What do the player stats in Rabona mean?

in #rabona4 years ago

Another week of significant progress is lying behind us. We continue to add new features, improve the UI and do a lot of bug fixing. This week we added the option to build a youth academy, which will help you in improving your scouting process and to get players with higher stats.

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What do the stats mean?

In Rabona, players as of now have 15 different stats, which are affecting different parts of the game.

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Overall strength

This is a combination of various other stats, which is supposed to help you understand how good the player is compared to others. For different player types - goalkeepers, defenders, midfielders and attackers - this stat is calculated differently.

The overall strength parameter also has an effect on the salary players which to receive when they are traded on the market or if they offer you to renew your contract.

Also, if you do not set a line-up for a game, the best players in each team part will be selected automatically using the overall strength parameter.

Goalkeeping

Well, pretty self explanatory I guess. This stat has an effect on the likelyhood, that a shot which hits the goal will score. In other words, the higher this stat the lower the likelyhood your opponent will score.

Defending

Defending is an important stat on every position in the field. Wherever
a player is currently on the field, opposing players will try to defend against his action. The higher the defending stats of the players that are around the player which currently has the ball, the higher the probability that the ball will be turned over. This stat is more important for defenders, but it should not be neglected for attackers.

Passing

When a player has the ball, he will basically chose between the different actions - dribbling, shooting and passing. The passing stat influences the likelihood that your pass will be successful.

Dribbling

Dribbling works in the same way as passing. The difference between dribbling and passing is mainly, that it affects other players, distances and positions in a different way. While a pass can be tried over long distances, dribblings are most of the time used for shorter distances. Dribblings also do not involve a receiving player and have a higher risk to be turned over right where the dribbling started, meaning that the opponent will be closer to your goal.

Shot

The shot stat influences the probability that your shot hits the goal and that the goalkeeper does not save it.

Headball

Headball is used for high passes, both for trying to score and for defending. It increases your chance of a goal when you are attacking with a high pass and it improves your defense against it vise versa.

Speed

Speed is a parameter which has a positive effect on all actions. It is thus pretty important - though to different extends for different positions.

Teamplayer

The teamplayer stat of your whole team is calculated during the match. It affects every action on the field. A higher teamplayer stat improves every player on the field, a low teamplayer stat makes evry player on the field a bit weaker.

Endurance

Players get exhausted during the match, their stats thus weaken temporarily. The higher the endurance of a player, the lower is this effect.

Vulnerability

During the match their is always the probability that your players get injured. The lower the vulnerability stat, the higher the likelihood that players get injured.

Cleverness

The cleverness stat influences the negotiating skills of your player. The higher this stat, the better the tough the player will be in a negotiation process. You should thus prefer players with a lower cleverness skill if you plan to keep them long term.

Form

Form is a stat which affects every action on the field. It is the only stat which does not change at the end of each season but after every single game. At the end of the season the form stat will always return to 50. So far this has not been implemented as I am still thinking about the right parameters which show that a player has improved its current form or the other way round.

Salary

This is the costs you incur per match. Every young scouted player starts with a relatively low salary. But if a player is sold on the market or if a contract is renewed, the player will ask for a salary that matches roughly what other players with a similar overall strength get.

Contract duration

This is the period you can work with the player. You can work with the player for the full period, with the salary being unchanged during all of this time. If you do not renew the contract with the player before the contract ends, every other player can sign this player.

Except for the Form stat, all of the stats are already implemented and tested.

What do you think - are we missing something in terms of stats?

Best regards,
Tim

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What do you think - are we missing something in terms of stats?

Maybe the tendency to play foul and get yellow or red cards? :)

Could be something like aggressiveness? Improve the chance to win a duel for the ball, but also the chance of a foul or a red and yellow card.

Awesome! It needed a football based game, I'll wait for it.

This is exactly what I thought!

Amazing. Is the game live already?

No, not yet. It will take a few more weeks - but we are talking weeks not months...

This all sounds very promising... Here statistics used in an old version of Championship Manager (99/00) :

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David Beckham, Age 72 ;-) You must have played a few seasons I guess...
Thanks for the stats - I guess however for an average user it is helpful to have a little lower number

Nice. (:

What do you think - are we missing something in terms of stats?

  • Motivation
  • Loyalty

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Loyalty? That category only exists in the mind of fans.
Screw that. This sport is about $$$.
!BEER

you are right I am afraid ;-)

Motivation - I would argue that this is partly already in teamplayer, but one can think about it.
Loyalty - how would this influence the game in your idea?

True.
Loyalty could affect (+/-) CD.

It could for an initial contract or a contract renewal - but a longer contract duration must not always be a good thing.

Yeah, you don't want a CD increase on a bad player.


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While the stats are for plyers - what about management / marketing skills of the team managers? What about the public popularity of players - just saying Ronaldo :-)?

I think manager stats are not necessary as you will be the manager yourself. Popularity of players is a nice idea, though maybe a little bit too complicated for version 1.0. One would have to define what it takes to increase popularity, how this improves your fan shirt sales etc

Ok, got ya. Makes sense


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