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Baş Məqalələr

Yeni Heyət sisteminə baxış


2014-03-19 15:05:00

Nəhayət ki, Hattrick-in yeni heyət sisteminə baxış etməyin vaxtı gəlib çıxdı və bu, növbəti mövsümün əvvəlində təqdim olunacaq. Bu buraxılışda biz sizə yeni sistemə dair müəyyən məlumat verəcəyik və yeni heyət sisteminin indiyə qədər istifadə etdiymiz sistemlə müqaisədə daha ətraflı incəliklərini açıqlayacayıq.

Yeni heyət sistemi nə zaman işə düşəcək?

Yeni heyət sistemi artıq sizin Klub səhifənizdə görünür, lakin növbəti mövsümdən əvvəl işə salınmayacaq, yani 14 aprel tarixindən. O zamana qədər yeni sistemlə istədiyiniz kimi davrana bilərsiniz- bu, sizin komandanıza heç bir təsir etməyəcək. Onu sınayın, və komandanız üçün hansı quruluşun daha yaxşı olmasını düşünün. Sitem işə salındıqda hazırkı ayarlar birinci həftə ərzində komandanız üçün aktual olacaq.

Bu, necə işləyir?

Qaydalarda və Heyət səhifələrində sistemin ətraflı təsvirini tapa bilərsiniz. Buna baxmayaraq yeni sistemin köhnəsi ilə müqaisəsinə dair məlumat vermək niyyətində idik.

İlk öncə, niyə bu dəyişikliyə əl atmışıq?

Əlverişli qərarlarla biz oyunu dahə mənalı və maraqlı etmək istəyirik. Biz həmçinin istifadəçilərə qərarların onların komandalarına nə dərəcədə təsir etməsini nümayiş etdirmək istəyirik.

The old staff system affected similar areas of the game as this new system does, but it was designed in such a way that there were rarely any incentive for users to change the composition of their staff or for different clubs to choose different strategies. Most users would choose one optimal configuration of staffers and leave it unchanged for years.

In the new system we wanted to introduce meaningful choice. You need to decide on a focus for your staff, since it is no longer possible to hire every category of staff. Cost has also become a more important factor since picking the top skilled specialist every time will become very expensive indeed - it is more likely that the best choice for your team is a mix of high and lower skill specialists.

Find your focus - you can't choose everything any longer

The old system was easy to optimize, and most users that had any knowledge about the game would choose a similar setup and then practically never change it. The new system should reward more active choices by making the optimal choice differ more between clubs.
There is now a total limit of 5 staff members that can be hired at any given time. This means you can't hire staff from every available staff category, but will need to choose a focus for your team. The advantage of the new staff system is that more powerful combinations are now possible.

How to think about staff levels and salaries

Staff members are no longer anonymous units to add or dispose of at will. They have names, they have individual skill levels (between 1 and 5), and they have at least a semblance of labour rights. They are also able to do more for your team than ever before.

In the old system, each extra staff member was paid the same as the one before, but the more you hired in a certain category the less each additional one would contribute. Many times, the first hire would contribute alone as much as the next 7 or 8 together.

In the new system, effects for a new staff member is clearly described and each extra skill level will contribute as much as the one before. The twist is that instead the salary rises faster, so this now becomes the factor to watch out for. You can progress faster - but will it be worth it?
A Level 5 skill coach will have 5 time greater effect than a Level 1 skill coach, which is great, but he will at the same time be 16 times more expensive. Low skill staff are definitely more cost-effective, but hiring the best can still pay off. Finding a balance for your team becomes an important consideration.

How the new staff will impact your team compared to the old system

The new staff system does not replace the old one from the same starting point. Even with no staff hired in a certain category, your team will do better now than it did in the old system when no staff was hired in that same category. For example, your injury risk will be lower today with no Medic than it was without a Physio in the old system. This “free” effect varies a bit between categories, but is typically just short of the effect you would get from the first staff in any category. Another way to approach this change is to say that it is now more about choosing an edge for your team and less about covering the necessary bases. The floor has been raised, and so has the roof - for those areas that you do choose to focus on, higher overall modifiers are possible in the new system than in the old. A consequence of this is also that the bonuses achieved by teams may differ more as well.

We hope you will enjoy the new staff system and we look forward to your feedback on the forums!

HT-Johan
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