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* RequiredSecondaryPowers: No matter how good the main skill of the player is, if his Passing is crap, it's almost af the main skill itself didn't exist. Set Pieces are similar, if not as important.

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* RequiredSecondaryPowers: No matter how good the main skill of the player is, if his Passing is crap, it's almost af as if the main skill itself didn't exist. Set Pieces are similar, if similar in this regard, just not as important.

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* RequiredSecondaryPowers: No matter how good the main skill of the player is, if his Passing is crap, it's almost af the main skill itself didn't exist. Set Pieces are similar, if not as important.


* RagtagBunchOfMisfits: Starting teams are always randomly generated and always crap. Expect to have handful of players above 30 and general level of competence not exceeding solid (7 on 1-10 scale), with entire team suffering from CripplingOverspecialization. If one is really unlucky, the only players worth anything at all will be the old-timers, leading to additional issues.

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* RagtagBunchOfMisfits: Starting teams are always randomly generated and always crap. Expect to have handful of players above 30 and general level of competence not exceeding solid (7 on 1-10 1-20 scale), with entire team suffering from CripplingOverspecialization. If one is really unlucky, the only players worth anything at all will be the old-timers, leading to additional issues.


* StatGrinding: There is a soft limit on how good young players (either scouted out or trained in youth team) can be, so the only way to improve their performance is training. Not counting Set pieces, it takes anywhere between 3 to 10 weeks to rise a skill, depending on skill and training. This is further affected by players' age, coach skills and training intensity and there are only this many players that can be trained at once in given skill, depending on their position on the field. Since rising a skill by just a single notch (the scale goes from 1 to 20) is almost meaningless, this goes usually for few seasons to have any serious results.

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* StatGrinding: There is a soft limit on how good young players (either scouted out or trained in youth team) can be, so the only way to improve their performance is training. Not counting Set pieces, it takes anywhere between 3 to 10 weeks to rise a skill, depending on skill and training. This is further affected by players' age, coach skills and training intensity and there are only this many players that can be trained at once in given skill, depending on their position on the field. Since rising a skill by just a single notch (the scale goes from 1 to 20) is almost meaningless, this goes usually for few seasons to have any serious results.results.
* ViolationOfCommonSense: The best strategy for new managers starting in the bottom divisions is not to buy new, young players for training, but instead aged old-timers with high skills. They will cost pocket change due to their age, but their stats will allow to completely dominate the division, along with providing fantastic captains, helping rest of the team. If they are used as forwards, expects absurd amount of goals, futher bolstering morale, fan moods and sponsor donations for good overall performance.
** This can be further exploited when looking for new coach. Even if stats of such old timers will decay almost weekly, after being members of the team for entire season they can be then promoted to new coach. There are two stats important for coach conversion: Experience and Leadership. Fishing beforehand player with Experience exceeding maximum level of coach skill (so higher than 8) will provide a discount to conversion. Normally, getting coach with maxed out stats costs around 20 million euro. Conversion of old-timer bough solely for this purpose allows to cut the costs of the conversion well below 1 million, which is about the price of getting coach equal with the starting one.


* IdleGame: For the most part, the game is perfectly possible to be played with just bi-weekly check on match and training results, along with checking for injuried players.

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* IdleGame: For the most part, the game is perfectly possible to be played with just bi-weekly twice a week check on match and training results, along with checking adjusting for injuried players.

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* IdleGame: For the most part, the game is perfectly possible to be played with just bi-weekly check on match and training results, along with checking for injuried players.


* LifesavingMisfortune: One of the players in your division stopped playing? Sad. His team now being led by a bot, giving you a guaranteed win (or maybe even two)? How wonderful! And bots are always first to be dropped to lower division, regardless of they record so far, so this might save you from down-grade or even help advance to higher division.

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* LifesavingMisfortune: One of the players in your division stopped playing? Sad. His team now being led by a bot, giving you a guaranteed win (or maybe even two)? How wonderful! And bots are always first to be dropped to lower division, regardless of they their record so far, so this might save you from down-grade or even help advance to higher division.

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* ArtificialStupidity: Bot teams assign players according to a very basic algorithm, which leads to sub-par performance.


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* CompetitiveMultiplayer: Of the PlayerVersusPlayer variety. Each season 8 human-controlled teams play against each other to see who will advance to higher division, stay where they are or will be dropped to lower one.
* CripplingOverspecialization:
** Played with. In lower divisions, all that takes is having a team with decent main skill and nothing else, easing the training and keeping wages lower. Eventually however, improving of Passing and Set Pieces becomes mandatory.
** Goalkeeper coaches were ExactlyWhatItSaysOnTheTin. They eventually got merget with regular training assistants due to their extremly narrow specialisation.


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* DiminishingReturnsForBalance: In the old staff system, it was possible to hire up to ten training assistants, each with half the effectivness of the previous one: a 50% bonus, 25%, 12.5% and so on. It was scrapped once staff system was reworked.


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* LifesavingMisfortune: One of the players in your division stopped playing? Sad. His team now being led by a bot, giving you a guaranteed win (or maybe even two)? How wonderful! And bots are always first to be dropped to lower division, regardless of they record so far, so this might save you from down-grade or even help advance to higher division.


* {{Metagame}}: It takes about two weeks of extensive reading of (professionally written) manuals to truly understand how to train your players and make money on it. You will bankrupt yourself or end up perpetually stuck in mid-tier league without that knowledge.

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* {{Metagame}}: It Aside knowing the game from practical side, it also takes about two weeks of extensive reading of (professionally written) manuals to truly understand how to train your players and make money on it. You will bankrupt yourself or end up perpetually stuck in mid-tier league without that knowledge.

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* ForcedTutorial: Downplayed. Tutorial is very short and brief, but the only way to unlock all the game features (and thus gain a manager license) is to finish all its objectives. Additionally, doing so nets in total equivalent of 250 thousands euro, which means ''a lot'' for a starting teams.


** Skills are both harder to train with age and more importantly, start to randomly decay after certain point. Any player above 21 starts to visibly train at slower rate, while above 28 the skill decay kicks in. Trying to level up the same player eventually becomes not worth the hassle or outright impossible.
* BribingYourWayToVictory: Hattrick Supporter used to give a lot more stats, but it still took player's knowledge to use them accordingly.

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** Skills are both harder to train with age and more importantly, start to randomly decay after certain point. Any player above 21 starts to visibly train at slower rate, while above 28 the skill decay kicks in. Trying to level up the same player indefinitely eventually becomes not worth the hassle or outright impossible.
* AttackPatternAlpha: There are ten different possibilities for formation, putting specific number of players on specific roles, thus making defense, midfield or forward stronger (or weaker). Each of those formation must be first trained, preferably playing friendlies, or the team will suffer from confusion when using something they aren't familiar with
* BribingYourWayToVictory: Hattrick Supporter used to give a lot more stats, stats than regular version, but it still took player's knowledge to use them accordingly.



* CareerEndingInjury: ZigZagged. Players can't get permamently disabled, but as they age, their injuries take longer and longer to heal, while also became more and more common. Eventually this starts to seriously weight on their overall performance, as they simply spend most of the time unable to play.

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* CareerEndingInjury: ZigZagged. Players can't get permamently disabled, but as they age, their injuries take longer and longer to heal, while also became become more and more common. Eventually this starts to seriously weight on their overall performance, as they simply spend most of the time unable to play.



* LoadsAndLoadsOfCharacters: It's an international game about managing a football team. Which means there are ''millions'' of players, along with coaches, scouts, assistant trainers, medics, financial directors... [[UpToEleven and then there is the youth league]].



* MasterOfNone: Vast majority of youth and young players tend to be this, having either no particular skill and[=/=]or all of them on low level.

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* MasterOfNone: Vast majority of youth and young players tend to be this, having either no particular skill skills and[=/=]or all of them on low level.



** If one is using scouting rather than youth academy for young players, then picking them for goal-keeping is much more reliable. There are only two skills needed for that job and it always picks players more or less suitable for it. If picking players for the field, then they could be whatever and their skills tend to be all over the place.

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** If one is using scouting rather than youth academy for getting young players, then picking them for goal-keeping is much more reliable. There are only two skills needed for that job and it always picks players more or less suitable for it. If picking players for the field, then they could be whatever and their skills tend to be all over the place.


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* NiceGuy: When player with Agreeability of Pleasant or higher get transfered into the team, they don't decrease Team spirit.

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* HomeFieldAdvantage: Players perform slightly better on their own turf. With proper set-up and right team, this can make victory (or scoring extra goals) much easier.


* RealityEnsues: Players have three different sub-stats to describe their personality. If they are dishonest and aggressive in the same time, expect them to faul on regular basis.

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* RealityEnsues: Players have three different sub-stats to describe their personality. If they are dishonest and aggressive in the same time, expect them to faul foul on regular basis.


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The game has examples of the following tropes:

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The !!The game has examples of the following tropes:

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* BunnyEarsLawyer:
** While personality of players can affect their performance, what matters more are their actual skills. You can have a complete {{Jerkass}} in your team that is still extremely competent and valuable player.
** Set pieces Taker can be whoever, as long as they come with high Set pieces skill. This includes your goalkeeper, as long as he doesn't have to defend in the same time.
* CareerEndingInjury: ZigZagged. Players can't get permamently disabled, but as they age, their injuries take longer and longer to heal, while also became more and more common. Eventually this starts to seriously weight on their overall performance, as they simply spend most of the time unable to play.


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* MasterOfNone: Vast majority of youth and young players tend to be this, having either no particular skill and[=/=]or all of them on low level.


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** If one is using scouting rather than youth academy for young players, then picking them for goal-keeping is much more reliable. There are only two skills needed for that job and it always picks players more or less suitable for it. If picking players for the field, then they could be whatever and their skills tend to be all over the place.


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* RealityEnsues: Players have three different sub-stats to describe their personality. If they are dishonest and aggressive in the same time, expect them to faul on regular basis.

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