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Main / Suggestions / show red cap skill improvements by increment - DONE Search Forum | |
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posted: 2023-08-11 20:52:19 (ID: 100175943) Report Abuse | |
Olband wrote:
Ride The Flatulent Mule? You owe me a new keyboard ![]() |
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posted: 2024-02-14 07:53:48 (ID: 100181353) Report Abuse | |
I just saw that over the funny notes the initial suggestion was forgotten.
I did check several training reports of mine of the past and I never saw a reported 49.2! to 49.3! with both ! in red. I only see that I DO overtrain the red ! marked player, but not if he did jump an imcrement further. Would be nice to have it consistent with the yellow ! reporting. |
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posted: 2024-02-14 10:34:38 (ID: 100181362) Edits found: 4 Report Abuse | |
In the training reports, right?
Because if you keep a note, like myself, it never plays any games on me (meaning - never failed, yet). Actually, I keep a note about the current value of the physicals of all players. And if that player trains beyond the red cap, I u p d a t e it every training. Marking with /-/ if there is no gain - helps to have an idea how fast it _really_ goes. Because it's _not_ always every 2nd training, even with 90%. And definitely _not_ - if a player is old, and/or if you dont have an AC for his position. EDIT: Just to elaborate, in case it takes longer for Pete to do sth about it, especially if longer=never ;-) - this is how I deal with it: The note in Steve Young's profile: 47.8/20.3+/35.0! 47.8 = str is red capped 20.3+ = spe is still without yellow/red 35.0! = agi is yellow And if I decided to up that str to, say, 48.0, I also add in that note: str_50:/-/-/ where "50" is the percent I train that str and "/-" each training with no gain. Once I see a gain from 47.8 to 47.9, I u p d a t e the note not only by changing 47.8 to 47.9, but also add "+/" following "/-/". And then next series of "/-/" ![]() str_90:/-/-/+/-/ ) EDIT2: I hope Jack6's suggestion gets a good eye of Yoda. But just in case, and in case someone might find what I write above - useful: I omitted one important thing. Once a physical turns yellow, I follow the current value with the info at what maximum value it will be still yellow. I.e., if it turned yellow as 34.5, I add sth along the line: 35.0(38.9)! Last edited on 2024-02-14 11:31:07 by jpnwrt |
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posted: 2024-02-14 10:38:03 (ID: 100181363) Report Abuse | |
jpnwrt wrote:
In the training reports, right? Because if you keep a note, like myself, it never plays any games on me (meaning - never failed, yet). Actually, I keep a note about the current value of the physicals of all players. And if that player trains beyond the red cap, I u p d a t e it every training. Marking with /-/ if there is no gain - helps to have an idea how fast it _really_ goes. Because it's _not_ always every 2nd training, even with 90%. And definitely _not_ - if a player is old, and/or if you dont have an AC for his position. Yes, in the report. Sure whoever documents everything has of course the data, but I don't see the purpose of that anymore. And having that in the report would be an easy way to see progress. |
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posted: 2024-02-14 11:25:25 (ID: 100181366) Report Abuse | |
True. That would make things way easier
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posted: 2024-02-14 17:53:53 (ID: 100181387) Report Abuse | |
jack6 wrote:
I do train some players on their red capped physicals. In contradiction to the yellow cap progress, where you see even 0.1 increases on skills with yellow cap, on red capped skills you can only see full numbers. So yellow capped skill STR 41.8 to 41.9 is visible. But red capped STR 41.8 to 41.9 is not visible, but 41.9 to 42.0 IS. My suggestion is to add the progress on 0.1 also for red capped skills. Are we talking about the physical skills, or all skills. It is a major difference for my answer, since physical skills are handled different compared to playskills. |
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posted: 2024-02-14 20:29:22 (ID: 100181400) Report Abuse | |
pete wrote:
jack6 wrote:
I do train some players on their red capped physicals. In contradiction to the yellow cap progress, where you see even 0.1 increases on skills with yellow cap, on red capped skills you can only see full numbers. So yellow capped skill STR 41.8 to 41.9 is visible. But red capped STR 41.8 to 41.9 is not visible, but 41.9 to 42.0 IS. My suggestion is to add the progress on 0.1 also for red capped skills. Are we talking about the physical skills, or all skills. It is a major difference for my answer, since physical skills are handled different compared to playskills. I'm talking about the overtraining of physical skills. Is overtraining of non-physical skills even possible? |
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posted: 2024-02-14 20:33:17 (ID: 100181401) Report Abuse | |
jack6 wrote:I'm talking about the overtraining of physical skills.
The basic idea was to allow close following of the improvements during yellow. And to put the players on "cap hit" section once they became red. jack6 wrote:Is overtraining of non-physical skills even possible?
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posted: 2024-02-15 06:51:18 (ID: 100181415) Report Abuse | |
Yes, and the basic idea on the suggestion is to allow a closer look on the overtraining and not just getting every once in a while an improvement sign when the player did actually jump to the next bigger integer value.
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posted: 2024-02-15 14:51:59 (ID: 100181421) Report Abuse | |
Don't we already have this?
If I want to increase a red capped physical say at 47.8, I need to put the Fitness training % to 90%. It may take several trainings but the guy eventually improves to 47.9. I only do this if other main skills are above my target. |
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Main / Suggestions / show red cap skill improvements by increment - DONE |