The FT Sport Journal #34

23-08-2023

Your weekly source of information and entertainment, Sports Journal #34 brought to you by our journalists, is here! Remember to vote for your favourite article at the end! ☕

 

TABLE OF CONTENTS

 

1/ IS THE INTERVENTION SYSTEM FUNCTIONING CORRECTLY?

2/ FT NEWS TIME

3/ INTERVIEW WITH RAVDIN

4/ WHICH GROUP OF PLAYERS IS THE STRONGEST?

5/ CARD AND COLLECTION ANALYSIS (PART 3)

6/ TRADING COLUMN #29

7/ HOW DOES THE AI SEE TEAMS FROM THE TOP 8 IN THE OVR?ATTEMPT NUMBER 2!

 

IS THE INTERVENTION SYSTEM FUNCTIONING CORRECTLY?

 

Dear readers!


Setting up the right formation and starting line-up for a match is similar in playing FootballTeam and real football. Positions like goalkeeper, defender, midfielder or striker are normal. Goals, assists, interventions by defenders and keeping a clean sheet by the goalkeeper confirm the team's level. In addition to the team's collective success, individual statistics are also important to many football players. Strikers score goals to move up the league or tournament's goalscoring charts. Midfielders create most of the action in a match, and when they pass the ball to their striker, who converts the pass into a goal, the midfielder scores an assist. Goalkeepers focus on winning the team but keeping a clean sheet makes scoring easier. 

This criterion also applies to the defensive line, referring to the defenders. Besides the goalkeeper, this formation guards the team and prevents goals. Defenders treat blocking strikers and intercepting midfield passes as routine tasks. In FootballTeam, defenders are rewarded based on successful interventions, but is this system effective?



At FootballTeam, the league's individual achievements are categorized into:

- Most goals

- Most assists

- Most interventions

- Most clean sheets

 

The following apply in order to strikers, midfielders, defenders, and goalkeepers.

My main point in this article about FootballTeam is that defenders are at a disadvantage in individual statistics. They receive credit for interventions, but are penalized with a negative intervention when the team concedes a goal. This principle credits you with two successful interventions if your team scores two goals and your opponent scores none. If the opposing team scores three goals in the same situation, your intervention will result in -1 in the discussed statistics after the match.

 

I asked defenders of top teams for their opinions on the topic.

 

Blomek from We Call It Soccer " The current defender ranking's reward system discredits top players, favoring teams with strong midfield lines and few interventions. A new method should consider interceptions and defenders' contribution to defense. "

 

GoodDaddyForYourMommy from LaFamilia " In my opinion, it's unfair to penalize the defensive line for missed goals when the offensive line isn't held accountable. The scoring table doesn't deduct points from the offensive line for missed shots and goals. Additionally, it's more challenging to score on the defensive line due to the 3-4 defenders. "

 

Per ondori no sakkaku from Łosie w Kosmosie " In my opinion, the current classification system is biased towards defenders from weaker teams who win medals without necessarily being the best in the league. This is unfair to the mega-defenders from good teams. "

 

Limited Edition Nickname from Check Engine " The system is okay, but tracking interventions instead of minutes without conceding a goal could be better. Stronger defenders have an advantage, but joining a mid-sized club with a chance to compete could lead to more interventions and a medal. "


I have consulted with other advocates, but due to article length constraints, their responses cannot be included. Thank you for your input.

It's not just my opinion that defenders should not have negative interventions. Even if negative interventions occur, every interception by a defender should be counted as a successful intervention.

 

What is your opinion on whether or not the intervention system should be modified? I am eager to hear your thoughts regarding this subject matter.

See you next time!

 

Author: Andrew Norbertson

 

FT NEWS TIME

 

Greetings to you, dear readers. 

In this article I want to talk about interesting and important events that have occurred in our favorite game, as well as share with you my opinion and observations. In general, let's talk a little bit about everything.

Last week, the most important event in the game was the weekend event. 

First, players were presented with the opportunity to choose bonuses. And here there was no surprise, because in the case of voting, players choose either the maximum training or greedy. Here I will express my opinion that it would be fair for all players to conduct voting in the following way. If a certain bonus is chosen, it should be excluded from the next week's voting. And no more bonuses should be included in the list of bonuses until all other bonus groups are chosen by the players. This way the bonuses of all bonus groups will be used by the players. And those players who have been really looking forward to trick training, for example, will finally be able to take advantage of it or exchange packs for free keys without waiting for the big event.

Now let's talk about the weekend event itself. The administration of the game decided to diversify this weekend and in addition to the standard bonuses, introduced x2 training. This means that players were able to perform 2 times more training, using the same amount of energy. I think everyone will agree that it was very cool and quite unexpected. Such a bonus was used for the first time and hopefully not the last time. After all, after performing 2875 training sessions, 1 training session cost 8 energy, without applying discounts, and taking into account the daily bonus with a 20% discount plus bottles also 20% and the presence of the historical ball, 1 training session already costs 3.4 energy. So stock up on energy, bottles, buy or make a ball, and wait for a repeat of the past event, which, not only in my opinion, but many players will agree with me, turned out to be very cool.

 

 

In addition, who managed to take advantage of the increase in the amount of energy from energy packs (x2), very useful card collections that could be exchanged for keys (rewards among card collections are very many, but we'll talk only about those with keys). 

Among such collections, 2 are worth highlighting. They are JADOWITE WĘŻE and PLYMOUTH ARGYLE

 

 

You need 120 fame points to create a JADOWITE WĘŻE collection. And when opening a collection we get 25 free barbs. That is, for 1 key you need 120/25=4.8 fame points. Which is the most favorable offer among collections with free keys. Plus there's 1x Rocket Fuel Drink II on the rewards list, which always comes in handy.

Opening the PLYMOUTH ARGYLE collection allows you to get 2x Unboxer Pack, which is a minimum of 60 premium keys (I will not tell you about all the advantages of premium keys over free ones, I think everyone knows that). But it can fall out and much more. Therefore, those who believe in their luck, should try to create this collection and maybe you can get 5000 premium keys. All right, dreamed and enough =). To create this collection you need 380 fame points. As a result, we get 380/60=6.3 fame points needed for 1 premium key. The collection is interesting for getting the keys so necessary in the game. Therefore, it is definitely worth a closer look.

Thank you.

 

Author: Zidane

 

INTERVIEW WITH RAVDIN

 

Hello all virtual footballers. In today's holiday edition, I had the pleasure of interviewing the captain, the owner of the Check Engine team. A person with whom I had the pleasure of playing in the same club, a very positive individual. A person who is partly very attached to his club for good and for bad. I would like to introduce you to the player Ravdin and I invite you to read the interview.

 

 

Tell us something about yourself. What's your name, what do you do, any hobbies?

Hello everyone. My name is Adam, I'm a Soldier, I'm interested in martial arts and my hobbies are my wife, my dog and the great free footballteam game.

 

Why do you have such a nickname and what made you start your adventure with FT?

There is no interesting story associated with my name. When I was young, I played games under the nickname "Szpaniol", but something didn't suit me and I was looking for a different name. I accidentally found something like "Raven" on the internet and changed it to Ravdin :D

 

You've been playing Check Engine for five months now. How do you rate this club?

In fact, I play Check almost my entire career in the game, also taking into account the Polish server. I don't judge the team, Check is a family, nothing more needs to be said.

 

What are your ambitions as a club? Stay in SuperLeague, win some Cups?

The ambitions are high, but there is still some development to be done. We managed to get to the SL, but I often say that games where most people lose in order to get an interesting prize quickly get bored. As for future plans, we'll see.

 

Are you planning any transfers for next season?

Yes, there are elements that we need to complete as a team unfortunately.

 

What would you change/add/remove in FT?

All in all, it would be nice if there was an option to disable the animation of opening packages, etc. And of course we are still waiting for the representation :)

 

What is your favorite FT module? What do you most like to spend your time on?

At the moment I am a big fan of upgrades. Recently out of 20 attempts I got 19x golden balls and once a gold item, great fun.

 

Do you have enemies here? Individual units or maybe entire teams?

I don't think so. There are units I don't like, but they're probably not worth mentioning.

 

What advice would you give to a new player just starting out?

As far as advice for new players is, traditionally, train the main skills, but if you also grab some credits and you have a set goal, Manufactory. Don't play with risks such as upgrade, yes, you can earn, but it doesn't have to be like that. Invest, follow the market, make collections with cards, I recommend those with unboxer packs and master packs. You can really make something out of nothing. Patience pays off.

 

Why did you choose the centre forward position?

I played this position in PL, then I just wanted to exist in the game. Now it's a habit, anyway, I play with the old team and everyone sits in their main position.

 

Would you like to greet someone in particular?

All the best to Check Engine. And Czułek for his balls of triumph I hate. Warm greetings to you too, Kamil. That much from me. 

 

Thank you very much for reading the interview to the end. If you would like to ask someone a few questions on various topics, feel free to contact me and I will do my best to publish the interview with this person in the future. I wish you all a nice game, good luck opening packages and happy holidays! The holiday everyone has been waiting for. The end of school for students and the holiday season for working people. Now just hit the good weather and you can recharge the battery before the next challenges! Greetings to all players!

 

Author: Lambadajew

 

WHICH GROUP OF PLAYERS IS THE STRONGEST?

 

Welcome all readers! Starting from today's issue and for the next few editions of the newspaper, I will be conducting a small tournament, or perhaps more of a comparison, between four groups. They will compete against each other for the title of the most well-trained players in their positions. I'm referring to the top strikers, goalkeepers, midfielders, and defenders. I wanted to see if the position someone plays in affects their training. For example, if the top-ranked player on the server is a striker, do other strikers invest more time in their training, or maybe it's the goalkeepers or defenders who train more efficiently to stop that striker on the field.

 

So, I've created four groups, each containing five players, for this purpose. I will measure their training in four categories: Main Skill, Stamina, Secondary Skill, and Set Pieces. However, before we begin, I'd like to mention one more thing. Specifically, in my rankings, Offensive Midfielders are classified with the Strikers group because their main skill, like strikers, is Efficiency. Similarly, Defensive Midfielders are grouped with the Defenders for the same reason. As my test group consists of 20 players, and I want to compare all of them against each other (Strikers with Goalkeepers, Midfielders, and Defenders, as well as the rest of the groups), I will be doing this on a weekly basis. I will tally the points from all the "matches," and we will see which group trains the best.

 

The process will be similar to that of an 8-team tournament, with the only difference being that here, strikers and goalkeepers will be considered as teams. Each player can earn individual points for their group, and then we'll calculate the total points for the entire group. I believe that without further ado, I can introduce today's players to you.

 

List of participating players:

 

 

Strikers:

Łysy Pereira - Main Skill (2859.67) Stamina (2210.57) Secondary Skill (406.22) Set Pieces (1059.26)

Patrickkk - Main Skill (2164.58) Stamina (1697.35) Secondary Skill (559.36) Set Pieces (459.81)

HellscreaM - Main Skill (3516.20) Stamina (1876.52) Secondary Skill (306.00) Set Pieces (445.84)

edockrul - Main Skill (1724.75) Stamina (1416.16) Secondary Skill (320.36) Set Pieces (695.29)

Toby - Main Skill (2279.20) Stamina (1501.39) Secondary Skill (270.65) Set Pieces (248.09)

 

 

Goalkeepers:

Acziwment - Main Skill (1803.19) Stamina (1488.66) Secondary Skill (289.50) Set Pieces (385.09)

Gianluigi Buffon - Main Skill (1733.07) Stamina (1150.91) Secondary Skill (100.00) Set Pieces (428.11)

Wojtek Szczęsny - Main Skill (1229.50) Stamina (1705.10) Secondary Skill (294.17) Set Pieces (521.55)

Stary na Bramie - Main Skill (1451.07) Stamina (1459.08) Secondary Skill (160.19) Set Pieces (214.60)

Gianluigi Buffon - Main Skill (1145.00) Stamina (1073.16) Secondary Skill (280.00) Set Pieces (490.00)

 

Since there are only 2 "teams," in individual rounds, I'll allow the collection of points for 3 players, which will make the weekly total more interesting.

 

Let's now see which player will earn points for their team in the Main Skill category.

Hellscream - (3516.20) - Striker Team - 3 points

Bald Pereira - (2859.67) - Striker Team - 2 points

Toby - (2279.20) - Striker Team - 1 point

 

Points for Stamina:

Bald Pereira - (2210.57) - Striker Team - 3 points

Hellscream - (1876.52) - Striker Team - 2 points

Wojtek Szczęsny - (1705.10) - Goalkeeper Team - 1 point

 

This time, in the Secondary Skill category:

Bald Pereira - (559.36) - Striker Team - 3 points

Patrickkk - (406.22) - Striker Team - 2 points

Hellscream - (320.36) - Striker Team - 1 point

 

In the last solo round, Set Pieces:

Bald Pereira - (1059.26) - Striker Team - 3 points

edockrul - (695.29) - Striker Team - 2 points

Wojtek Szczęsny - (521.55) - Goalkeeper Team - 1 point

 

Let's check the ranking after 4 rounds:

Striker Team - 22 points

Goalkeeper Team - 2 points

 

At this point, it's clear that the strikers are excelling in their training. 22 points for the striker team and only 2 honorary points for the goalkeepers, earned by Wojtek Szczęsny in the solo rounds, should conclude our ranking. However, we need to sum up all the rounds because remember, everyone will compete against everyone, and in a few weeks, we'll see the final scores.

 

Let's take a look at the sum of Main Skill:

Striker Team - 12544.40 - 2 points

Goalkeeper Team - 7361.83 - 1 point

 

Sum of Stamina:

Striker Team - 8701.99 - 2 points

Goalkeeper Team - 6976.91 - 1 point

 

Now, let's check Secondary Skill:

Striker Team - 1862.59 - 2 points

Goalkeeper Team - 1123.86 - 1 point

 

Let's review our ranking before the last round:

Striker Team - 28 points

Goalkeeper Team - 5 points

 

A complete domination by the strikers over the goalkeepers, but let's examine the last round.

 

Sum of Set Pieces:

Striker Team - 2908.29 - 2 points

Goalkeeper Team - 2039.35 - 1 point

 

Another 2 points for the strikers, resulting in the final score:

Striker Team - 30 points

Goalkeeper Team - 6 points

 

So, we've finished comparing the training of these two groups. It's quite evident that the strikers will be a formidable opponent in the upcoming weeks, as long as they keep up their training. However, let's not count out our goalkeepers just yet. This is only their first round, and they still have two more to go. Who knows? Maybe after today's article, they'll step up their training game, and we won't joke anymore about "the big guy going for the goal!" That's it from me today, and in a week, you'll see the comparison between defenders and midfielders under the same rules. Best wishes to all readers. I hope you have productive training sessions, and I'll see you on the field!

 

CARD AND COLLECTION ANALYSIS (PART 3)

 

Hello, this is Matushevsky!

 

It's time for another portion of card collection analysis. Today we will look at the first 8 (from the bottom) green card sets. Then we will complete the summary list with these 8 positions. Let's start!

 

1/ TEAM: THE REDS: 1800 Fame Points - 5x Pennywise Drink V, 5x Provident Drink V, 5x Pennywise Drink III, 5x Productivity Drink III, 5x Keyholder Drink IV, 29 Team Points.

2/ TEAM: BOSTON BRUINS: 2200 Fame Points - 10,000 Energy, 10x Rocket Fuel Drink IV, 3x Pennywise Drink III, 5x Rocket Fuel Drink II, 1x Adaptability Drink IV, 36 Team Points.

3/ TEAMS WITH AN ANIMAL IN THEIR NAME: 1250 Fame Points - 5x Enchanter Pack, 5x Crafter Pack, 3x Pennywise Drink III, 2x Team Training Drink IV, 5x Provident Drink II, 21 Team Points.

4/ TEAM: GOLDEN ARMY: 1080 Fame Points - 4x Augmentation Pack, 4x Unboxer Pack, 

3x Pennywise Drink III, 2x Team Training Drink IV, 5x Provident Drink II, 20 Team Points.

5/ TEAM: TITANS: 4420 Fame Points - 1x Ball of Success +60%, 5x Rocket Fuel Drink V, 2x Golden Drink III, 3x Millionaire Drink III, 3x Provident Drink III, 71 Team Points.

6/ TEAM: VALIANCE CREW: 4620 Fame Points - 1x Ball of Success +60%, 10,000 Golden Balls, 3x Pennywise Drink III, 5x Rocket Fuel Drink II, 1x Adaptability Drink IV, 74 Team Points.

7/ TEAM: RIVER PLATE: 3500 Fame Points - 1x Ball of Success +40%, 10,000 Golden Balls, 3x Pennywise Drink III, 5x Rocket Fuel Drink II, 1x Adaptability Drink IV, 56 Team Points.

8/ TEAM: WYSPA SPOKOJNEJ STAROŚCI - 1540 Fame Points - 7,500 Energy, 8,500 Golden Balls, 3x Millionaire Drink III, 3x Provident Drink III, 2x Dealer Drink III, 26 Team Points.

 

And now let’s sort it again:

 

1/ Collections containing energy: INSKPOT 2ND, GIENTKIE OPONY, SAIYAJINS, PLAYERS WHO LIKE TO DRINK, ELITE HUNTERS, TEAMS WITH CITY IN THEIR NAME, LIONHEART, ENGINE FAULT, U&C OFFENSIVE MIDFIELDERS, U&C RIGHT MIDFIELDERS, U&C CENTER FORWARDS, BOSTON BRUINS, WYSPA SPOKOJNEJ STAROŚCI.

2/ Collections containing golden balls: NY BEBUNS, INSKPOT 2ND, GIENTKIE OPONY, HANOWAY, PLAYERS WHO LIKE TO DRINK, ELITE HUNTERS, EASTERN LEGENDS, REALM ROYALE, FC HIENAS, KS UNIA SWOCHOWO, ENGINE FAULT, U&C RIGHT DEFENDERS, U&C LEFT FORWARDS, VALIANCE CREW, RIVER PLATE, WYSPA SPOKOJNEJ STAROŚCI.

3/ Collections containing Ball of Success: THE SAINTS, SAIYAJINS, EASTERN LEGENDS, U&C LEFT FORWARDS, U&C RIGHT MIDFIELDERS, TITANS, VALIANCE CREW, RIVER PLATE.

4/ Collections containing Free Keys: TEAM TSUBASA, THE KILLERS, JADOWITE WĘŻE, ŁOSIE W KOSMOSIE.

5/ Collections containing Crystals: BULL FIGHTER, SEMPER FIDELIS.

6/ Collections containing Packs (Premium): PLYMOUTH ARGYLE, U&C DEFENSIVE MIDFIELDERS, U&C CENTER MIDFIELDERS, U&C LEFT MIDFIELDERS, U&C RIGHT FORWARDS, TEAMS WITH AN ANIMAL IN THEIR NAME, GOLDEN ARMY.

7/ Collections containing Packs (Items): U&C OFFENSIVE MIDFIELDERS, U&C CENTER DEFENDERS, U&C LEFT DEFENDERS, U&C RIGHT DEFENDERS, U&C GOALKEEPERS.

 

Autor: Matushevsky



TRADING COLUMN #29

 

 

Welcome to the next edition of the Trading Column! What happened to the Market this week? The value of Gold Items have decreased, of Drinks have increased and much more! Please feel free to read it. 

 

Lowest price of Green - Gold Items

The price of Green Items ranged between 34-52 Credits. 

Red Items cost 199 Credits. 

The value of Gold Items is decreased. Currently, the cheapest one we can buy for 829 Credits. 

 

 

The lowest price of Platinum Items

Platinum Items are not available on the market. 

The cheapest Platinum Wristband is Manufacture Wristbands on Playmaking (+120 PTS) and costs 38000 Credits.

 

 

The lowest price of Green-Platinum Balls

Green Manufacture Ball on Pressing (+30 PTS) is the cheapest Ball on the market and costs 6444 Credits.

Red Ball on Set Pieces (+40PTS) costs 11000 Credits. 

The cheapest Gold Ball is Manufacture Ball on Playmaking (+50 PTS) and costs 18500 Credits 

Platinum Ball of the Training Champion on Efficiency (+59.6 PTS) costs 37500 Credits and is the cheapest Platinum Ball on the market 

 

 

The lowest price of Green - Gold Wristbands

Green Wristband of the Trick Champion on Defensive Play (+34.5 PTS) costs 5500 Credits.

Red Wristband on Playmaking (+51.4 PTS) costs 13999 Credits. 

Gold Manufacture Wristband on Playmaking (+50 PTS) costs 19000 Credits.

Platinum Manufacture Wristband on Playmaking (+120 PTS) costs 38000 Credits.

 

 

The lowest price of Diamond Balls and Wristbands

Diamond Balls are not available on the market

Diamond Conqueror Wristband on Stamina (+131.2 PTS) costs 45000 Credits.

 

 

The lowest price of Green - Platinum Shin pads

Green Manufacture Shin Pads on Defensive Play (+30 PTS) cost 6666 Credits.

Red Manufacture Shin Pads cost 14999 Credits and are on Efficiency (+49.8 PTS)

Gold European Shin Pads on Playmaking (+50 PTS) cost 21999 Credits. 

Platinum Shin Pads of Domination on Pressing (+55 PTS) cost 36000 Credits.

 

 

The lowest price of Material Fragments

White Fragment - 13 to 19 Credits

Red Fragment - 12 to 18 Credits

Blue Fragment - 21 to 31 Credits

Green Fragment - 10 to 19 Credits

Yellow Fragment - 31 to 39 Credits

 

 

Common Packs

Bronze Pack - 5 Credits

Silver Pack - 6 Credits

Gold Pack - 18 Credits

Platinum Pack - 40 Credits

 

 

Premium Packs

Champion Pack -1000 Credits

Diamond Pack - 450 Credits

Energetic Pack - 28 Credits

Starter Pack - 203 Credits

Augmentation Pack - 526 Credits

Enchanter Pack - 605 Credits

Unboxer Pack - 580 Credits

Crafter Pack - 549 Credits

 

 

Event Packs

Winter Pack - 89 Credits

Bartender Pack - 149 Credits

Wild Pack – 134 Credits

 

 

Crystals of Success

Green Crystal of Success - 396 Credits

Red Crystal of Success - 700 Credits

Gold Crystal of Success - 2350 Credits

Platinum Crystal of Success - 5295 Credits

 

 

Ball of Success

Triumph Ball - 18000 Credits 

Ball of Success 60% - 5900 Credits

Ball of Success 40% - 3400 Credits

Ball of Success 28% -  1300 Credits

Ball of Success 20% - 1050 Credits  

Ball of Success 12% - 800 Credits

 

 

Drinks

a/             Increasing Skills

Rocket Fuel Drink- allows making a free Training Centre

II (+100 Trainings) - 130 Credits

III (+200 Trainings) - 250 Credits

IV (+300 Trainings) - 430 Credits

V (+500 Trainings) - 700 Credits

Team Training Drink - more trainings in team training (one skill)

IV (50%) - 55

V (80%) - 109

 

 

b/ Cheaper training (euro)

Pennywise Drink- reduces the price of a Euro in training for a given period of time

II (-15% for 30 minutes) - 22 Credits

III (-30% for 30 minutes) - 40 Credits

IV (-20% for 6 hours) - 135 Credits

V (-30% for 6 hours) - 255 Credits

 

 

c/ Cheaper training (energy)

Provident Drink - reduces the cost of Energy when training with a bot

II (-10% for 30 minutes) - 70 Credits

III (-20% for 30 minutes) - 297Credits

IV (-10% for 6 hours) - 149 Credits

V (-20% for 6 hours) - 850 Credits

 

 

d/ Items

Adaptability Drink - lowers the cost of changing Item skills by a given 25% discount for 15 minutes

IV (15%) -  not available on the market

V (25%) - 750 Credits

Enchanter Drink - increases the chances of enchanting an item 

IV (5%) - not available on the market

V (8%) - 6666 Credits

Crafter Drink - reduces the cost of crafting Items in the Manufactory

wristbands - 5300 Credits

ball - not available on the market

Shin pads - not available on the market

shorts -3199 Credits

Jersey - 3550 Credits

Boots - 3599 Credits

Socks - 3850 Credits

Historical Drink - increases the chance of success in crafting Historical Items in the Manufactory

IV (95% chance of creating MID item) - not available on the market

V (95% chance of making TOP item) - not available on the market 

 

 

e/ More Euro from work

Millionaire Drink- increases the Euro gained from Work

I (+20% for 30 min) - 26 Credits

II (+50% for 30 min) - 34 Credits

III (+100% for 30 min) - 179 Credits

IV (+50% for 6 hours) -  60 Credits

V (+100% for 6 hours) - 299 Credits

 

 

f/ Time Reduction

Productivity Drink - reduces work time 

II (15% for 30 minutes) - 28 Credits

III (30% for 30 minutes) - 29 Credits

IV (20% for 6 hours) -  155 Credits

V (30% for 6 hours) - 190 Credits

 

 

g/ Selling Items

Golden Drink- increases the number of Golden Balls for selling Items

III (+20% for 15 minutes) - 750 Credits

IV (+45% for 15 minutes) - 700 Credits

V (+70% for 15 minutes)- 777 Credits

Dealer Drink - increases the number of Euro for selling Items

III (30% for 15 minutes) - 99 Credits

IV (65% for 15 minutes) - not available on the market

V (100% for 15 minutes) - 1520 Credits

 

 

h/ Others

Engagement Drink - free engagement activation at any level

33% - 299 Credits

 

 

Thank you for reading my article. We'll see you next week! 

 

Author: Wyl3winho

 

HOW DOES THE AI SEE TEAMS FROM THE TOP 8 IN THE OVR?ATTEMPT NUMBER 2!

 

Hi, If you do not remember the first part, I will remind you.I think we should sometimes distract from hard everyday life and read a light story about neural networks.

Today it is impossible not to notice that in the world of anime and manga, neural networks are becoming more and more popular. Deep learning technologies allow you to create realistic images and characters that attract the attention of not only anime fans, but also a wide audience.

 

One of the most popular neural networks in anime is the Generative Adversarial Network (GAN), which is used to generate images. GAN consists of two components: generator and discriminator. The generator creates images, and the discriminator evaluates their realism. Learning occurs through continuous improvement of both components.

 

Using neural networks to create anime characters has many benefits. Firstly, neural networks allow the generation of diverse and unique characters that differ from standard anime archetypes. This promotes diversity and originality in creativity. Secondly, neural networks significantly speed up and simplify the process of creating characters. It used to take a lot of time and resources for an artist to create a character design, but now it can be done much faster and more efficiently. Thirdly, the use of neural networks allows you to create characters with incredible detail and quality that were previously unavailable.

 

However, despite all the advantages of using neural networks in creating anime characters, there are some disadvantages. For example, creating realistic facial movements and expressions is still a difficult task for neural networks. Also, the use of neural networks can lead to a loss of originality and personality of the characters, as they are created on the basis of existing data and templates.

 

However, the popularity of neural networks in anime is steadily growing. The emergence of projects such as "AI-generated waifu" (AI-created "beloved girls") are gaining momentum and attracting many fans. This indicates that the audience is ready to accept and appreciate the creativity created with the help of neural networks.

 

In conclusion, neural networks are playing an increasingly important role in the creation of anime characters. They provide the ability to generate diverse and original characters, reduce the time and resources required to create a character design, and achieve high quality and detail. Thanks to the popularity and success of projects such as "AI-generated waifu", it can be said that neural networks are becoming an integral part of the anime industry.

 

Today we will look at the anime versions of the top 8 teams in our game by their name.

 

LaFamilia

 

We Call It Soccer

 

Stiff Boys

 

KS TRZYNACHA

 

Hakuna Matata

 

BAVOVNA

 

THUNDER

 

Check Engine

 

In conclusion, anime character creation neural networks have become extremely popular due to their ability to transform and complement the creative process of character creation and design. They offer a revolutionary approach to anime creation by automating and speeding up the process, making them an indispensable tool for producers and animation studios.

 

With the help of neural networks, you can create characters with a variety of styles and characteristics, adapt to different anime genres, and offer unique character details and traits. This opens up enormous creative possibilities for artists and animators, allowing them to bring their ideas to life and create unique and compelling stories.

 

However, it should be noted that the development and training of neural networks require significant resources and effort. This includes large volumes of well-labeled data and high-performance computers for conducting the learning process. In addition, continuous improvement of algorithms and models is necessary to achieve high quality and realism.

 

In general, neural networks that create anime characters offer a significant breakthrough in the field of animation. They combine technical power and creative freedom, allowing researchers and artists to express their fantasies and inspirations in anime creations. This technology continues to evolve and improve, providing new opportunities and revolutionizing the idea of what can be achieved in the field of animation.

 

Author: Senya Shelove

 

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