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| Main / Bug reporting / Error in training report Search Forum | |
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| Poster | Message |
| posted: 2026-02-08 09:06:51 (ID: 100197040) Report Abuse | |
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I have a FB on STR overtraining. Leon.
In the last report he did Pop up with gaining 0.1 , but the report shows oddly a gain from 44 to 44.7 instead of 44.6 to 44.7. I have never Seen such stuff. Usually the gain is shown correctly. |
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| posted: 2026-02-08 09:29:25 (ID: 100197041) Report Abuse | |
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do you have the report for him from the past?
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| posted: 2026-02-08 16:20:22 (ID: 100197049) Report Abuse | |
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pete wrote:
do you have the report for him from the past? Sure, what are you looking for? A week before he did overtrain on SPE from 49.9 to 50. <checking old reports for cap infos> Oh man, now it gets really crazy. Found his STR red cap report from 07.07.2024. There he did go from 43.1 to 44 according the report. His red cap was for sure 44, so that fits and he was as it seems one of those players the gamble on the 0.1 before red cap training did not work and it went to the cap. But with the most recent report, where I did train his STR likely the 1st time since that red cap report 1.5 years back, it seems he was NOT exactly on the 44.0 but at 43.999 or something and the rounding did make it 44 with a red ! as it seems. So the bug seems to be, that the rounding and the selection of the red or yellow ! does not work as intended. From my point of view the red ! should only be there if the cap is really really reached. But likely a 1 in a million problem. |
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| posted: 2026-02-08 20:26:54 (ID: 100197067) Report Abuse | |
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The red marker appears once you hit the basic training threshold. From that point you could start overtraining your player.
How does this info change the bug report? |
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| posted: 2026-02-08 21:03:46 (ID: 100197071) Report Abuse | |
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My expection was always (and it did happen that way for me since the start):
I find with by scouts and regular training the caps. With my level 20 scout I get the hint, the yellow !, 5 points before the cap. Say the cap is 45, which mean, 44.9 -> still yellow !, 45.0 -> red cap shown. It also means, as long as a yellow cap is shown, I can train normal and I get normal results, like 0.8 gain, so in my example, from 44.9 after one training to 45.7. If I do that with the red cap, here 45.0, I don't get a gain of 0.8 I get a fraction of that and maybe after 4 or 5 trainings a gain of 0.1 to 45.1. With my player I got the red cap way in the past to 44.0. I did not question the result, because it did look OK. The player did show on ever screen since then 44.0. Now I did train 90% on that red capped value and got a gain of 0.7 to 44.7 and the report does show this. But that should not have happened. Because it was already red capped. So the logic gives 2 possible solutions on what did happen, from my point of view. 1) The player was red capped and the training did give 0.7 gain, because of some error in the training calculation. Since the player was capped, it should have been max 0.1 gain, more likely no gain at all after 1 training. -> the error would be in the training calculation. 2) The player was SHOWN red capped and the training did give 0.7 gain, because it was in reality only a yellow capped player and the training was a regular one and every training from NOW onward is overtraining and will give max 01. every now and then. -> the errors would be eventually a visual one, a rounding issue or something else in the area of working with and showing the skill value, but obviously NOT the calculation like training. My personal guess is, the error is in 2) to be found and there is some value range for skill values, where the rounding leads to a full number, while the exact value is not a full number and therefore the cap not reached at that moment. Since I expect this range to be something very small, like 0.0001 or so, likely it is not worth to have a look into this too deeply. |
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| posted: 2026-02-09 02:43:32 (ID: 100197083) Report Abuse | |
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jack6 wrote:
My personal guess is, the error is in 2) to be found and there is some value range for skill values, where the rounding leads to a full number, while the exact value is not a full number and therefore the cap not reached at that moment. Since I expect this range to be something very small, like 0.0001 or so, likely it is not worth to have a look into this too deeply. I can more or less confirm this from when I was experimenting with over-training in my first few seasons. I had acquired a player with 48.0 speed and decided to train him up to 49.0. I set it to 70% speed and 30% something else (I can't find the training report). The next training u p d a t e showed 48.0 to 48.7. Seeing this I went through all my players that had red whole numbers (48.0, 49.0 etc) and "wasted" a training session by setting them to 90% strength or speed. Lo and behold there were 4 or 5 that improved 0.7 to 1.0 or so. A few seasons after that I messed up with a player hitting his cap exactly. Praying that this phenomenon was happening again I set him to 90% speed and once again he went up by 1.0 Hope this helps some. |
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| posted: 2026-02-09 14:39:50 (ID: 100197098) Report Abuse | |
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Maybe this is not leading to anywhere, but let's pretend there are no yellow or red markers in here. The reports show numbers. What do they tell, for the same player and skill, older report vs last report?
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| posted: 2026-02-09 16:00:25 (ID: 100197101) Report Abuse | |
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pete wrote:
Maybe this is not leading to anywhere, but let's pretend there are no yellow or red markers in here. The reports show numbers. What do they tell, for the same player and skill, older report vs last report? Same thing. The old report did tell, the gain was TO the cap value. For my player it was 44. So I would have switched the training afterwards, until I get to overtraining period, where I would have done the same thing as last training. I would have trained 90% the skill and the skill would have gone from 44 to 44.7, unexpected, since a skill value on a cap was expected to gain max a gain of 0.1. If you like, I can try to explain it in german. I think it is a rounding issue, where at some point the shown number is rounded already at the full value, everywhere. Even calculations like the visual aspect of the ! are based on that, while the real value in the database, which is likely some sort of floating number with 6, 10 or more digits behind the integer value, is NOT on the cap value. Maybe the rounding can be adjusted to "if not full value or higher, show next below", so in my case, 43.9 instead of 44.0. |
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| posted: 2026-02-09 16:07:44 (ID: 100197102) Report Abuse | |
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I am sorry, but implementing my own rounding functions is really impossible.
His STR value in the db is 44.6947 Cap is at 44.0 |
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| posted: 2026-02-09 17:48:08 (ID: 100197104) Report Abuse | |
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pete wrote:
I am sorry, but implementing my own rounding functions is really impossible. His STR value in the db is 44.6947 Cap is at 44.0 The issue is not, what the value is now. The issue is, what is was. You have no history data on that, right? So my best guess to see, whether my theory is right would be to identify players inside the database very close, but not at the cap value and looking up, how the cap is shown on the players page, if that is possible. And it should be quite easy to check. Check all with a difference CAP-SKILL VALUE < 0.001 and >= 0.0001 If I the value you posted is the max digits inside the database, this should bring out all players with no cap reached and between X.9990 and X.9999. Likely such a player shows a red !. If not, the fraction must be even less and there are more digits then 4? Assuming those do show such a behavior, you could check also < 0.01 and >= 0.001 Likely those are OK, but you never know. And 2nd, if such behavior is there, you think there should be any kind of acting on the code or not. The simplest action from my point of view would be to base the yellow and red ! not on rounded value < cap and rounded value >= cap, but on real value < cap and real value >= cap, if possible. Then we would get for example a 44.0 value for a player with a yellow ! and the manager knows the cap is close, but not reached. |
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