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Players are another cornerstone of the game, as they will be one of the keys to determining the success of the teams. Players are directly bred in the metaverse, as they are minted once discovered by youth scouts through Scouting.
Exception goes to real-life players, that have established licensing agreements with MetaSoccer to be portrayed as NFTs, called the Icons series.
Each player has a series of attributes, some fixed, and some variable in the short or long term.
This is the natural position that the player occupies on the field. Some players with a more versatile profile will be able to perform well in several positions. If the player is used in a position that does not fit his role, his score will decrease.
The roles that a player can occupy are as follows:
The age of the player will have remarkable importance in MetaSoccer, since it has a direct impact on his abilities.
New players are discovered between the ages of 14 and 19. All the players will retire around the age of 38, so depending on the age of the player found in scouting, the player will have a different lifetime, which can impact the profitability of the player.
There is a chance that players become youth scouts once retired.
These attributes are calculated based on a normal distribution by specific role, considering that goalkeepers are, usually, taller than central attacking midfielders, for example.
Weight is also obtained from a normal distribution applied to the Body Mass Index knowing the height previously calculated.
Foot will be determined by the probabilities of each specific role and can be right, left or both. These probabilities are based on data from real players.
This is the club to which the player belongs.
These are the personal attributes that define a player:
The condition of the Players refers to physical status, which decreases with playing but can be recovered over time.
Player Condition and Exhaustion mimick the physical world, so players get tired and cannot take part in unlimited matches.
For every match played, a player’s condition will drop by 20 points. On the other hand, the condition refills with time so that 24 hours is enough to go from 0% to 100% (it actually increases 1 point every 864 seconds). This way, players can take part in around 5 matches per day.
Below the Condition bar, you will see an icon showing how exhausted your players are. In this first iteration of Condition, a red heart means a player will perform worse if tired (condition between 24% and 20%). If players are exhausted (between 19% and 0%) they will not be able to begin a match.
Therefore, in this first version, only the two lower levels of condition will impact the gameplay. Any player with condition equal to or over 25% will perform at full capacity — this happens to prepare for new features that will be slowly introduced. In the future, all levels of condition will impact the game.
Selecting tired players won’t be reflected on the lineup skill.
It is the player's state of mind and will affect the player's performance in matches. The player's mood will be affected by the following factors:
- The minutes available
- The latest results from the team
- If listed on the market as transferable
The variation and recovery on morale will depend on the mental attributes of the player.
The player's health condition. If repeated physical exertion is performed without rest, the player may get injuries.
Coming soon: More details about Condition, Morale and Status logic.
Soccer is a team game, so players need to play within a team from time to time to obtain the maximum benefit of their skills.
Long periods without playing in team matches will impact players' performance.
All players start with a form of 100.
Every 3 days that a player doesn't play in a team match (PvP or PvE), the player loses 5 points of form.
A player can win form up to 10 points per day (24h) by:
- Playing a team PvP a player wins 10 points of form up to a maximum of 100.
- Playing a team PvE a player wins 5 points of form up to a maximum of 100.
- By Training a player wins 5 points of form up to a maximum of 50.
The form is a multiplier that modifies the impact of all skills on the outcome of the player in any activity. The result will always be round up.
// Final Skill = roundUP( skill * Form%)
- A skill of 75 of a player with 90 of form then the final skill used will be 75*90%=68
- A skill of 75 of a player with 20 of form then the final skill used will be 75*20%=15
These are the skills that define a player. These abilities are important to the player's performance on the pitch, but will not be totally decisive since the personal attributes, tactics and a random component based on RNG (Random Number Generation) technology will also come into play.
A player's abilities are divided into the following sections:
Goalkeepers’ abilities have some differences for each main section:
The average of each section results into the ability score for all players.
This is the weighted average of the more relevant Skills for each covering/role. It will be updated as the abilities evolve.
This is the maximum an ability can be improved. It will be determined in the scouting process and is highly related to the knowledge of the Scout. Each player will also have an Overall Potential.
The overall potential is the number you’ll see next to your player and that represents, and it’s linked to the player specific role, which means that the player will be able to achieve that potential within his specific role. The overall potential is calculated based on the potential for each ability.
Special abilities are players’ extraordinary skills that can enhance specific actions. Not all players have special abilities, but the ones who do have a great influence on any match. Some special abilities are specific to a certain role, and only players who are in that role may have it, while others can be applied to any player, independently of his position in the pitch.
Players can have two types of special abilities: one type only affects the player alone, and the other affects several players in the team.
In the second type, the lineup chosen is important. For example, if one player has an ability that affects all the defense-line players, it would be wise to select a more defensive lineup.
On the first version of the PvE, special abilities will improve the overall score of one or more players in the lineup, depending on the special ability. In later versions, each special ability will apply to a specific field of action, to provide users a more rich and detailed gaming experience.
These are the existent special abilities, roles they cover and the impact they have in the current version of the game:
Note: If a Goalkeeper has a special ability that affects players in the same line, it will affect players in the defense line.
Special abilities will add points to a player’s overall score regardless if he plays in his specific role or not. However, the player’s overall will always be lower when playing in a position he is not skilled at. For example, if you put a player who is a Center Midfielder playing as a Center Forward, his overall score will always be lower, even after the increase given by the special ability.
Though all special abilities have a different performance in the first version of the gameplay, there are some that have particular characteristics and distinctions:
- Penalty Stopper: This special ability increases the general skills of a Goalkeeper, and it will specifically affect penalties when they’re scored during the game. In the following versions of PvE, there will be penalties during and at the end of tiematches, so it will be possible to take advantage of this special ability more frequently.
- Penalty Kicker: Same as Penalty Stopper.
- Super Substitute: Because the PvE first version won’t have substitutions, players with this special ability will improve their score at the beginning of a match.
- Team Player, Warrior, Coach on the Pitch, Leader and Captain: These special abilities will only impact players in the same line. In future iterations, these abilities will affect all players on the field.
A user could have several players with the same special abilities.
It’s not beneficial to have many players with the same special abilities because this strategy won’t always improve the performance of the team. In the first version of PvE, there will be no limit to use players with the same abilities, but limits to what special abilities can be repeated on the field will be introduced in the future.