I think the debate here is whether you should be allowed to offer coins for someone to buy a player that you want to discard.
Let us keep coins aside, is it allowed to ask your friend (assuming he has lots of money) to buy your player? The reason can be anything - may be you are in negative balance and needs help. And when I asked Tegimus he said it depends on how much you sell him for, a reasonable amount is acceptable, and anything higher you are at risk of sanctions against your account.
Now consider the fact that you are anyways able to release a player you don't want for 30% of his value, what is this acceptable amount? A 50% is 20% more for the seller. If I have to buy the same kind of player from teamless market, I spend 80% of value, so anything below 80% is beneficial for the buyer too. So a 50%-60% deal is good for both parties, and for me looks an acceptable amount.
Now let us come to the point of coins. If I want to do the same kind of deal with my friend, but in return I decide to help the buyer too with some coins. Of course if I am able to do the same without coins, why would I be stopped when I offer coins? Also I expect Tegimus to clearly specify how much this acceptable limit is, so that everyone is on the same page.
Funny that you are allowed to arrange transfers between friends.
"* Increased Limits for saved tactics - you can have upto 5 lineup and tatcis saved for your team for free, this limit will be increased to 20 for F4Football Plus members"
^^ This new rule - it seems it actually only lets you have 4 different saved lineups/tactics, maybe the default one is counted as one of the 5, but wondering if that's the intention? To me the rule reads as if you should be allowed 5 saved lineups.
What I realized after going through experience gain reports from a lot of matches, is that my approach of training only 3 youths for xp was not the most efficient one. If you train 3 youths, yes you get all your xp focussed on those 3 players, but it is better to train 5 or 6 since it seems to improve the total xp gained, and even though this total xp gets divided by 5 or 6 instead of 3, it is more efficient especially if you are trying to produce more youth players coming through the ranks. Takes slightly more time too to gain the same xp that those 3 youths used to gain before, but definitely much less time than getting the same xp for 2 batches of 3 youths. But your other 5 or 6 players need to be really high xp to keep the squad average xp high since those extra 2 or 3 low xp players included will drive the average xp down a lot.
Anybody else found anything interesting from the new reports?
Thanks fathima for pointing that out i've been doing that but it somehow depends on your opponent xp too.
The calculation is complicated but some times my team share about 2.5 total xp from a match and the low xp young ones recieve the highest proportion while the high xp old ones recieve the lowest.
Still the fastest way is to train 2 16y players along with 90xp team mates by 22y they are mature, even if they started at 20y by 26y they will have high xp.
That's correct. I was referring to custom matches only, you don't play many youths in a regular match unless you don't care about results. Yes total xp gained is all about average squad xp so many youth players means you need higher xp players to play with them. My avg xp for friendlies is around 60 and I am getting 1.36 total xp out of which 1.06 goes to 5 youths. That's 0.2 on average per match per player, so they should get +6xp each from 30 friendlies only. So including a few minutes in regular matches, I expect them to get +8 each per season. Earlier when I used 3 youths, I used to get +12xp per season each, so the total gained by youths is definitely more this way - 40xp/5 players compared to 36xp/3 players. And add to it the fact that when I played 3 youths the squad avg xp was even more because I had 8 high xp players compared to the 6 high xp players now. I don't care about how much the high xp players gain anyways, they get their xp from regular matches.