Attributes Guide
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Kaimelar |
Posted on 08-07-2013 20:39
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Under 23
Posts: 93
Joined: 20-06-2013
PCM$: 200.00
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tellico wrote:
Ok, I did test again. Maybe first time distance was too short. On the last 35km of L-B-L:
1. half green bar vs full green bar on effort 70 both: 57 sec gap on the finish
2. half bar vs full bar on effort 59: 51 sec gap
3. both full green bar, but first +4 day form, second -5 day form: ~50 sec gap.
Thanks God its working, but i think in PCM12 gaps are bigger, not sure.
You should turn off the daily form, go to options>general options>and check both deactivate feeling good and deactivate rider variables
Anyway, could someone be so kind to test res/rec stats and deny or confirm my claimings, I would appreciate it alot
Edited by Kaimelar on 08-07-2013 20:46
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tellico |
Posted on 08-07-2013 21:19
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Neo-Pro
Posts: 263
Joined: 13-09-2010
PCM$: 200.00
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Yes I know, but I want to test it too. This was quick test, just for check that is sense take care about green bar through the race. |
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Ad Bot |
Posted on 23-11-2024 23:55
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Bot Agent
Posts: Countless
Joined: 23.11.09
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IP: None |
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TheManxMissile |
Posted on 08-07-2013 21:29
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Tour de France Champion
Posts: 18187
Joined: 12-05-2012
PCM$: 0.00
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About RES and REC. I am seeing their effects in 3D mode in career. My riders tire and respond as i would expect, albeit the effect does seem less than in past pcm's.
Also i am very close now to obtaining real data on the FTR stat and its impacts, and it pretty much agrees that in 3D mode there is no effect on the human player, but that there is in Quick Simulation.
Another quick thing is that a lot of you results focus on 3D mode. But from a few tests i've run the impact of stats is not exactly the same in quick sim. Energy stats for example have a reduced impact, as do support stats such as flat.
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Kaimelar |
Posted on 08-07-2013 21:46
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Under 23
Posts: 93
Joined: 20-06-2013
PCM$: 200.00
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TheManxMissile wrote:
About RES and REC. I am seeing their effects in 3D mode in career. My riders tire and respond as i would expect, albeit the effect does seem less than in past pcm's.
Another quick thing is that a lot of you results focus on 3D mode. But from a few tests i've run the impact of stats is not exactly the same in quick sim. Energy stats for example have a reduced impact, as do support stats such as flat.
Yes, I cared about 3D mostly because most player 'plays' the game usually, not sim.
Could you please show me the effects of res/rec or run some test with equal settings, I want to see where did I make mistake; (but don't forget the effect of placebo is strong like when sagan wins on huy with high speed, players would think its because his sprint stat versus his opponent's even though sprint has no effect at all) I do hope you're right though |
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Anderis |
Posted on 08-07-2013 22:47
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Domestique
Posts: 471
Joined: 13-09-2010
PCM$: 200.00
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Isn't resistance about how quick the rider regains his yellow bar? I mean he burned some of it out with high effort, and then he lowered his effort (being caught by the peloton for example) and the rider with higher resistance would get his yellow bar back at quicker rate than rider with lower resitance in this case. Did you test it that way? |
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tellico |
Posted on 08-07-2013 23:14
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Neo-Pro
Posts: 263
Joined: 13-09-2010
PCM$: 200.00
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I checked it and it seems that the resistance has no effect on the yellow bar. Neither the rate of consumption or the rate of regeneration.
I'm starting to feel ripped off. Cyanide makes us idiots. |
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Kaimelar |
Posted on 09-07-2013 05:58
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Under 23
Posts: 93
Joined: 20-06-2013
PCM$: 200.00
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Anderis wrote:
Isn't resistance about how quick the rider regains his yellow bar? I mean he burned some of it out with high effort, and then he lowered his effort (being caught by the peloton for example) and the rider with higher resistance would get his yellow bar back at quicker rate than rider with lower resitance in this case. Did you test it that way?
Yes i tried that too, check 9th post of the thread
tellico wrote:
I checked it and it seems that the resistance has no effect on the yellow bar. Neither the rate of consumption or the rate of regeneration.
I'm starting to feel ripped off. Cyanide makes us idiots.
So I may be right afterall, we need more people to test it
Edited by Kaimelar on 09-07-2013 06:13
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petz_e |
Posted on 09-07-2013 09:18
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Under 23
Posts: 57
Joined: 14-07-2009
PCM$: 200.00
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If this is really the case that resistance has no effect on the energy bars, then I can't believe that this was done intentionally. This has to be a bug. Has anyone addressed this issue at the official forums yet? |
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Butters76 |
Posted on 09-07-2013 11:22
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Junior Rider
Posts: 38
Joined: 16-07-2009
PCM$: 200.00
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Can someone explain potential for me. I've downloaded the PCMDaily DB and when I sneak peak in the editor I see great riders with potential as low as 2, many 3 and 4.
Is there some sort of potential guide like
8 = AVG 82+
7 = avg 78-82
6 = avg 75-78
And so on. I got really confused when I saw the potential values in the PCMDaily DB. |
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Jesleyh |
Posted on 09-07-2013 11:25
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Tour de France Champion
Posts: 15274
Joined: 21-07-2012
PCM$: 200.00
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Butters76 wrote:
Can someone explain potential for me. I've downloaded the PCMDaily DB and when I sneak peak in the editor I see great riders with potential as low as 2, many 3 and 4.
Is there some sort of potential guide like
8 = AVG 82+
7 = avg 78-82
6 = avg 75-78
And so on. I got really confused when I saw the potential values in the PCMDaily DB.
No specific numbers I think, but I think you get the idea right.
PCMdaily only gives high potential to top-talents, and better riders won't get high potential, so they won't develop that great.
Feyenoord(football) and Kelderman fanboy
PCMdaily Awards: 12x nomination, 9x runner-up, 0x win.
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Butters76 |
Posted on 09-07-2013 11:29
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Junior Rider
Posts: 38
Joined: 16-07-2009
PCM$: 200.00
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Jesleyh wrote:
Butters76 wrote:
Can someone explain potential for me. I've downloaded the PCMDaily DB and when I sneak peak in the editor I see great riders with potential as low as 2, many 3 and 4.
Is there some sort of potential guide like
8 = AVG 82+
7 = avg 78-82
6 = avg 75-78
And so on. I got really confused when I saw the potential values in the PCMDaily DB.
No specific numbers I think, but I think you get the idea right.
PCMdaily only gives high potential to top-talents, and better riders won't get high potential, so they won't develop that great.
Thats all fine, bt when potential goes from 1-8 I find it strange that
Froome = 4
Contador = 3
Wiggins= 3
And so on. I would have guessed they would be 6-7 out of 8. I would think potential is total, So a rider with AVG 79 and potential 6 will have no more max levels fully developed than a avg 66 with potential 6.
Edited by Butters76 on 09-07-2013 11:31
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Kaimelar |
Posted on 09-07-2013 11:39
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Under 23
Posts: 93
Joined: 20-06-2013
PCM$: 200.00
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Butters76 wrote:
Thats all fine, bt when potential goes from 1-8 I find it strange that
Froome = 4
Contador = 3
Wiggins= 3
It's like this to keep it more realistic, for example contador with 7-8 pot would become 85 mo 83 tt or valverde becomes 83 mo 75 sp, cyclists like them are in their prime time they won't get 'much' better in real life so they shouldn't in game either |
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Alakagom |
Posted on 09-07-2013 11:44
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World Champion
Posts: 10891
Joined: 19-11-2010
PCM$: 200.00
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It stops those riders further developing, if they had been at those potentials their stats eventually in many careers would rise to 85 in many cases etc.
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Butters76 |
Posted on 09-07-2013 11:53
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Junior Rider
Posts: 38
Joined: 16-07-2009
PCM$: 200.00
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Kaimelar wrote:
Butters76 wrote:
Thats all fine, bt when potential goes from 1-8 I find it strange that
Froome = 4
Contador = 3
Wiggins= 3
It's like this to keep it more realistic, for example contador with 7-8 pot would become 85 mo 83 tt or valverde becomes 83 mo 75 sp, cyclists like them are in their prime time they won't get 'much' better in real life so they shouldn't in game either
Are you sure? I would think a AVG 66 with potential 5 could increase up to lets say AVG 74, while a AVG 74 with potential 5 could not develop anymore since he's maxed out his potential already.
Has anyone played several seasons with the DB, I fear Contador and the others with low potential will start falling in skills as their starting numbers are too high for their potential value.
Not claiming anything, but that has always been my understanding of potential. |
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roturn |
Posted on 09-07-2013 11:55
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Team Manager
Posts: 22246
Joined: 24-11-2007
PCM$: 3900.00
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You can easily test it.
Give Contador a Pot. 8 and then check his stars in the training menu. If there are any, he will be able to improve. |
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TheManxMissile |
Posted on 09-07-2013 11:55
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Tour de France Champion
Posts: 18187
Joined: 12-05-2012
PCM$: 0.00
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Potential has no direct impact on decline, nor does it limit a riders current stats. It just means some riders will not dwvelope further, curbing the problem of stat inflation for a few seasons
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Butters76 |
Posted on 09-07-2013 12:05
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Junior Rider
Posts: 38
Joined: 16-07-2009
PCM$: 200.00
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roturn wrote:
You can easily test it.
Give Contador a Pot. 8 and then check his stars in the training menu. If there are any, he will be able to improve.
Don't know about that as 8 is max and Contador isn't maxed in the DB, so any rider would improve with potential 8. But can Contador still develop a bit with potential 4, since he already has high stats?
Also, does the individual skill limits override potential?
If I make a rider with potential 1, but set the individual limits to 85 on everything, can he still reach 85 in the skills or will potential 1 stop him from develop any.
Still puzzled by what you say about potential. You say its current skills plus potential for development. I thought it was potential minus current skills for how much more a rider could develop. |
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ShortsNL |
Posted on 09-07-2013 12:31
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Breakaway Specialist
Posts: 898
Joined: 17-11-2011
PCM$: 200.00
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Stat limits = defined by DB maker. It is the primary thing that determines how much room a rider has left to grow in stats. Can also be determined by the game if you select 'random potential' when making a carreer.
Potential numbers = defined by DB maker, and is used by the game when selecting 'random potential' to create its own stat limits. Lowering the potential means that in a randomly generated DB, the stats won't go through the roof. When selecting 'random potential', the game might deviate from the potential set by the DB maker with +1 or -1.
Age decline = defined by DB maker. This is a number in the DB that each rider has which defines at what age riders will start losing their stats. It is generally set to 34 in most cases. When a rider starts to decline, he is also more likely to retire.
Growth/declining speed = defined by player/game. You can set the speed when you create your own carreer. It has a value between 0 and 1. The higher the value, the faster riders grow, and decline when they hit their declining age.
I could be off on a few things, but I believe this is generally how the game works. |
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tellico |
Posted on 09-07-2013 12:45
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Neo-Pro
Posts: 263
Joined: 13-09-2010
PCM$: 200.00
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I think this will be helpful:
https://pcmdaily.c...d_id=25052
I suppose the same calculations are good for PCM13, but not sure |
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cio93 |
Posted on 09-07-2013 12:51
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World Champion
Posts: 10845
Joined: 29-10-2007
PCM$: 500.00
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ShortsNL wrote:
Stat limits = defined by DB maker. It is the primary thing that determines how much room a rider has left to grow in stats. Can also be determined by the game if you select 'random potential' when making a carreer.
Potential numbers = defined by DB maker, and is used by the game when selecting 'random potential' to create its own stat limits. Lowering the potential means that in a randomly generated DB, the stats won't go through the roof. When selecting 'random potential', the game might deviate from the potential set by the DB maker with +1 or -1.
Age decline = defined by DB maker. This is a number in the DB that each rider has which defines at what age riders will start losing their stats. It is generally set to 34 in most cases. When a rider starts to decline, he is also more likely to retire.
Growth/declining speed = defined by player/game. You can set the speed when you create your own carreer. It has a value between 0 and 1. The higher the value, the faster riders grow, and decline when they hit their declining age.
I could be off on a few things, but I believe this is generally how the game works.
Stat limits are always semi-randomly set in a certain range defined by the potential and specialisation.
Growth speed is heavily influenced by gene_i_year_progression (up to factor 30 iirc), which is completely random. Plus your point obviously.
Edited by cio93 on 09-07-2013 12:52
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