Register for free
Each manager can train his or her players in the “Training” page.
This page includes player descriptions, their 4 basic features, the level of training achieved and the 5 buttons to choose which feature to train or to rest a player.
Training lasts 4 hours and you should consider the following:
- An adult player has a 25% probability of improving his game when trained;
- A youth player has a 50% probability of improving his game;
- The presence of athletic staff and managers increase the probability of successful training;
- When the physical and physiological limit is reached players can no longer improve;
- If a player has less than 90% fitness, he is considered injured and he can no longer train.
For an upcoming match:
- Four hours before the game the players can no longer train and they must have a “pre-game rest”;
- When the match is being played, players may improve their basic features, if they have the physical possibility (% training less than 100%);
- All players who have played must have a “post-game rest” of two hours;
- Sent off players must also rest.
Some rules for players in the Ofootball world
Players have four parameters that identify their features: agility, speed, strength and endurance.
The greater the features the better the player results on the pitch.
When players are purchased they generally have a low level of fundamental features.
Each manager can train his or her players to improve their features. This is where the % of training is considered. Each manager has a “quantity” of training points available to improve the features of his or her player. (potential or physical ability to improve beyond which physique cannot achieve). Youths can train twice, before 18 years of age and again afterwards. 18 year olds therefore have twice the chance of improving.
The manager can improve the features as he or she wishes.
For Managers, I think it is better to pay more attention to agility and speed for a keeper, speed and strength for a defender, speed or strength for a forward, speed for a winger, etc. They are obvious things that everyone can work out. If you want, you can have a forward with all features at 8 and speed 40 (which is the maximum training limit). You can do as you want. However, I recommend you keep a fairly high level of endurance that indicates how long the players last during a match and how resilient they are to injuries.
Other parameters are fitness and morale. The first tells us how the player is, i.e. the lower the fitness the worse he will play; the second tells us how happy the player is, in general the less player’s play the less happy they are, making their performance poor;
Then there are hidden parameters which are invisible, such as aggression, preferred foot, sense of goal, etc. These features are unique to each player, which we cannot know about. They are only highlighted after long term playing.
I’ll give you an example: one of my players is always fouling and gets a lot of cautions and sendings off. He is probably very aggressive.
In reality, some players cannot improve much more and play in minor leagues, while only champions manage to reach the superior leagues.
If a team has low level players it will never be promoted to the divisions or stay in the superior leagues. If, on the contrary, a team has some champions (lets say over 24-25 points on average), but also normal players with high scores, it can aspire to the mythical golden league.
The game “simulates” the quality and level of a player using his features and % of training.
Furthermore, players are not necessarily good, but improve with training and this training is gradual. This phenomenon is simulated in the game with the probability of successful training (a youth has around 50% success, an adult 35%). In fact, players manage to achieve 100% training in 15-30 days of continuous training, equivalent to 1-2 years of life in the game.
Training can be improved by purchasing training staff.
A few figures
A new youth can have a maximum of 10 points for each feature.
A new adult can have a maximum of 20 points for each feature.
With training the features can improve from 20 to 40 points based on the % of training (hidden value). Only after training can you understand player potential (in general 3 to 5 improvements are sufficient).
The training potential of a youth up to 18 years of age is the same as his potential as an adult. If a youth improves his features by 30 points, he will have another 30 available as an adult.
Based on the above, a “strong player” in Ofootball can have 30 points in all features.
A player can have 40 points for each feature. (Cases have occurred where players got higher scores).
Precision on the maximum score limits for player features.
Initially we thought the limit for a player was 40 points per feature because the small bar that signals points becomes full when you arrive to that value.
In reality, the program allows a player to achieve more than 40 points per individual feature, as has been noted many times in recent months…
To conclude, don’t worry if a player has more than 40 points for a feature!
An adult player can have a maximum of 120 points (there have been cases of players with more points, however this is a program error, with undoubted advantages for owners), i.e. all the features with 30 points or as you prefer to distribute them.