Forum > Suggestions (International) > NEW Youth System


speedtuning
speedtuning
93 posts
1 year old
on 12-06-2025 18:12:29 (6 days ago)

Hey

a small idea, why not put the players with random days


between Day 0, Day 2, Day 4, Day 6 and Day 8 but never Day 10 (where everything is revealed)

I see this because many players buy players with only 1 day in Training Center , it is very difficult go to Day 10

maridiba
maridiba
213 posts
1 year old
on 12-06-2025 18:24:41 (6 days ago)

Nicmo just reduced the number of spots because there was too much information available, and you propose to add more? I doubt he will consider it. What would be the advantage?

I understand people don't want to spend big money on youths without having info, we may even just choose the skills of the player we spawn. Would that make them more valuable? A player's rarity determines their value. If we all spawn youths with 60 AQ, they will all be average players...

speedtuning
speedtuning
93 posts
1 year old
on 12-06-2025 18:47:03 (6 days ago)

yes it is an idea, I am talking about buying 3 star players or more, many players buy 1 star players with 5, 6 days no more, so we never get to see more skills for buy players

so it is not easy to buy players with more stars

Maybe other idea similar :/

edited on 12-06-2025 19:15:21 (1 times)
markitoss
markitoss
40 posts
9 months old
on 12-06-2025 19:28:29 (6 days ago)

We need to find a way for fix that yes, in Spain for example any youth get even day 6, and same on most of countries with more users, and all of them 1 star.

maridiba
maridiba
213 posts
1 year old
on 12-06-2025 22:06:04 (6 days ago)

If I could choose, my ideal system would be slightly different from this one.

The way I see it, a little randomness is still necessary, provided we can choose the potential of the players, as usual. But randomness could be applied to different aspects:
- random skills, which I think is bad because skills have a big influence on players' value
- random position, which I think is good because this way users would end up with missing roles and duplicate roles, so they would have to look for players in the market.

My ideal system would have all youths spawning with an unknown role and similar skills... all of them equally shitty, and their potential, along with club staff and facilities, and users' decision on training would make all the difference. That way, even if you don't know what role you get, you still know that your player is worth what you paid for, no disappointment for a low AQ. 

After a few weeks with the new system, I think it is already evident that random roles weren't the real reason why users were scared to buy youths; nobody buys 4-5 star players right after the complete role is revealed, but rather after a positive trait is shown or high AQ is revealed.

That's not feasible anymore, but would you guys buy high-talent youths more often if you knew they were basically all the same level when spawned? No good or bad surprises, it's up to you to make them become good players

edited on 12-06-2025 22:07:03 (1 times)
Landlord
Landlord
181 posts
1 year old
on 13-06-2025 11:58:34 (5 days ago)

Or more simple idea to categorise youth spawn 1,2,3 on general youth spawn category and 4/5 star has separate section as super stars. Now nobody signing all of em for 1 star:) 

 


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