至會在一個賽季中遭遇相當可觀的技能退化。

請注意,在即將來臨的賽季中,您的教練依舊是會在每週分兩天向您報告球員的技能退化和訓練更新。一個賽季後,我們將結合技能退化報告和訓練更新,在同一天提交給球隊經理。

幕後訓練

Hattrick 中一直以來都給予球隊中所有球員——無論他們打什麼位置,一些非常微小的訓練效果。隨著新訓練系統的發佈,只有該周有上場比賽的球員才會得到“幕後”訓練效果。如果不是這樣的話,“幕後”訓練的威力就會太大了。

防守位置

防守位置訓練類型現在也將會訓練門將的防守技能。

定位球技術

訓 練定位球技術不再會帶給全隊訓練效果,只有該周有上場的球員才會得到訓練。定位球主罰者和門將會得到額外 25% 的訓練效果。此外,定位球訓練的運作就像以前一樣,當前技能級別不會影響其訓練速度,也不會影響技能退化速度。我們佈置此項例外的原因是,目前我們還在策 劃要如何更改定位球在遊戲中的運作方式,希望能先完成手上的策劃工作才進一步更改定位球的訓練方式。我們也推遲將定位球技能級別列入球員工資計算公式中。 我們會在即將來臨的賽季中發佈更多相關定位球變動的資訊。



繁中版
回復

使用道具 舉報

發表於 2007-11-3 08:24:33 | 顯示全部樓層
在此前的系統中,球員未達 26 歲時技能不會退化。

我話27歲開始退化原來都遲左
回復

使用道具 舉報

發表於 2007-11-3 08:27:23 | 顯示全部樓層
定位球主罰者和門將會得到額外 25% 的訓練效果。

KEEPER有定位球技能易救罰球D?
回復

使用道具 舉報

發表於 2007-11-3 08:56:56 | 顯示全部樓層
原帖由 ~~冬之子~~ 於 2007-11-3  08:27 AM 發表
定位球主罰者和門將會得到額外 25% 的訓練效果。

KEEPER有定位球技能易救罰球D?

係龍門球直入既機會大左
回復

使用道具 舉報

發表於 2007-11-3 14:03:58 | 顯示全部樓層

早知我上季全力train pm好過
回復

使用道具 舉報

您需要登錄後才可以回帖 登錄 | 會員申請

本版積分規則

Archiver|手機版|小黑屋|HKCM

GMT+8, 2026-7-28 15:51 , Processed in 0.032256 second(s), 17 queries .

Powered by Discuz! X3.5

© 2001-2023 Discuz! Team.

快速回復 返回頂部 返回列表