What can hinder or slow down my players' development / progression?
Find a more detailed explanation, with examples, here.
Or keep scrolling for a quick overview!
Players who are significantly better than their teammates and/or opposition will experience slower progression. This is because training with lower-quality teammates or playing against weaker opponents provides less developmental challenge, reducing the XP earned.
For each player, the overall rating (OVR) at their primary position is compared to the average OVR (also considering players in their primary position) of the opposing team. If a player's OVR exceeds the opponent's average, they incur a penalty to their match XP. This penalty escalates with the growing difference in OVR. When the OVR difference is small, the penalty is minimal. However, as the difference increases, the penalty more significantly reduces the XP earned from matches.
This ensures that players earn appropriate XP based on the difficulty of the matches they play (relative to their skill level), encouraging competitive balance within the competitions.
The XP a player earns from training is adjusted based on their overall rating (OVR) compared to the average OVR of the top 16 players on their own team.
Similar to the match XP adjustment, the system evaluates the difference between a player's OVR and the team's average OVR. If a player's OVR is significantly higher than the team's average, they will experience a reduction in their training XP. This encourages players to train and compete in divisions that match their skill level and promotes maintaining a certain level of homogeneity when building a squad.
As players age, their ability to earn XP diminishes, particularly after reaching 30 years old, therefore slowing down their progression. The older players get, the more important this becomes. For example, the reduction is negligible at 31 years old, but becomes very significant a few years later, with 36-year-old players only receiving half of the total XP.
The higher a player’s OVR, the harder it is to progress further, ensuring that only the most exceptional (and exceptionally managed!) players can reach the highest potential. Rarity changes are also acknowledged: making the jump from one rarity to the other (for example, between 64 and 65 OVR) will be slightly more difficult than normal.
Or keep scrolling for a quick overview!
1. Talent Gap
Players who are significantly better than their teammates and/or opposition will experience slower progression. This is because training with lower-quality teammates or playing against weaker opponents provides less developmental challenge, reducing the XP earned.
→ In Matches
For each player, the overall rating (OVR) at their primary position is compared to the average OVR (also considering players in their primary position) of the opposing team. If a player's OVR exceeds the opponent's average, they incur a penalty to their match XP. This penalty escalates with the growing difference in OVR. When the OVR difference is small, the penalty is minimal. However, as the difference increases, the penalty more significantly reduces the XP earned from matches.
This ensures that players earn appropriate XP based on the difficulty of the matches they play (relative to their skill level), encouraging competitive balance within the competitions.
→ In Training
The XP a player earns from training is adjusted based on their overall rating (OVR) compared to the average OVR of the top 16 players on their own team.
Similar to the match XP adjustment, the system evaluates the difference between a player's OVR and the team's average OVR. If a player's OVR is significantly higher than the team's average, they will experience a reduction in their training XP. This encourages players to train and compete in divisions that match their skill level and promotes maintaining a certain level of homogeneity when building a squad.
2. Aging
As players age, their ability to earn XP diminishes, particularly after reaching 30 years old, therefore slowing down their progression. The older players get, the more important this becomes. For example, the reduction is negligible at 31 years old, but becomes very significant a few years later, with 36-year-old players only receiving half of the total XP.
3. Reaching a High OVR and Rarity Changes
The higher a player’s OVR, the harder it is to progress further, ensuring that only the most exceptional (and exceptionally managed!) players can reach the highest potential. Rarity changes are also acknowledged: making the jump from one rarity to the other (for example, between 64 and 65 OVR) will be slightly more difficult than normal.
Updated on: 18/11/2024
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