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a note to mike tycoon


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I think Carter makes some great points about training.

 

The reality is there is a huge decline on this game in people, admit or not. The other reality is that people dont want to build new guys. That might be good for short term, but long term that is a recipe for disaster. Everyone knows it. If training speed isn't drastically increased there will be no game for you sticks in the mud to hold tight too. Not trying to be rude, but that is the truth.

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first of all, edfan...thank u for ur post. second, i'm not quitting even tho, at times, i'd like to. lol. i really hope mike doesn't read all of these posts by us and just say "fuk it" and shuts it down. please, no. i do need to get this off my chest, even tho it's such a small portion of what i have to say. i haven't been around as much as usual and it's given me a lot of time to think of why. something i never really thought of before. i don't have all the answers, or the solutions. but i think that after we had a few "knee-jerk" reactions (by the forums, NOT mike), we've all had a bit more time to see what's really going on and make a much better appraisal of it all.

 

when everyone was in an uproar about training changes, i made a statement that up until now, i didn't think would come true.

 

"the game has gotten more realistic, but less fun."

 

i'm not speaking for new users, becuz i'm not one. i don't kno what it's like. i remember what it was like for me but the game was sooo different then. if ur new and don't believe me, pm me sometime and i'll list it all out...or catch a vet in chat. the training, the sparring, the org dollars, the supp and clothing companies, the fight engine, everything...all completely different. most of it for the better, but obviously, u gotta take some good with the bad.

 

is the game perfect? no. could it be? no.

 

let's see...a large group wanted training changes. they said the training was too easy...set for the week and go. no thought into it. checkers to chess...well, i think it's just as easy to set training now. hell, we got these little tickers that tell us what to train and when to train it. difference is, we see less pops.

now, with my current roster in the old system, i'd prolly see less pops anyway becuz the levels are a lot higher, thus taking longer to pop. it's my younger guys...it's not that i want them to be beasts to compete at high levels. it's just...there's no reason to log in daily and chek my TA cuz nothing is there. i'm not concerned about an advantage...i'm concerned about FUN.

 

the fight engine...people wanted counter-nerfed. maybe it got nerfed too much? it's just not a viable option. sure, at lower levels it's still usable and at higher levels, u get some exceptions...but that's the same way it was with the counter-era. there WERE exceptions. a few people said they never lost at 100% counter...well, i have personal experience of losing at 100% counter, altho i did win more than i lost...it was still loseable. just like now, with the aggro advantage, there are those same exceptions...but everyone seems a bit more ok with it becuz there's more finishes which means better ratings and more "excitement". well, a fight that lasts less than 2 minutes where one guy stands like a punching bag is not exciting to me.

 

i've been asking a lot of managers if they have any kind of handle on the engine...from aggro, to counter and from takedowns to height/weight advantages and most, not all, have nothing...no clue, myself included. i feel like it's so erratic, i might as well not scout and bust ass trying to gameplan. i might as well, set it to go down swingin cuz at any time, the rng will just make my guy lose...or win. see? it's not the losses that bother me. it's not the fact that i don't kno why i lost a fight...it's that i don't kno why i win the fights i win either. it just doesn't make any sense.

obviously, i havent pm'd every single manager. i believe there are a few guys out there that really feel like they have a handle on things. so to those guys...pm me please. yes, i am asking for help. i want to love this game again and i just can't seem to give enuff of a fuk about it right now. couple that with the lack of wanting to make a new fighter, something i think might light a fire again, becuz of the slooow training at the start (cardio and strength were slow enuff before the changes, ugggh).

 

i'll re-post this as well. just to show that i don't want anything THAT drastic when it comes to the training aspect of the game. and yeah, what's fun to me may not be fun to everyone else so i understand if anyone gets in here and flames it up. i like chess cuz it makes u think but holy mother of the falsechrist, it is boring as fuuuuuuk. lol.

 

 

I personally feel, as do others, that because a bunch of people are having issues understanding what is happening its causing all of the chaos. Causes people to constantly change gameplans, which makes it hard to read what they are doing. Which does, in a way, make things a crap shoot. I dont know the real answer here. Because from what Ive seen its almost impossible to read what the other guy does. Most I know are sticking with stuff while it works and barely reading the opponent at all. A person can counter and throw more strikes. Only in the PBP will you see who is more agr. when it reads out.

 

The only issue I can say I really have at this point, besides my ongoing quest for more accuracy, is that IMO cardio is playing too much a role in every fight. All physicals maybe too potent at this point, but I know people are gassing fast and never recovering in many fights.

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I think / know counter is still a viable option.

 

well im with jbomb on this -- personally i think counter was hit too hard and i know plenty of others get the feeling also -- counter is viable only if you get the ko -- just like he mentioned its not 100% unbeatable just like 100% counter wasnt unbeatable -- but do agree with you that training needs some help

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I think this game needs new members. Therefore it has to appeal to the gamers not hardcore fans only with long attention spans. 90% of people will not play a game that takes a year to have real fun and compete. I think the training speed should be sped way up so a new manager can get a new fighter to Wonderful x 4 eqivalent in a month or 2. Then the speed can hit a wall and you can make it takes as longas you like from that point on. But at least give then the skills to at least be able to step in the cage with anyone. With good sliders and hiddens they could be a threat to anyone. This would greatly reduce the current turn over rate and keep more members. It takes to long to get a guy well rounded at a decent level to be prepared for all styles. Fighting a noob out of the gate is hard because the guys at that ID are spread around the game and fighting someone a few thousand ID older makes a huge difference at that level. Its not only a few pops here and there but a few skills advantage. Maybe just giving the points to create a Wonderful level fighter out of the gate would be the answer.

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one thing, in my opinion, edsfan didnt take under consideration, is, that he is writing as a new player, from old players perspective, with influences his view.

 

All of us were starting at some point, and im shure most of us didnt think about top5 p4p while creating first fighters. And if they were, seriously, they were delusional.

Ive trained my own guys in public gyms, but i have to admit it was under the old system (thought i started them from around strong in most of secondaries... ;) ). And it did grow.

The main problem is with the learning curve. Let it be as it used to be - faster for newbies, slower for skilled guys. That way new guys will be able to compete faster, and overall game speed shouldnt change that much.

 

Another thing that would help the situation of new guys is energy loss after the fight. The hit should be reduced greatly. This way, young fellas could do whats the best about this game - fight. They fight - they earn money. they lose less energy - they can spend this money on training. So, thats perfect outcome. We are giving them lots of fun by fighting, at the same time, we give them money to train, and since the energy loss is reduced, they can train a bit more while fighting and see more pops.

 

Also, it wouldnt be bad if the event rating would be a bit higher for weaker fighters. This way org owners could offer them a bit more money, so they could train in a bit better gyms. Then, rising the gym cap to say 800$ would probably make a bit more gyms profitable and would give us more public gyms on the market.

 

edit:

the overall learning speed and skill level...

mike should do whatever he can not to make this game skill wars. Its getting out of hand this pursuit of higher skill. I dont even want to mention realism becouse ill got flamed, but the realism, the need to project reality and real fighters skill levels, is as much importand in the game as other things too.

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After a brief glance over the thread I will sum it all up

 

Newer managers will always have large disadvantages against ones that were previously here, multiplied exponentially based on how far back their join date goes. There is no catching up to them, only catching up with reality.

 

:)

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You shouldn't even tie it to age, but instead just make it way faster up until remarkable or so, and then slow it down drastically. Combine it with harsher decay and you're pretty much set IMO.

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I agree with edwardsfan/jbomb, just wanna add something - new fighter training in public gyms was always shit, before changes and after changes alike. What happened now is that private gyms arent too much different from the public ones anymore.

 

Also, boosting learning speed in the early years is a terrible idea, because it basically means that the fighter cant fight in that period - if he does, he loses so much training compared to fighters who didnt that he will get a huge, virtually permanent, skill gap. This an issue even now - since early years are the fastest, fighting during them just costs the fighters total skill amount in mid-long term and its been like that forever - I can see that on my 2nd and 3rd generation fighters, 2nd gen is about 4-8 rl months older, it was fighting from the start and had public gyms/org gyms till fighting changes. 3rd generation had private training from the start and got about 5 months of old training in. The 3rd gen has now higher skill level on every fighter - the slowest from 3rd new is about equal to the fastest from 2nd. And since the older fighters have the lower learning speed and there is no effective training limit (tickers do nothing), the 2nd gen will never catch up and only lag behind even more. I can release them and pick up FAs, but thats about it, which is a very similar predicament to what edwardsfan has/will have with his currently active fighters.

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I would be interested to see how many in this thread have actually started a new fighter since the changes and actually put some proper time into training them?

 

I know I have quite a few now...

 

An average learner in the old system would go from useless to wonderful in around what 35-40 sessions?? A quick learner 25-30 sessions??

 

Under the new system a quick learner is going from useless to wonderful in around 40 sessions maybe slightly quicker so we are talking about at max 15 sessions difference from useless to wonderful from the quickest learners in the old system and a quicker learning in the new system..

 

Changes to learning speeds at lower levels are not going to help newer players, as the gyms they train at will never let them train at an optimum level.. That is fact..

 

The only thing speeding up learning speed at lower levels will do is appease managers that are already playing, it will never bridge the gap between players that have been here long term and new players because at the end of the day there is no substitute for training time..

 

On attracting new players to the game as much as we all think this game is the best thing since sliced bread the simple fact of the matter is the is only a small % of the population in the world that would even consider playing a browser game let alone a maths based, text simulation and yes numbers have dropped about 3 thousand players since I started but there are over 7000 players how many more do you honestly think this game will have?? Because you're all absolutely dreaming if you think a browser game would attract and retain many more.

 

Improvements -

 

The tickers NEED to be set back to how they were implemented originally. This cuts the overall skill levels of fighters down a lot quicker than the 3 or 4 real life years it's going to take at present levels

 

Someone in the thread mentioned having the ability to pay at public gyms for specialised 1v1 training, i think it's a great idea and would revive the the public gym industry at the same time allowing newer players to get the benefits of better training.. However I think it would probably be an absolute bitch to code, even with the current system there is occasional bugs where coaches change skills unexpectedly.

 

Counter V Aggression - The only time I have found counter to be viable is when you are absolutely sure you can KO an opponent, it's impossible to have a 100% balanced sim but counter needs to be a viable strat in the right circumstances, if someone is going all out aggression then counter should be the the answer therefore scouting a managers tendencies again should become important, more aggression shouldn't be the answer which is the way it seems to be at the moment.

 

Instant gratification for new players, maybe the answer there is to say have 1 fighter slot that has 2000-2200 points to create whatever type of fighter you want at a pre-defined age (once activated can never be activated again) this fighter can then fight instantly in pretty much any org, when a new players see what a fighter can turn out like with a bit of time, then possibly they will hang round longer. (The numbers and age are obviously only used as an example).

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You shouldn't even tie it to age, but instead just make it way faster up until remarkable or so, and then slow it down drastically. Combine it with harsher decay and you're pretty much set IMO.

 

 

I don't want to see a harsher decay of stats til they reach a certain age.

 

 

 

Change the in game year to 8 weeks. That makes more sense than anything, and that means speed up training to balance it out. If your fighter fights every 3 weeks which I would say is on average, he'll fight 17 times per IRL year, which is 17 fights over the course of 6 in game years. By the time he's 30 he will have 34 fights. Some fighters fight every 2 weeks, which would give them 26 fights in an IRL year.

 

I also suggest implementing a random retirement hidden that activates at age 30 (or after 10-12 in game years regardless of age?). That gives you a minimum of 2 IRL years with a fighter before he potentially, if you score the lowest you can on the retirement hidden, retire. Fighting every 3 weeks will mean the fighter has 34 fights on his record, which isn't bad for a MINIMAL number of fights. Some fighters retire with less than 20, and for the hardcore trainers shit like that will happen and it should. This should motivate people to start fighting asap. Also speeding up training makes everybody happy, decay is fine where it's at, shouldn't speed up til the eldery ages. Good thing about retirement hidden there will still be fighters that fight til they're 40 or older if they hit the jackpot, but it wouldn't be common. At the rate we're going every single fighter is gonna have Travis Fulton/Jeremy Horn records.

 

 

Oh... and when they retire when they're on your roster, have a seperate page/link accessable from your manager profile so everybody can see the managers fighter retirement alumni if that makes sense. Doesn't seem right to retire them like your typical free agent that didn't get picked up.

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I don't want to see a harsher decay of stats til they reach a certain age.

 

 

 

Change the in game year to 8 weeks. That makes more sense than anything, and that means speed up training to balance it out. If your fighter fights every 3 weeks which I would say is on average, he'll fight 17 times per IRL year, which is 17 fights over the course of 6 in game years. By the time he's 30 he will have 34 fights. Some fighters fight every 2 weeks, which would give them 26 fights in an IRL year.

 

I also suggest implementing a random retirement hidden that activates at age 30 (or after 10-12 in game years regardless of age?). That gives you a minimum of 2 IRL years with a fighter before he potentially, if you score the lowest you can on the retirement hidden, retire. Fighting every 3 weeks will mean the fighter has 34 fights on his record, which isn't bad for a MINIMAL number of fights. Some fighters retire with less than 20, and for the hardcore trainers shit like that will happen and it should. This should motivate people to start fighting asap. Also speeding up training makes everybody happy, decay is fine where it's at, shouldn't speed up til the eldery ages. Good thing about retirement hidden there will still be fighters that fight til they're 40 or older if they hit the jackpot, but it wouldn't be common. At the rate we're going every single fighter is gonna have Travis Fulton/Jeremy Horn records.

 

Decay isn't fine where it is at, as it's not happening... The skill levels of fighters IS NOT decreasing... That argument reeks of self protection of your own fighters.

 

Speeding up the game years also does nothing - all that does is turn this into some poor mans version of a console game.

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Decay isn't fine where it is at, as it's not happening... The skill levels of fighters IS NOT decreasing... That argument reeks of self protection of your own fighters.

Speeding up the game years also does nothing - all that does is turn this into some poor mans version of a console game.

 

 

 

You're annoying and just trying to argue a great idea. "Poor mans version of a console game" is nonsense. You're clearly talking out of your ass because people don't play UFC video game or NCAA Football 2011 for 2 years, they buy the new one that comes out by then.

 

 

 

Decay is fine where it's at, and it is happening, I don't know what happens after age 30 but NOBODY's 26 year old fighters should have some rapid ridiculous decline. They're in their primes, at their peaks, they should be learning faster than ever but it's litterly at a dead stop. Want to speed up training and balance it out, make 1 in game year equivalent to 6 in game years. A very minimum of 2 IRL years with a fighter is still a LONG time. Most people come and go. You could end up with a fighter for 4 IRL years (that would make them 42 years old at retirement). That's longer than 90% of everything or anything you can think of or compare it to.

 

 

Fuck man that's prolly longer than 90% of marriages. Seriously think about what I typed and try not to be a dick because somebody offered a better (or different) idea than you.

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I agree that training speed at low levels should be increased and more declining skills when you reach a certain age and level. Maintenance should be more difficult at Sensational or Elite. I love this game, but agree that building a fighter these days requires you to essentially put them on a shelf for months. For me it's fine, but for a new manager it may push them out of the game.

 

I edited my previous fight engine post because it's not worth the argument. Counter is not nerfed, but getting people to believe that is impossible until it works 95% of the time again.

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You're annoying and just trying to argue a great idea. "Poor mans version of a console game" is nonsense. You're clearly talking out of your ass because people don't play UFC video game or NCAA Football 2011 for 2 years, they buy the new one that comes out by then.

 

 

 

Decay is fine where it's at, and it is happening. NOBODY's 26 year old fighters should have some rapid ridiculous decline. They're in their primes, at their peaks, they should be learning faster than ever but it's litterly at a dead stop. Want to speed up training and balance it out, make 1 in game year equivalent to 6 in game years. A very minimum of 2 IRL years with a fighter is still a LONG time. Most people come and go. You could end up with a fighter for 3 IRL years. That's longer than 90% of everything or anything you can think of or compare it to.

 

The game was designed so that you build you fighters up as they age it's meant to take some time... With what your suggesting Mike may as well do away with training and go here everyone have 2800 skill points distribute them and fight... Hey lets not worry about training, lets just skip that whole section of the game... As I said your idea's for improvements are self serving, try thinking about the game as a whole and not what works best for Chris Karter and his stable of fighters... There are plenty of other managers who have said exactly the same thing about tickers... They need to be reverted back to the original setting otherwise they are pointless.

 

Nobody's 26yo fighter should be sensational/sensational/sensational/brown with matching physicals and secondaries... If tickers worked as they should then you wouldn't have the issue. Once you start bringing the overall skill levels of fighters down a then newer fighters can actually reach similar levels.

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I agree that training speed at low levels should be increased and more declining skills when you reach a certain age and level. Maintenance should be more difficult at Sensational or Elite. I love this game, but agree that building a fighter these days requires you to essentially put them on a shelf for months. For me it's fine, but for a new manager it may push them out of the game.

 

 

 

"There's no way you went counter you can only go more aggressive if you want to win."

 

"Your fighter made more moves so you were more aggressive"

 

"Only time you win with counter is when you get the KO"

 

 

The game was designed so that you build you fighters up as they age it's meant to take some time... With what your suggesting Mike may as well do away with training and go here everyone have 2800 skill points distribute them and fight... Hey lets not worry about training, lets just skip that whole section of the game... As I said your idea's for improvements are self serving, try thinking about the game as a whole and not what works best for Chris Karter and his stable of fighters... There are plenty of other managers who have said exactly the same thing about tickers... They need to be reverted back to the original setting otherwise they are pointless.

 

Nobody's 26yo fighter should be sensational/sensational/sensational/brown with matching physicals and secondaries... If tickers worked as they should then you wouldn't have the issue. Once you start bringing the overall skill levels of fighters down a then newer fighters can actually reach similar levels.

 

 

I thought about the game as a whole, and it would be best to make the game go a little faster, drastically speed up training (which will make everybody happier and make training relevant again), kick in a bad decline when they get older. This will allow for everybody to be on the same playing field from start to finish. The game is way too slow to appeal to new users, hell I don't create projects anymore and can't stand training. It doesn't budge. Training used to be lots of fun for everybody, but was too fast because of how slow this game is. There is nothing wrong with 12 months = to 6 in game years. At the rate we're at now, I think my fighters will average over 100+ fights before they retire.

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I agree that training speed at low levels should be increased and more declining skills when you reach a certain age and level. Maintenance should be more difficult at Sensational or Elite. I love this game, but agree that building a fighter these days requires you to essentially put them on a shelf for months. For me it's fine, but for a new manager it may push them out of the game.

 

I edited my previous fight engine post because it's not worth the argument. Counter is not nerfed, but getting people to believe that is impossible until it works 95% of the time again.

 

How is that different from before the training changes people put fighters on the shelves then for months of end as well...

 

Counter was nerfed - was it nerfed to much again plenty of people seem to think so, I think it has gone a little to far towards aggression... But again finding a perfect balance is impossible. It's very easy to see that being aggressive is a safe bet in a fights in the current sim.

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"There's no way you went counter you can only go more aggressive if you want to win."

 

"Your fighter made more moves so you were more aggressive"

 

"Only time you win with counter is when you get the KO"

 

 

 

 

 

I thought about the game as a whole, and it would be best to make the game go a little faster, drastically speed up training (which will make everybody happier and make training relevant again), kick in a bad decline when they get older. This will allow for everybody to be on the same playing field from start to finish. The game is way too slow to appeal to new users, hell I don't create projects anymore and can't stand training. It doesn't budge. Training used to be lots of fun for everybody, but was too fast because of how slow this game is. There is nothing wrong with 12 months = to 6 in game years. At the rate we're at now, I think my fighters will average over 100+ fights before they retire.

 

They won't be on the same playing field... New players don't have access to 1v1 gyms... they train in shitty public gyms all speeding up training will do is widen the gap between those that have private gyms and those that don't... How can you not see that?? Large class sizes regardless of the speed of training still gives shits results, so again you aren't thinking of the game as a whole, your view is short sighted.

 

Before trainings changes

5v1 coached sessions = fuck all gains <-- New players

1v1 coached sessions = awesome gains <--- Established players

 

After training changes

5v1 coached sessions = fuck all gains <-- New players

1v1 coaches sessions = great gains <-- Established players

 

Join the dots...

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The game was designed so that you build you fighters up as they age it's meant to take some time... With what your suggesting Mike may as well do away with training and go here everyone have 2800 skill points distribute them and fight... Hey lets not worry about training, lets just skip that whole section of the game... As I said your idea's for improvements are self serving, try thinking about the game as a whole and not what works best for Chris Karter and his stable of fighters... There are plenty of other managers who have said exactly the same thing about tickers... They need to be reverted back to the original setting otherwise they are pointless.

 

Nobody's 26yo fighter should be sensational/sensational/sensational/brown with matching physicals and secondaries... If tickers worked as they should then you wouldn't have the issue. Once you start bringing the overall skill levels of fighters down a then newer fighters can actually reach similar levels.

 

 

 

If I was just thinking about my fighters, I wouldn't want the in game years sped up so they retire/decline sooner. I want to see a generation of fighters retire, and a new generation emerge, quicker than an IRL 8-10 years. It's really a must that the game get sped up or you'll just hold on to the hardcore mmatycoon'ers and the occassional new guy who's most interested in making friends than the game itself. You know what's interesting for new managers? Watching your fighters progress. Checking in every day, seeing nothing but maybe a -- change to a - when your training a useless stat, isn't entertaining for anybody, new or old.

 

 

 

 

As for the gym arguement, if the new guys stick around long enough, they will adapt to the same gym situation. You can't expect somebody brand new to have access to the same training as somebody who's been around for years, unless they do the work to open their gym, whore out their writing ability or photoshop skills, or fight frequently and often to funnel money into their new private gym. It takes work, it can't be handed.

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If I was just thinking about my fighters, I wouldn't want the in game years sped up so they retire/decline sooner. I want to see a generation of fighters retire, and a new generation emerge, quicker than an IRL 8-10 years. It's really a must that the game get sped up or you'll just hold on to the hardcore mmatycoon'ers and the occassional new guy who's most interested in making friends than the game itself. You know what's interesting for new managers? Watching your fighters progress. Checking in every day, seeing nothing but maybe a -- change to a - when your training a useless stat, isn't entertaining for anybody, new or old.

 

 

 

 

As for the gym arguement, if the new guys stick around long enough, they will adapt to the same gym situation. You can't expect somebody brand new to have access to the same training as somebody who's been around for years, unless they do the work to open their gym, whore out their writing ability or photoshop skills, or fight frequently and often to funnel money into their new private gym. It takes work, it can't be handed.

 

As I pointed out the difference between a quick learner under the old system and a quick learner under the new system is about 15 session from useless to wonderful.

 

The difference is just over 1 week considering you can now train 12 sessions as opposed 11.. So while training is slower it's not as bad as you make out.. Also have you actually tried not starting a fighter at useless?? Nope didn't think so...

 

The idea of the training changes WERE to bring skill levels down but for them to work decline has to be sped up..

 

If new players see that they only need to get to exceptional/wonderful/wondeful/purple instead of sensational across do you not think they would stick round longer??

 

Ignorance is bliss..

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When I started I wondered how people can afford 300$ T-shirt. 600$/week gym? Those were just hell out of my reach. I was lucky that I read forum for 3 days before starting anything significant. Thus, I made all of my fighters at 18 yrs of age. Most of them now have 15+ fights and are pretty competent at higher levels despite fact that they started at cardio/str gym (before it was nerfed) and spent most of their prime learning years in public gym. (altho gap is evident as is seen on Myton-Marciano example, not to take anything from Chris; he also preformed admirably, not to mention two times :))

 

Fact of the matter is, when I've looked at top 10 p4p i thought "fuck, i'll never catch those guys"; but nevertheless, I've found orgs that were in my fighters capability range, put them at test on their level and had wonderful, fun time. They became champions in their own right. On their level. Obviously, far far from the big guys and leagues but I had my satisfaction, I still remember and keep write-ups from those early days. After almost 2 years i made it to top 100. (to be honest, I dont find it much different, only that now my fighters and opponents have sens/elite primaries and secondaries and back then we were at proficient-wonderful range).

 

After some time I opened public gym to train my fighters there and after year I turned it private so that i can train my projects. That's just part of the game as you progress. Not only your fighters keep getting better, but also YOU, as their manager, can provide your fighters better training/supps/bitches. (it's Tycoon game right?) None of my previous guys can even compare to my real projects in terms of skill and that is just sign of progression of you as a manager.

I have to add I had significant help (from Thor namely) when I turned my gym private so transition was bit easier for me; and great bit of info from alliance.

 

Nowdays, I can't force myself to make new fighter as I think changes with tickers and skill learning speed would prove much of a hassle to start allover. Not to mention I already have 4 projects and dont have will to wait for another year to start fightin with them. And that's the whole issue, as new managers have to go through that. When I started making projects, you would just put 11 sessions and leave them at that. Today is different, even if tickers don't start to play significant role in the beggining. But year and skill speed has been shortered, and that's the big issue.

One good thing that is worth mentioning is that gym changes were good as 1on2on3 training were made better for newer players but something more should be done, otherwise gamemember base will not grow.

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So right now, the game advances 1 year every 12 weeks in real life. If I understand correctly, what Chris is proposing is to change that to 1 in-game year happens every 8 weeks in real life. In this model, an 18 year old build would be 24 after a real life year, going on 25 (instead of 22 going on 23 like currently). 32 after 2 years (instead of 27). 38 after 3 years, going on 39 (instead of 31 going on 32), etc. This would not only speed up the training gains, it would also make skill maintenance more difficult as tickers would advance more rapidly.

 

Anything that increases learning speed, increases skill degradation, and shortens a fighter's career length in real life time is a win in my opinion.

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