PlayersAttributes The most important characteristics of a player are his attributes. Each player has seven basic attributes: Shooting, Blocking, Passing, Technique, Speed, Aggressiveness and Jumping. Each of these attributes has its quality, which is inborn and does not change throughout the career. You can only see exact values of the quality of attributes for players who have been scouted by the scouts from your human resources and economic department. The quality of the attribute determines the ability of a player to improve the given skill. ![]() A - The value of the attribute used to determine the current abilities of the player. B - The quality of the attribute used to determine the ability of a player to improve in the given attribute. You can see the precise value of the attribute to two decimal spots by moving your mouse over the attribute in the player's profile. The quality of each attribute is displayed in grey color next to the value of the attribute. If a player is scouted, the qualities displayed are precise and green-colored. Attribute descriptions: Shooting: The shooting attribute is important for all the players who attempt a 3 point shot or a medium range shot. The higher the shooting attribute, the higher the possibility that the player will make the goal. The most frequently shooting players are shooting guards. On the other hand point guards attempt the fewest shots. The shooting attribute has no influence on close range shots. Blocking: The blocking attribute is used by players in defense. Blocking represents the ability of players to block both shots and opponents who are getting ready for a shot. Blocking is also important in the efforts to force a turnover by disrupting the play of the attacking team and intercepting passes. Passing: You cannot play basketball without good passing. Every player must be able to pass the ball. This attribute is most important for point guards and shooting guards. On the other hand, it is least used by power forwards and centers. Technique: This attribute has a number of uses. Technique represents the ability of a player to dribble with the ball or to deceive the opponent with fake moves. Technique is also used for close range shots (lay-ups and slam dunks). Speed: Speed is important especially for point guards. But others must also practice speed. It is an important attribute for teams who rely on fast breaks. Speed is also used for shutting down fast breaks of the opponent. Aggressiveness: Aggressiveness is used mainly by power forwards and centers who come into contact with the opposing players most often. A center who cannot establish a physical advantage is not very useful. However, it also has a down side. Players with high aggressiveness rating and poor technique commit more fouls. Jumping: Jumping is used by players when shooting from medium or close range. This attribute is also very important for getting to rebounds. Usage of attributes by position
Height Height is extremely important in basketball. Tall players have an advantage in the restricted area near the basket, while the shorter players utilize their mobility and skill. For each position there is an optimum height. The tallest players in the team usually play on the position of a center or a power forward. Short players excel on the position of a point guard or a shooting guard. Players will keep growing for some time after they arrive from the sports academy. The length of this period is individual as well as the rate at which the players grow in height. Career longevity Another important characteristic of a player is his career longevity. Career longevity indicates for how long the player will be able to improve. Career longevity has seven levels. If a player reaches the lowest level (0/6), he stops improving and his attributes start decreasing. The speed of deterioration of attributes increases with age. Career longevity is updated once in a season in the main seasonal calculation. The value can never get higher, but it can stay at the same level repeatedly. At higher age it tends to drop faster. Popularity Each player has a certain level of popularity, which indicates how popular he is amongst the fans. Popularity grows when a player getting accolades and awards. Popularity grows faster in the higher divisions. The levels of popularity from the lowest to the highest are: Unknown, Known, Popular, Admired, Famous, Celebrity, Worldwide Star and Superstar. There are two main advantages to having popular players on the team. They increase attendance and also souvenir sales. Warning! Popularity of a player may also decrease. The more popular the player is, the more popularity points he loses after a bad performance. This does not apply to friendly and tournament games which have no influence on the popularity of the players. Energy The energy of a player is indicated by two numbers - current energy and seasonal energy. This is displayed in the following format: e.g. 80/100. The first number indicates the current energy of a player, i.e. the energy that a player has at the given moment. The second number is the seasonal energy and it is the maximum energy that a player can reach during that season. The seasonal energy decreases as the number of games played by the player increases. It decreases faster, if the games are played with high importance. Therefore the seasonal energy cannot be increased. It is recharged to the maximum at the beginning of a new season, after the main seasonal calculation. The energy of a player is very important as low energy levels harm the performance of the player in the games. Each player, whose current energy has dropped after a game, regains it back to the maximum seasonal energy automatically by a regeneration process. The decrease of current and seasonal energy of players is based on minutes played. Minutes played in the extra time are included in that. The seasonal energy of players decreases according to the following table (based on 40 minutes played):
Note: Games played in the league, National Cup, international cups and national team games (except friendlies) are all competitive games. Credit tournament games have no influence on the energy of players. Experience The players gain experience by playing minutes in games. The more difficult the games are, the more experience the player gains. Experience has a direct influence on the player's performance in the game. Game importance also has an effect on experience gains. The higher the importance, the more experience player can gain from the game. Rating in game Apart from the statistics, the game summary also contains the rating of each player who has appeared in the game. This rating does not represent the performance of the player in that game, but his abilities and overall suitability for the position on which he played during the game. If a player has changed his position during the game, this will have an effect on his rating. The final rating is the combination of his experience, chemistry, energy and attributes needed for the given position. The rating is intended to help you train and use players properly. Injuries In PowerPlay Manager the maximum length of injury recovery is 28 days. However, injuries that last up to two weeks are more common. The frequency of injuries in your team is influenced by a number of factors. A team with a higher number of players will logically have more injuries. You will have less injuries and the recovery time will be shorter, if you have a high level of medical center and if you employ good physicians. Players who have less than 6 days to full recovery have day-to-day status. Players who are day-to-day with injury can be dressed, but the further away from full recovery they are, the poorer their performance in the game. You can set whether your day-to-day players should play games or not. Warning! This setting only applies to players who get injured in the future. The setting of the currently injured players has to be changed individually for each player. Player dismissal If a player whose overall rating is higher than 400 is dismissed or his contract is not renewed, he will automatically go on the market. If his overall rating is lower or equals 400, the player will retire. If a manager does not extend contract with a free agent who has not received any offers from the other clubs, the player will retire. National team players If a player is in the national team and his club loses its manager, the player will be sent to the market automatically, no matter what his overall rating is. |