But even then, I'm not sure if it's good to have exact values, but perhaps? Wouldn't part of the fun be to find these values or estimates of it out by oneself using trial and error method?
This is something I would definitely like to see discussion on.
There are a lot of other aspects in the game as well.
Should player stat values be revealed more accurately? As then you could get that faster instant gratification that you actually see your player developing. Otherwise it might seem to a person that skills randomly go up once in a while, but then they could estimate that - my player seems to go up 0.06 skillpoints every day easier.
Say 5.6 or 5.65 instead of 5 (they are currently rounded to the lowest integer). I figure that eventually Player stats will max out around 40-50, but I haven't made a complete decision on that. It should be something like that training should be effective enough that given top level facilities, coaches and optimal day planning the player could reach around 50.
So basically I have made the game very little transparent right now as to exact values and details right now as I can always go more transparent, but it's harder to go back to the hidden state because then some people who had been previously playing would already have a lot of secrets on newly joined players. Although for testing right now probably no transparency at all would be for the best, but this would give out too many 'secrets'.
So I think I'm going to create an official thread for transparency discussion, but at the moment I would like to see some opinions here as well.
i believe that such staff could give you more informations on your player, such as more precise number and evolution of his skills, that would make sense.
I understand your point though, it seems more realistic to try and guess the energy recovery instead of just looking at a number. In real life, you would try a low charge on your player then increase little by little till you see they get too tired to work properly.
Not talking about real numbers, but at least hints like on the champion table.
Skilllevel is fine right now. No need to add more digits.
At the moment it's cool to hide most things. So we actually have to trie and hopefully exploit stuff.
The fact that you can change those stuff at any time, makes it harder for us though. That is a pretty annoying.
The way you handle GS atm is good.
Buying more data and more accurate data with game money has to be done very carefully so that it can't be abused or wouldn't be toxic to the game. Anything that reveals some information that could be shared to others for in game finances could potentially be toxic and abusable.
If the data is general and all around (as in about other teams or some general game mechanic), there is a big potential for abuse. For example someone could make a double account and second team and make a farm team that just collects money and then hires a very good analyst. Then he uses that analyst to get reports for the team his main team will be facing. We could develop an algorithm that checks for suspicious behaviour once again, or out of norm teams, but there are some other ways this could be abused as well.
If the analyst shows more individual data, the potential to abuse is a lot smaller. For example data such as your own player's skills. Although the same results can be achieved by someone that creates a calculator that through trial and error finds out accurate enough estimates as what the player's skills are. But then it would still be possible to create a calculator that basically does what the analyst does, but without any in game expenses, which would make the analyst obsolete to anyone using said calculator.
As you said that could still be use for more precise number yes. And if someone manage to create a calculator (which would hardly be precise if you add a little random number in the player training, that would make sense, not everybody train the same way and with the same efficiency each day) well, let's say he is himself a very good analyst !