Hace un par de semanas que no entraba a hattrick y ahora me encuentro que la condicion se entrena por porcentajes y quede mas pillo que la cresta!..... mi pregunta es cuanto (del porcentaje condicion) tengo que colocar para que hagan la pretemporada mas o menos parecida que antes? .... y bueno una ves que este hecha cuanto porcentaje hay que entrenar ??? Se agradecen las respuestas
esa modificacion es super nueva asi q nadie sabe cuanto hay q ponerle a ese tipo de entrenamiento, yo por se la primera semana le deje al 40% para ver si funciona
le puse 100 % a cagar .. y la verdad que subieron todos .... ahora habra que ver una equivalencia para ver cuanto hay que colocarle durante la temporada .. para que se mantengas los weas
uf...quedo la grande en HT, casi todos tuvieron muchas bajas de formas... incluso un HT tuvo que pronunciarse
Spoiler:
me da paja traducir
Spoiler:
Hi everyone,
This is a reply to several ongoing threads regarding the immediate question of form drops and the new stamina, and the larger question: Is Hattrick becoming too complex?
First of all: We will review the form effect part of the training. Like we said when this launched, the form change formula has not been changed as a part of the stamina training and there is of course no intention to punish teams with very low consistent form as a consequence of a bit of stamina training. But, as we haven´t changed the actual form formula, we did not expect a drastic change here, and I cannot say right now if this is indeed a bug or a consequence of seasonal form drops due to lack of matches. We will investigate the theories that have been put forward in the forums, and if there are any problems with the new setup they will be fixed til next week´s training.
I also want to say a few words about the debate concerning simplicity vs complexity in the game. I think simplicity in the core game is very, very important. It has been a mantra for us for many years and to some extent it has made us hesitant to make changes that have been necessary, which is a dangerous situation. Then there are changes that are designed to bring new challenges to the game, which are also important but of often more controversial - some users will always want the old ways, other prefer new ideas.
The new youth system added a lot of complexity, but that is also why we made it an option, and we tried to be clear that you should only use it if you wanted to spend the extra time. And I don´t see us adding more features like it, but rather we will improve and indeed simplify it. When we look at potential new features, we really try to find ways to make the game more interesting without making it more difficult or unclear; features should be dynamic rather than complex.
With a change like the stamina training, I really do not feel the new system will be that much more complex once you have gotten used to it. It is no longer random, but builds on known factors such as your training input and the players age. If you train the same amount of stamina every week, after a while your players will stabilize around a balance point for this amount of training and their respective age. Once you reach this balance point, and the average team will get close to this level in a few weeks, you will have very few drops. If you have two players of the same age, one with low and one with very high stamina, and you train them an equal amount, they will "gravitate" to the same level over time. If you minimize training at 5 %, of course players will lose more stamina on average and even young players will have problems maintaining high stamina levels. But once you decide what fits your team, this will be a low-maintenance system, probably more so than the one we left behind. It will allow you to plan training and squad development further ahead. It is more "realistic", which does not automatically make it good game design but it does make it more intuitive to understand, and that is good. It will work both for casual users that only change settings twice a season as well as for the optimizers that want to fine tune often.
Now, on a general note, we have underestimated the need for pre-information, at least when it came to the stamina changes. We put a lot of effort into debating the big economic course of action, but very little on the actual changes, and that was a mistake, which we will correct in the future. We´ll also make the rules more clear when it comes to stamina mechanics.
Finally, I guess I should have made these comments a day or two ago, but I am having a few days off and engaging in a forum debate this size is a full-time commitment. I just wanted to make this statement and I will catch up on the debate in the coming days
en cualquier momento se arma una intifada HT
__________________ "Sin musica la vida seria un error."
uf...quedo la grande en HT, casi todos tuvieron muchas bajas de formas... incluso un HT tuvo que pronunciarse
Spoiler:
me da paja traducir
Spoiler:
Hi everyone,
This is a reply to several ongoing threads regarding the immediate question of form drops and the new stamina, and the larger question: Is Hattrick becoming too complex?
First of all: We will review the form effect part of the training. Like we said when this launched, the form change formula has not been changed as a part of the stamina training and there is of course no intention to punish teams with very low consistent form as a consequence of a bit of stamina training. But, as we haven´t changed the actual form formula, we did not expect a drastic change here, and I cannot say right now if this is indeed a bug or a consequence of seasonal form drops due to lack of matches. We will investigate the theories that have been put forward in the forums, and if there are any problems with the new setup they will be fixed til next week´s training.
I also want to say a few words about the debate concerning simplicity vs complexity in the game. I think simplicity in the core game is very, very important. It has been a mantra for us for many years and to some extent it has made us hesitant to make changes that have been necessary, which is a dangerous situation. Then there are changes that are designed to bring new challenges to the game, which are also important but of often more controversial - some users will always want the old ways, other prefer new ideas.
The new youth system added a lot of complexity, but that is also why we made it an option, and we tried to be clear that you should only use it if you wanted to spend the extra time. And I don´t see us adding more features like it, but rather we will improve and indeed simplify it. When we look at potential new features, we really try to find ways to make the game more interesting without making it more difficult or unclear; features should be dynamic rather than complex.
With a change like the stamina training, I really do not feel the new system will be that much more complex once you have gotten used to it. It is no longer random, but builds on known factors such as your training input and the players age. If you train the same amount of stamina every week, after a while your players will stabilize around a balance point for this amount of training and their respective age. Once you reach this balance point, and the average team will get close to this level in a few weeks, you will have very few drops. If you have two players of the same age, one with low and one with very high stamina, and you train them an equal amount, they will "gravitate" to the same level over time. If you minimize training at 5 %, of course players will lose more stamina on average and even young players will have problems maintaining high stamina levels. But once you decide what fits your team, this will be a low-maintenance system, probably more so than the one we left behind. It will allow you to plan training and squad development further ahead. It is more "realistic", which does not automatically make it good game design but it does make it more intuitive to understand, and that is good. It will work both for casual users that only change settings twice a season as well as for the optimizers that want to fine tune often.
Now, on a general note, we have underestimated the need for pre-information, at least when it came to the stamina changes. We put a lot of effort into debating the big economic course of action, but very little on the actual changes, and that was a mistake, which we will correct in the future. We´ll also make the rules more clear when it comes to stamina mechanics.
Finally, I guess I should have made these comments a day or two ago, but I am having a few days off and engaging in a forum debate this size is a full-time commitment. I just wanted to make this statement and I will catch up on the debate in the coming days
en cualquier momento se arma una intifada HT
uta k eres pajero
si wn
a mi me bajo mas de la mitad del plantel a insuficiente...