Forum > Suggestions (International) > Balancing Players Traits


Alin
Alin
149 posts
1 year old
on 04-06-2025 20:27:37 (2 days ago)

At the moment the current system splits traits in good or bad.

 

Maybe would be a good idea to develop the traits a bit more in such manner each positive has a negative and negative ones have a positive.

 

One idea would be something like:

Det players use more energy in game due to their competitive spirit

INF prone to cards due to occasional chance of contesting ref's decisions against their team

SPS - while a master on a steady ball he may occasionally shoot for the moon during fast actions

INJ - rarely gets booked. Being more fragile ,made him develop great fair play and respect for others

Dirty - has good physical structure and while he may send others to hospital he doesn't get injured very often

ERR - while prone to errors he has great stamina and uses less energy per play

 

 

This is just an example how the bias of the good and ugly could be reduced.

 

 

 

edited on 04-06-2025 20:29:35 (1 times)
Twente47
Twente47
50 posts
1 year old
on 04-06-2025 20:33:47 (2 days ago)

+1

markitoss
markitoss
37 posts
8 months old
on 04-06-2025 20:46:24 (2 days ago)

+1 good idea tbh

speedtuning
speedtuning
91 posts
1 year old
on 04-06-2025 20:53:53 (2 days ago)

Hmm i think is good idea 

maridiba
maridiba
202 posts
11 months old
on 04-06-2025 23:36:51 (2 days ago)

That would be a little revolution. In your example, ERR players become better than DET ones, and SPS would be the only remaining positive trait, likely still making a difference.

I've never liked the high randomness when spawning youths, and in the first seasons, I've often proposed reducing the variance in their skills, and obviously traits also contribute to the randomness; two youths spawned with the same talent, based on the resulting skills and traits, may end up having an order of magnitude difference in market value. If I had to choose, I would set a 5-point difference between the maximum and minimum values for each skill, and let users make a difference between players through their training choices.

However, in hindsight, when I look at players' performances, I feel that the way skills are distributed is more important than AQ and traits. Plus, the information revealed from the new system kinda solves the problem

markitoss
markitoss
37 posts
8 months old
on 05-06-2025 00:05:50 (2 days ago)

Nicmo proposed the change on traits, basically for those players with bad traits (ERR, INJ and DIR) could get better, some people agree and some people was against.

I guess this suggest is on the same line, but without the great benefit of the players that would get DET instead of ERR for example.

By the way, I think traits are good but not make a big difference (at least in my own experience).

edited on 05-06-2025 00:06:42 (1 times)
Thuru
Thuru
263 posts
1 year old
on 05-06-2025 00:26:40 (2 days ago)

-1

sorry I dont like them

Alin
Alin
149 posts
1 year old
on 05-06-2025 00:42:26 (2 days ago)

@maridiba now that we got some youths with traits,these are not important anymore?

If I look at your pulls and mine, I think the statistics would disagree with what you are saying.

maridiba
maridiba
202 posts
11 months old
on 05-06-2025 09:53:36 (1 day ago)

@Alin, I haven't said that. Obviously, if I had to choose between buying a youth with a positive trait and one with no traits, I would go for the first... bonuses are always good, even when you don't know exactly how they work.

I just said skills distribution is more important: I've seen strikers with high AQ, and sometimes even traits, who struggle to collect a shot on goal per match on average, while others with the same AQ score more than 1 goal per match. As far as I know, it depends on many factors, all of them related to users' decisions, fortunately. And it's mainly because of the skill distribution, this aspect of the match engine reminds me of the legendary CM 01/02

I've never liked the randomness in the spawns, as I said, I would spawn all of them almost equal (even with no traits) and let the users make all the difference. But if traits exist, they should be coherent with their meaning... the ERR in your example seems more like hardy or resilient, and in all cases, you are completely changing their meaning. I understand the reason behind your proposal, but that would be weird! (especially for new users)

I'd rather add a high possibility, when spawning players, of having also a negative trait when there is a positive trait, and vice versa, to compensate. Or just remove them, that would make hunting youths much easier, just having to look for the AQ

edited on 05-06-2025 10:23:44 (2 times)
Alin
Alin
149 posts
1 year old
on 05-06-2025 11:24:09 (1 day ago)

@maridiba the new system is amazing. I really love it,but what we do at the moment about traits doesn't feel natural and not having a natural distribution of traits (bonuses) between players won t move the competition forward neither the transfer market.

 

I understand you may be slightly defensive about this and you would like to pull as much as you can,but try to think in the long run. What good thing would come out of 5 teams having all 5 stars dets for example?

 

Probably @nicmo is already cooking something after he saw our tendencies:)))

 

Wouldn't be shocked to see trait moved from day 6 to day 15,lol.

Minecodersam
Minecodersam
263 posts
1 year old
on 05-06-2025 12:02:33 (1 day ago)

this can make the bad traits useful

+1

nicmo
nicmo
364 posts
3 years old
on 05-06-2025 13:14:11 (1 day ago)

humm @maridiba idea about players spawning without traits could be interesting. Traits could be dynamic, events could make a player win or lose a trait for a determined amount of time. Traits effects could be made stronger as well since they are temporary, a match, a season, whatever makes sense.

Alin
Alin
149 posts
1 year old
on 05-06-2025 13:22:32 (1 day ago)

+10 @nicmo

Ralf
Ralf
117 posts
1 year old
on 05-06-2025 18:17:31 (1 day ago)

Dynamic traits...damn. we are gonna start playing matrix? Bingo? 

Ralf
Ralf
117 posts
1 year old
on 05-06-2025 18:18:53 (1 day ago)

How can somebody make a strategy..a training method...and bam...tomorrow something is affecting in + or - the player.

-100 for dynamic traits

Ralf
Ralf
117 posts
1 year old
on 05-06-2025 18:21:24 (1 day ago)

I'm for playing without traits. And against dynamic traits...if we need to have traits

Alin
Alin
149 posts
1 year old
on 05-06-2025 18:25:35 (1 day ago)

Maybe we shouldn't be able to see the trait untill the player gets to 17 y old.

Ralf
Ralf
117 posts
1 year old
on 05-06-2025 18:27:52 (1 day ago)

Or maybe we need to have a limit. Something like 5 playes in your squad with traits. The traits as the player wants to have...but no more then 5 in each squad. Not first 11.

In order to have a balance game for eneryone.

Ralf
Ralf
117 posts
1 year old
on 05-06-2025 18:29:41 (1 day ago)

We have players..that are hunting only youth traits. So what nicmo will do..when we will have a team with 30 players in the squad...all with det sps and inf traits:))

edited on 05-06-2025 18:55:46 (1 times)
Shaow
Shaow
44 posts
11 months old
on 05-06-2025 18:42:23 (1 day ago)

I agree with Ralf 

Shaow
Shaow
44 posts
11 months old
on 05-06-2025 18:45:04 (1 day ago)

Or we play without traits and we are resuming to the skills they have and we train or to be a limited amount per squad with players that have traits 

Minecodersam
Minecodersam
263 posts
1 year old
on 05-06-2025 20:16:36 (1 day ago)

You can solve Simply by never showing the trait in youth center

maridiba
maridiba
202 posts
11 months old
on 05-06-2025 22:44:12 (1 day ago)

Hmm.. I feel like we are overthinking it.

@Alin it doesn't seem that bad to have 5 teams hunting all the 5-star players with good traits... indeed, we probably have just 5 teams buying 5-star players, and it's already good news because in the last seasons before the update, it was just me and palermo. A great improvement, I would say

Reading this topic, if I didn't know how it works, I would think that only some players have access to the prospects with traits... since whoever can buy them, and they are not bound to be 5 stars, so also little clubs could be interested, why should we be worried? The ones who won't have them are the ones who are scared to buy without seeing the AQ, it's a choice... but there is also the player's market. 

Introducing a limit to the total number of players with traits seems a bit forced to me, and would bring below zero the value of the players with negative traits... if before they weren't appealing, after they would become a burden to get rid of. Maybe setting a limit per single trait would make more sense: too many cooks spoil the broth, so limiting the INF would prevent locker room issues. Better not to have too many SPS because they would be upset for not being able to take set pieces and so on. Still a bit forced, but less than the limit to the total number.

In some games, players also have mental skills. For example, in FM, there are skills like aggression, bravery, determination, charisma, ambition, sportsmanship and so on... they are not influenced by training, and most of them keep the same value for the whole career of the player (not surprisingly). Traits in KOB are a good surrogate for the mental skills, but I don't think it makes sense to have them changing dynamically... can you imagine Rino Gattuso being DET, then losing the trait overnight and after a couple of seasons becoming SPS? That wouldn't make much sense...

@nicmo, if you want to introduce something that changes dynamically, maybe even in an unpredictable way, you could introduce a new parameter, player form, bringing a little bonus or penalty based on its value and being slightly updated every day like a random walk, in addition to the traits, or to replace them. This is another common feature in online football manager games. Or just implement that individual morale

nicmo
nicmo
364 posts
3 years old
on 06-06-2025 09:04:14 (20 hours ago)

there's plenty other stuff to do, i am just helping with the brainstorm :)


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