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2020-2021 Changes Discussion Thread
roturn
-
 
cio93
Thank you very much!
 
quadsas
baseballlover312 wrote:
Yes, fighter should be changed or given a second option.

As a starting point for discussion, I'm going to post the updated fighter template that was tossed around a year or two ago.

i.imgur.com/Y9kUBFY.png


The question is, is this unbalanced, and what would need to be done to make it balanced so that it can be in the game ASAP?


I would give even more physical stats (sta, res, rec). There needs to be a reward
deez
 
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baseballlover312
So: about the fighter training.

It obviously does allow you to contribute to way more stats than most plans, as that's kind of the point. A broad training regiment to build a versatile domestique. As WJ says, it's hard for this to be abused regardless, because it doesn't maximize any type of leader's main stats. The "main stats" are things like flat and fighter, which can very rarely win anyone races. A few flat classics perhaps, but only with a top level fighter and a lot of luck.

So no top talents will be using this training. The only difference is that lesser domestiques might, helping us making the database more well rounded and curbing inflation from those 4th tier domestiques who currently have 75-77 main stats. If we think it might inflate flat and fighter too much, we can always lessen those skills for some talents at their addition.
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cio93
Is there a particular reason why Fabien Doubey would end up with an OVL of 75,03 with 75mo/75hi, but only a measly 73,42 if he were to theoretically max at 77mo/74hi (which we can all agree is superior)?
The simple step from 75/74 to 75/75 adds up to 1,90 OVL with the remaining stats fixed.

Playing around with some other riders as well, it seems like the formula has a rather excessive variance when a rider with decent acceleration (maybe even sprint) gets to 75 in both MO and HIL?



I assume this has to do with us rightfully wanting to penalize hybrids, but it is an extreme jump (not sure if there's a good way to do it on a gradient) and I'd like to bring it to the attention of everyone who has already done their stat gains and might end up with such a rider, but definitely doesn't want to pay 100k for them.
Edited by cio93 on 20-07-2021 15:37
 
roturn
I would actually think that this might have to do with different specialisation. Maybe post start gains he might no longer be identified as same rider type but I can't check exactly right now as I am on mobile only. Will check later but the most extreme jumps were normally kicked out.
 
knockout
cio93 wrote:
Is there a particular reason why Fabien Doubey would end up with an OVL of 75,03 with 75mo/75hi, but only a measly 73,42 if he were to theoretically max at 77mo/74hi (which we can all agree is superior)?
The simple step from 75/74 to 75/75 adds up to 1,90 OVL with the remaining stats fixed.

Playing around with some other riders as well, it seems like the formula has a rather excessive variance when a rider with decent acceleration (maybe even sprint) gets to 75 in both MO and HIL?



I assume this has to do with us rightfully wanting to penalize hybrids, but it is an extreme jump (not sure if there's a good way to do it on a gradient) and I'd like to bring it to the attention of everyone who has already done their stat gains and might end up with such a rider, but definitely doesn't want to pay 100k for them.


Good spot!
Playing a bit around with Enric Mas stats - Only changing Mo/Hi Stats:

76/75: 75,68
76/74: 73,76
75/75: 75.52 (Should easily be the weakest of these)
77/74: 75.48
77/75: 75.77
77/76: 75.73 (By training +1HI, his OVR gets lowered)
76/76: 75.57 (Below 76/75)

Definitely feels like some changes went way too far into the punishing direction and the Beltran/Lopez problem wasnt fixed yet. Personally, i'd like to see all those artificial stat raisers ("mo/hi at 75 or above gets raised value X" ) removed entirely but at the very least we need to fix these problems.
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roturn
baseballlover312 wrote:
So: about the fighter training.

It obviously does allow you to contribute to way more stats than most plans, as that's kind of the point. A broad training regiment to build a versatile domestique. As WJ says, it's hard for this to be abused regardless, because it doesn't maximize any type of leader's main stats. The "main stats" are things like flat and fighter, which can very rarely win anyone races. A few flat classics perhaps, but only with a top level fighter and a lot of luck.

So no top talents will be using this training. The only difference is that lesser domestiques might, helping us making the database more well rounded and curbing inflation from those 4th tier domestiques who currently have 75-77 main stats. If we think it might inflate flat and fighter too much, we can always lessen those skills for some talents at their addition.

I will need to check this closer. As it is now, a flat/ACC combination brings you a great sprinter, where those stats become almost more important than the sprint stat itself. I would need to check the next talents, in especially sprinters with higher potential if giving them such flat/ACC boost in some steps might not overpower those. Even though they end up 1-2-3 sprint stats lower this way.

E.g. Reinhardt with high acc was better than high sprint riders. Holloway with high flat similar.
 
baseballlover312
roturn wrote:
baseballlover312 wrote:
So: about the fighter training.

It obviously does allow you to contribute to way more stats than most plans, as that's kind of the point. A broad training regiment to build a versatile domestique. As WJ says, it's hard for this to be abused regardless, because it doesn't maximize any type of leader's main stats. The "main stats" are things like flat and fighter, which can very rarely win anyone races. A few flat classics perhaps, but only with a top level fighter and a lot of luck.

So no top talents will be using this training. The only difference is that lesser domestiques might, helping us making the database more well rounded and curbing inflation from those 4th tier domestiques who currently have 75-77 main stats. If we think it might inflate flat and fighter too much, we can always lessen those skills for some talents at their addition.

I will need to check this closer. As it is now, a flat/ACC combination brings you a great sprinter, where those stats become almost more important than the sprint stat itself. I would need to check the next talents, in especially sprinters with higher potential if giving them such flat/ACC boost in some steps might not overpower those. Even though they end up 1-2-3 sprint stats lower this way.

E.g. Reinhardt with high acc was better than high sprint riders. Holloway with high flat similar.


That's a good point. I'd be fine with lowering the sprint or acceleration in the construction I posted. Sprint might make more sense, but acceleration is already buffed higher, so that could be lowered without removing it. It would hurt breakaway riders a bit in their finish, but with the flat they would still be worthy flat domestiques, and they keep the gains on other terrains. Perhaps the sprint/acceleration lowering could be compensated with better resistance or stamina.

The main thing I want to solve with this fighter path is to give people choosing this type enough all-around skills to be competent domestiques and breakaway riders. As of now, they can only become pure flat beasts with nothing else, which is a useless rider type to plan for given the randomness of sprints/leadouts. So the sprint stat in this construction is probably least important to me, and indeed creating a third sprinter pathway this way should be avoided.
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knockout
An extreme example: Budenieks with Clv1 training (75mo/75hi) would be at 76.01 (while having not a single stat above 75). If i then train him to 77mo, he would drop to 75,64 again.

EDIT: PM with further names sent to roturn. Similar issues are seen on other terrains too
Edited by knockout on 20-07-2021 18:18
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roturn
If you find more names, please send me a pm.
I will have a look into it tomorrow where stuff gap still exists in the formulas.

@bbl. And also it must be checked to not overpower them too much in terms of breakaway wins then. e.g. Dzamastagic or the flat beats with late attacks.
 
baseballlover312
roturn wrote:
If you find more names, please send me a pm.
I will have a look into it tomorrow where stuff gap still exists in the formulas.

@bbl. And also it must be checked to not overpower them too much in terms of breakaway wins then. e.g. Dzamastagic or the flat beats with late attacks.


Of course, but that shouldn't be a problem caused by the changes in the proposal. Flat, sprint, and acceleration are all the same as in the current fighter development, and we just discussed lowering them. The marginal increases in climbing and TT would have no bearing how often flat beasts win sprinter's classics compared to now.
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roturn
Please check the updated file:

https://www.dropb...w0zr80frts
 
redordead
Something about the new fighter stat gain in conjuction with the OVL issues.

Roturn has tried to create a formula to properly rate allround riders. Unfortunetely it hasn't worked out. Giving people a stat gain that raises all stats and allows to much more easily fiddle with the stat combos to create those effective and underrated riders might not be a good thing.

The fighter stat gain is not great, but we have to think at the consequences of making it better. A while back I think I suggested splitting it into v1 and v2 like with climber.

But to be perfectly honest I'd rather make the Stage Race gain worse because it's pretty OP and a bigger issue than fighter imo.

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quadsas
redordead wrote:
Something about the new fighter stat gain in conjuction with the OVL issues.

Roturn has tried to create a formula to properly rate allround riders. Unfortunetely it hasn't worked out. Giving people a stat gain that raises all stats and allows to much more easily fiddle with the stat combos to create those effective and underrated riders might not be a good thing.

The fighter stat gain is not great, but we have to think at the consequences of making it better. A while back I think I suggested splitting it into v1 and v2 like with climber.

But to be perfectly honest I'd rather make the Stage Race gain worse because it's pretty OP and a bigger issue than fighter imo.


Do you have any examples of good scoring riders who would've been better with the new fighter statgain?
deez
 
baseballlover312
redordead wrote:
Something about the new fighter stat gain in conjuction with the OVL issues.

Roturn has tried to create a formula to properly rate allround riders. Unfortunetely it hasn't worked out. Giving people a stat gain that raises all stats and allows to much more easily fiddle with the stat combos to create those effective and underrated riders might not be a good thing.

The fighter stat gain is not great, but we have to think at the consequences of making it better. A while back I think I suggested splitting it into v1 and v2 like with climber.

But to be perfectly honest I'd rather make the Stage Race gain worse because it's pretty OP and a bigger issue than fighter imo.


The question is do we want more all around domestiques with lower main stats in the DB compared to a situation where everyone trains a main stat that ends up at least at 76, really promoting inflation in the upper levels.

As of now, fighter is almost a completely useless training pathway. Maybe it's used on a couple of pure flat beasts a year, but in today's game that type of rider just can't be counted on to be useful. You can't plug him into that 3rd leadout train guy through a simulation. Much easier to just make another 76 mtn/hill/cob/TT guy out of them, which is harmful for the lower level inflation that is breaking our game.

Roturn made a good point about maybe it being too much sprint or acceleration given the other stuff, which I agree with. But I just don't see a scenario where this training is game breaking. No potential leader in a main stat would ever use it. Most of the guys that do use it would almost certainly be lower potential, which mitigates any balance issues too. There's never gonna be a situation where every breakaway rider is too strong imo.

If the problem is that our formulas can't handle more interesting, diverse, and versatile riders without breaking, the formulas are the issue. I realize that's kind of a cop out, but I believe long term for the game, this would be good.

I definitely agree that stage race could be fairly nerfed. It gives primary boosts to more main stats than any other category with few sacrifices. Almost too logical of an option, especially with the types of talents that have been added recently.
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quadsas
GembeckasTomas78647068716968636974756968
GembeckasTomas78616865716967616973696965


Top is new fighter (which I'd still like to get a bit more sta and res), and bottom is old.

Bottom rider is pretty much unusable, complete garbage. Not that top one is good by any means, but you can at least see a guy like that being signed by someone.
deez
 
hillis91
What about creating a variant of the training and call it domestique or something? Basicly create a more balanced "fighter" training that gives a good boost from 3 > 4 or something?
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quadsas
JanuskeviciusMantas7264676971726755696871686719995
JanuskeviciusMantas8068717376777259737779717119995
JanuskeviciusMantas7373757074777355697579696819995


And this is a guy I suggested kind of hoping to get a fighter upgrade. Top is level 1, second is new fighter, third is 'normal training'.

Now, is there anything wrong?
deez
 
redordead
quadsas wrote:
GembeckasTomas78647068716968636974756968
GembeckasTomas78616865716967616973696965


Top is new fighter (which I'd still like to get a bit more sta and res), and bottom is old.

Bottom rider is pretty much unusable, complete garbage. Not that top one is good by any means, but you can at least see a guy like that being signed by someone.


I don't really agree that the bottom rider is useless, both versions have slightly below average energy stats. But even the bottom one has great flat and acceleration along with a solid sprint and hill stat.

The top option is a very good rider, as it's not that often you get a rider with 78 flat and 70 hill as a combo along with the acceleration. I don't think it should be too "easy" to make a rider like that.

To make better all round riders it should be encouraged to use different stat gains to give them the necessary stats you want. For example to make a flat rider a better climber you can use Climberv1 to retain FT/AC and add MO/HI and in turn sacrifice a point or two in FL.

Sometimes I look at the fighter stat gain and think that the cobble gain is mostly useless. So maybe add another fighter gain that replaces CB with MO and maybe a few other adjustments. Or simply replace it entirely. But I don't think we should have it all in one stat gain.

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