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Main / Rookie Area / N00b Question Search Forum | |
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Poster | Message |
dumpling
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posted: 2020-11-18 06:36:44 (ID: 100154441) Report Abuse |
You can donate anytime but the earlier in the season the better
I copied the below from the manual: "Bonus payment for Early Birds: There is one financial u p d a t e at the Wednesdays after Seasonrollover before the real season begins. The cashback for this single payment will be multiplied by 5. If a teams return would be at 1,000,000, the payment at this single day (aka draft wednesday) will be 5,000,000." |
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phareux
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posted: 2020-11-19 17:26:13 (ID: 100154552) Report Abuse |
thanks,
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posted: 2020-11-25 17:41:02 (ID: 100154847) Edits found: 1 Report Abuse | |
Once I've finished training a players strength and speed, how important is it to boost my players agility? Should I max out training agility at 90% immediately, or should I tap it down to around 10% - 40% agility training while I'm training my players non-physicals? Isn't agility tied to player wages also? How do the more experienced managers handle this? Thank you.
Last edited on 2020-11-25 17:41:38 by michaeltodd |
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posted: 2020-11-25 18:28:51 (ID: 100154851) Edits found: 2 Report Abuse | |
michaeltodd wrote:
Once I've finished training a players strength and speed, how important is it to boost my players agility? Should I max out training agility at 90% immediately, or should I tap it down to around 10% - 40% agility training while I'm training my players non-physicals? Isn't agility tied to player wages also? How do the more experienced managers handle this? Thank you. Since agility is skill that is involved in player wage I prefer to get that skill up equally as other primary skill for that position. Example: LB has tackling, positioning, vision and agility at 30. I would train tackling 90% and agility 10%. When tackling goes to 31, I would train positioning 90% and agility 10% and than the same for vision. When those three are at 31 agility would probably be like 30.5 or 30.6 (depends on your coaches, players teamwork and facilities you use). Next training would be agility 90% and one of those three 10%. So on next u p d a t e you would have all 4 on 31. In that way you can keep players wage more balanced. With agility 45 and tackling 31, players wage would be for skills at 38 with him not being even close to that with his primary skills, but agility got him higher wage. That is how I do Last edited on 2020-11-26 00:00:14 by Dumbarajko |
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pderekdactyl
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posted: 2020-11-25 20:22:47 (ID: 100154855) Report Abuse |
Highly recommend Jack6's guide for everything, including this.
Jack6 Training Chapter I try to do something similar to Dumbarajko with the caveat of contract length. If the HR Department is active and a player is signed for an extra season it won't impact the wage letting one skill get a couple points above the others a season and a half before the contract is expiring and needs to be renewed, and that can save you time from switching training each session for every player or help take advantage of switching which facility is active. In the example Dumbarajko used, the LB has been getting 0.5-0.6 increase per session, and there are 21 or so training sessions left this season. That means about 11 skill points to assign for that player. If you spread that out to 3 non physical skills and agility that you want to train, that means keeping all four of them under 33 to prevent an unwanted wage increase, and you can save yourself changing training every time with a note in the player page or some other list off to the side. If you are off by a little bit and every skill is at 32.9 with a couple trainings left, then I switch to rotating each session at the end or put those skill points into a secondary skill. When in doubt, rounding down and balancing it out at the end will keep wages lowest. I believe this makes setting up each training go faster for me because I don't have to change as many. If this player was signed for 2/3/4/5 total seasons with HR Department that just means more training sessions and more total points to spread around but the idea would be similar. Be careful with long contracts and wage booms, though. Way more than what is needed in a noob forum and honestly really low benefit for the effort: You can be more specific with the math and assumptions based on your team's facility bonuses and coaches as well as your player's TW, age, and amount of agility vs non physical skill training you plan on doing using the tables in Jack6's guide and the training formula in the manual. A formula in a spreadsheet combined with pasting from a CSV of your players (if you have a supporter account) makes this easy to replicate for every player in one shot once it has been built. Admittedly, setting up that formula to include looking up every factor can be time consuming if you aren't used to doing that. I did this, it was only the tiniest bit more helpful than quick assumption math and truncating ... which is why I suggest just using that quick math approach. |
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posted: 2020-12-01 19:45:58 (ID: 100154959) Report Abuse | |
There is any place where we could see the best paid players? I know we have the Top 100 Salaries but there shows how much is paid for the team as whole not individually.
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PJRAVENS
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posted: 2020-12-01 19:52:37 (ID: 100154960) Report Abuse |
Chronicles mag contracts.
You can see the most expensive contracts week by week |
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posted: 2020-12-01 20:36:00 (ID: 100154964) Report Abuse | |
There we could only see the most expensive contracts not the highest paid player. Seems a bit strange but these are different things. I would like to find out who has the highest weekly salary.
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PJRAVENS
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posted: 2020-12-01 20:40:54 (ID: 100154965) Report Abuse |
I agree with you it is not easy find him, because you have to read all the weeks of at least 4 seasons, but on the column on the right is reported the weekly salary
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posted: 2020-12-01 21:03:45 (ID: 100154966) Report Abuse | |
Okay so there is no easy way.
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