Friday 25 October 2013

DV Explained

The old ME System


First an explanation of how the old ME (Match Experience) system used to work.

You had ME and AF (Average Form). You gained an amount of ME each match up to 100%, ME% x AF was what your CR was based on.


New DV system


The ME value is hidden and also is no longer capped at 100%

If you have  <100% ME then DV = ME% x AF. This is pretty much same as before. For example AF=15, DV=11. While DV<AF it is a lot easier to gain DV for each game played.

Reaching a point where DV=AF (termed "100% DV" by some people) changes things significantly.
After "100%" you get very much diminishing returns and the amount of DV you get above AF is based on the difference between AF and 20 - the lower the AF the more benefit for extra games.

EG if 4 games gives you DV=AF then what happens if you play 7 games?

If you have 16 AF you will likely have 17 DV (1 over AF)
If you have 12 AF then you may have 14 DV (2 over AF)

In each instance you might get 25% of (20-AF) added to your DV.

AF is the key to good DV but you can still get an OK CR if you play a lot of of games. There are cases where players ended the season with poor AF, maybe low teens, but still had DV of around 16+.

If you have about 17 AF then it's really hard to get DV much higher - and as each game runs the risk of injury the motivation moves more in the direction of playing other players.

It is a bit different for players bought mid season.

Friday 18 October 2013

Pre-emptive form training

Pre-emptive training is using the available data to figure out whether a player's form is likely to drop after the next match, and initiating training ahead of that so as to reduce the form drop. The risk in pre-emptive training used to be the risk of overtrains, and the upside was training a player after just 1 red arrow and preventing a large form drop.

In Oct 2013 Xpert11 player overtraining was removed which removed takes away part of the advantage of preemptive training, but hass created something of a culture of "if in doubt... train" which will be successful enough - but very expensive.

Players have a form trend, the change since the last form notation, and this is represented by a green, black or red arrow. In a simplistic world you would train on a red arrow and only on black/green if your form is low. The problem is this green arrow and change in form since the last notation (as shown on the VIP graph) is made from a combination of factors and isn't perfect for judging when to train.

Players also have the form tendency. This is a hidden stat and is how the form is naturally changing and is what we want to base training decisions on. Problem is we can't see it. The tendency is combined with other factors to create the new form value, but if the tendency is negative then it can get more negative after the next game and drop very sharply.

After a match there are several factors that are added to the tendency to calculate the current form:

Player performance in the match

If a player performed over his skill level during the match his form will be adjusted upwards accordingly. if he underperforms his skill level then his form will be adjusted down.

Team part performance during the match

If the team part performs well then there is a positive form adjustment to the player and if the part performed badly then there is a negative adjustment. Team parts have the following roles:

Goalkeeper - stop goals being scored. Typically conceding around 1 goal in 3 chances seems to be the baseline so better/worse than this will accect form accordingly.

Defence - their role is to limit chances. From personal experience I would say 4-5 chances is the benchmark so conceding more/less than this will affect the defenders' form accordingly.

Midfield - their role is to create chances. Similar to defence, around 5 chances seems to be the baseline

Forwards - their role is scoring chances. Scoring around 1 in 3 chances seems to be the benchmark here.


Deciding when to train


There are no defined rules how much player or team part performance affect form so it really comes down to experience and guesswork. You look at how much form changed since the last match, add or subtract maybe 2-3 points for player/team performance and if the form should be higher it implies a negative tendency and you train.

The following examples may help:

In this example our player has basically flat form but that's partly due to his performance of 8 from the last match. Without the boost from a good performance his form would have dropped 1-2 bars. Check the team performance but likely train.
This is a case where the player probably does not need form training. His form is again pretty much unchanged but his last match performance was poor giving him a negative form adjustment after the match.
Similar to the above example there is a slight drop in form here but the poor match performance will have caused the form to dip 1 or 2 bars. Look at the match performance and base your decision on that.








All the above examples are close but in the bottom 2 it is probably not necessary to train. A lot will also depend on the player. If it's a big investment then you might want to aim higher and train more often to help guarantee good form. If it's an older player or money is more of an issue I definitely would leave the last 2 players to see what happened after the next match.


TIP


As the player's performance in a match affects his form slightly many players always have a 50k win bonus even in friendlies. This is a cheap way of slightly affecting the form on 11+ players ina  positive way.

Friday 11 October 2013

Using the Job Centre

Previously I wrote a post on how XpertEleven Ranking points are accumulated and how that can be used to check the quality of your tactics. When you have a good ranking you may wish to try and find a better team through the job centre.

To use the Job Centre in the official leagues you need to have been with your existing Xpert team for at least a month and have 3 skill bars. When this is achieved you can jump to a new team.

The lesser teams have less/no competition so are easy to get, but ideally you want to be aiming higher and will be competing against other managers for your dream team. Who gets the new job is based on 2  factors: Loyalty Bonus and manager skill


Loyalty Bonus


Loyalty bonus is explained fully in the Xpert Daily here. In brief it is based on how long you have managed your existing team and gives a bonus in number of bars to your skill level. The following are examples of what loyalty bonus you get for a given length of management:

3 months will give a bonus worth 0 skill bars
6 months will give a bonus worth 1.7 skill bars
12 months will give a bonus worth 3.5 skill bars
24 months will give a bonus worth 5.3 skill bars
36 months will give a bonus worth 6.3 skill bars
48 months will give a bonus worth 7.0 skill bars



Manager Skill


Manager skill is measured in bars and can be seen in the lobby or on your profile page. I shall explain manager skill in more detail in another post but briefly you get rating points for each match your official team has played in the last 6 months, and these rating points are converted into skillbars.

Briefly you earn more skill points for winning, especially away, and also for setting what the system decides are good tactics. That means playing to the referee, playing careful is very good for ranking points and general good tactical decisions.

As all matches from the last 6 months are included good cup runs will help your ranking as they get more games in your "cycle"

Friday 4 October 2013

Win Bonuses

Win bonuses affect a player's performance throughout the game.

The following partial list represents known win bonus amount/benefits:

50k = 5%
100k = 7 % (+2.0)
150k = 8,5 % (+1.5)
200k = 9,5 % (+1.0)
250k = 10 % (+0.5)
300k= 10.4 % (+0.4)
1 mil = 15%

Considering the amount of bonus from a paltry 50k it seems you should always try and pay this minimal amount. Indeed as player match performance positively affects form to a small degree many players will pay a 50k win bonus for friendlies.