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Kent's 14DB XMLs
issoisso
I'll repeat: I agree that the climbing and sprinting combination is silly.

I'm asking purely about the sprinting so I'll ask again: are you saying he's somehow too light to be a top sprinter? Or that such a thing is even possible?
Edited by issoisso on 27-02-2014 20:47
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Thinktank
issoisso wrote:
are you saying he's somehow too light to be a top sprinter? Or that such a thing is even possible?

No. I'm not saying that. There are lighter riders who won bunch sprints, Dumoulin par example.

However I can't imagine a very light and tall rider (par example 185cm and 62kg) to be among the 3 best sprinters in the world. Maybe it's possible, but I can hardly imagine that.
 
issoisso
Sure, but 176, 58 isn't "very light and tall"
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Thinktank
issoisso wrote:
Sure, but 176, 58 isn't "very light and tall"

True, but still a BMI of around 19. Compare that to Cav's "obese" (just joking, mine is probably not better) ~23. That's a large difference.
 
547984
Are the higher starting stats a way to say, counteract, the result of the lower stat spectrum in later years, like cactus' Project 2100? Because if you lower starting stats too much, the riders tend to be OP in one stat but suck at the rest?
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Kentaurus
Okay answer a few questions. The way I have it set up was supposed to allow for a rider to be very good all-round, but chances are supposed to not be very high.

Okay now to answer specifically to Jesleyh who is doing great work at testing these out and getting feedback.

The DH seems to be your biggest concern, I'm waiting to see what the result of a few seasons sim to figure out where people are in skill. But I can certainly change the probability so that many fewer riders are good. (Currently it is somewhat balanced). I did this because of the inability to train the skill specifically.

Secondly Potential 8 riders are supposed to be elite, once in a generation type talents. Many seasons a potential 8 won't be created or available. Even then there is only a chance they are great at one thing, let alone several things. Even then, they still have to be trained to reach their max at those things, and unless you are just cheating the game, that isn't a quick task.
Also how far off is that OP rider from being like Sagan?
one of which a 'sprinter', who had 85 FL, 83SP, 84ACC, 80(!)HI, 74MO, 76COB and 78RES.

Elite sprinter, who is great as a puncher and also very good on the cobbles. I'm honestly happy the game was able to create a rider like that, but is should be incredibly rare.

For your pot6 rider, He certainly starts strong, but not overpowering, he would struggle to get wins in any division. And his potentials for growth aren't very good. A nice rider who looks like a very solid WT domestique or a PCT sprinter/cobbls. Which is where a potential 6 Flat rider probably should fit.

On a different note, I'll look at lowering the non-improtant stats for riders. I think I may be able to develop a way of dropping those which should reduce the number of all-rounders.
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Jesleyh
Sounds good.
Funny thing is that that 6 potential rider I posted(75FL), actually got 7th in the Continental Rankings, while being in a mediocre CT team.
But that's all simulated ofc Wink

And of course, there should be a chance that a rider like that 8 pot I found gets created , but the chance should be smaller, since I saw a few similair guys appear in one of the careers Wink

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Kentaurus
Jesleyh wrote:
Sounds good.
Funny thing is that that 6 potential rider I posted(75FL), actually got 7th in the Continental Rankings, while being in a mediocre CT team.
But that's all simulated ofc Wink

And of course, there should be a chance that a rider like that 8 pot I found gets created , but the chance should be smaller, since I saw a few similair guys appear in one of the careers Wink


That rider is a solid rider, especially for a CT team. As for the 2nd, when I set everything up to tone down the secondary stats for riders the potential 8s will get hit as well.
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Jesleyh
Good point. I'm in 2017 now with simulating, I will give you the .cdb when I'm in 2018.
The best rider up to now is a 75 AVG rider(and he's a product of my team, where I have 6/10 trainers), and not a lot of quality riders under that have appeared yet, but I think it should be given some time.
I don't think the XMLs can influence growth speed. Can they?
Edited by Jesleyh on 28-02-2014 14:05
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Kentaurus
Yes and no. Rider growth is based on several things:

1: Difference in potential and current rating. The larger the gap the faster that stat will grow.
2: Trainer/Training, I'm not exactly sure of the math, but I think it gives some sort of multiplier that increases the rate of #1.
3: STA_cyclist_progression: Each rider gets a value 1-5 at the start of a season that adds a multiplier to how quickly they grow that season.

So the XMLs do affect rider potentials which does affect growth, outside of that though it doesn't affect training speeds. Honestly what we need to somehow find is how to make the other teams have more than 2 trainers.
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Jesleyh
Ah. I knew about 2 & 3 though.
Yeah, it would be better if they had more trainers indeed, they seem to develop a bit slow now, even though the gap to their limits should be big enough.


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Oglalakev
Jesleyh wrote:
Ah. I knew about 2 & 3 though.
Yeah, it would be better if they had more trainers indeed, they seem to develop a bit slow now, even though the gap to their limits should be big enough.



I still think bumping the STA_region ratios will help a little, part of the issu is that CPU scouting is also awful, so if there are a few more talents sprinkled through the regions, then there is more chance they get found. That's my theory anyway.
 
Kentaurus
Oglalakev wrote:
Jesleyh wrote:
Ah. I knew about 2 & 3 though.
Yeah, it would be better if they had more trainers indeed, they seem to develop a bit slow now, even though the gap to their limits should be big enough.



I still think bumping the STA_region ratios will help a little, part of the issu is that CPU scouting is also awful, so if there are a few more talents sprinkled through the regions, then there is more chance they get found. That's my theory anyway.


I think that helps, maybe not bumping the potential 8 riders, but certainly increasing the 5s,6s and 7s will help. But the other issue is that even when they find the riders, they aren't growing very fast.

On a different note, (mostly because I'm not sure how well they scout) we could improve the ability of scouts. I don't know if that affects the CPU or not though.
Edited by Kentaurus on 28-02-2014 15:29
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Oglalakev
Kentaurus wrote:


I think that helps, maybe not bumping the potential 8 riders, but certainly increasing the 5s,6s and 7s will help. But the other issue is that even when they find the riders, they aren't growing very fast.

On a different note, (mostly because I'm not sure how well they scout) we could improve the ability of scouts. I don't know if that affects the CPU or not though.


It's worth trying the scout thing, just as I think your previous idea of condensing the scouting regions would help a little, making the cpu teams scout a greater percentage of the riders.
In a test game I had a level 8 Spanish sprinter go unsigned for 4 seasons as a youth rider because he was from the Canaries and presumably no scouts looked there, he ended up in the general free agent pool. I had a number of top prospects like that and they get signed at 22-23 from the free agent pool, more than they do as youth riders.

Kent have a quick look at the fighter xml I made, I used the 7th and highest value of the minimax stats in basecaracs to try and make super high fighter stats possible. For Fighters it's possible to start with 85 in that stat, it's the only way I could think of making that possible, since the stat doesn't grow.
I am not sure it was wise as most classics, sprinters or climbers with a Fighter stat of 73+ get designated as a Fighter instead.
 
Kentaurus
Okay so I took a look, I like the idea to arbitrarily create riders with a high fighter stat. Some of the things I don't like though are the locked attributes (potential 8 flat/fighter rider, forced to get a 4 in flat, which would be somewhere in the 71-77 range).

On a different note, fighter is easily the stat of least concern as it seems to have very little to no impact on the game (especially if races are played).
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Jesleyh
It definitely has impact on simulation though.
And I feel like it matters for AI riders(they attack more often if they have a high FTR stat), but there's quite some discussion about that.
Also, it might even influences the frequency of a 'flashing red bar' attack, but there's some discussion about that as well.

But I agree, FTR might not matter as much as the other stats(bar Resistance though) Wink
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Kentaurus
Jesleyh wrote:
It definitely has impact on simulation though.
And I feel like it matters for AI riders(they attack more often if they have a high FTR stat), but there's quite some discussion about that.
Also, it might even influences the frequency of a 'flashing red bar' attack, but there's some discussion about that as well.

But I agree, FTR might not matter as much as the other stats(bar Resistance though) Wink


BTW these also work with previous PCM games, so resistance does matter (IMO it was very important for PCM 12).
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Jesleyh
Oh, yeah, okay.

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Oglalakev
Kentaurus wrote:
Okay so I took a look, I like the idea to arbitrarily create riders with a high fighter stat. Some of the things I don't like though are the locked attributes (potential 8 flat/fighter rider, forced to get a 4 in flat, which would be somewhere in the 71-77 range).

On a different note, fighter is easily the stat of least concern as it seems to have very little to no impact on the game (especially if races are played).


Fair enough, I'm not mad about the idea of having them fixed in to one stat range, I had many more at first but greatly reduced it on the final edit. There is an argument that level 8 riders should be strong on certain attributes, they are supposed to be rare talents. For Fighters I think all the best in the game were in that range, but I probably should have had some possibility fr the rank below (or above) as well.
 
Jesleyh
Hmm. What season would you like me to reach? I'm in September 2017 now, but I don't think I have enough motivation to get further than 2019 at least Pfft
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