Hawshiels

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About Hawshiels

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    Lost somewhere in the madness of the FM forums

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    Football and Scuba Diving
  1. This is good avice. A couple of other things that will help ... 1. Whatever strategy you choose, check their match ratings every 3 months or so. This is VERY important. If their match rating is below 6.0 (or thereabouts), it means you've placed them into a league that is too difficult for them. Their "current ability" points will not increase enough if you do this. Equally, if their score is consistently above 6.6 (or thereabouts), you've probably got them in a league that is too easy for them. Again their current ability points will not be increasing as much as if they were playing against higher reputation teams in higher reputation leagues. Remember that it is the combination of match ratings, league reputation and opposition reputation and minutes on the pitch that determine the rate at which the current ability points are increased. You need to get the balance of this just right. I see too many people complain about the non-development of the younger players but I can tell you that this balance will be way off. The guidlines I've given you here should help to develop them very well. 2. Always remember to include the leagues (at least as view only) that you expect to be sending your players out to. If you don't, again they will not progress as quickly as they should - mainly because the system does not process them correctly in non-activated leagues. 3. Be careful about who you ask to tutor them. It has to be someone with higher reputation (which is usually the case anyway), and it has to be someone with high degrees of professionalism. If it's not, they'll "pick up the bad habits" and not develop quickly. The more professional they are, the more they will have their attributes shaped appropriately to meet the needs of their position (and the way you play them). Hope that helps because it is almost a formula you can use to develop them. p.s. The figures I've given you here are based on FM09. The reason I've not taken the time to do proper research into FM10-specifics is because I'm loving playing the game too much at the moment. Fantastic!!! I've never played a game for 31 seasons before so it's a sign that they've got something right with this one.
  2. Yes, and Yes. Each player has a rating for every position on the pitch. This rating ranges from 1 to 20 (as you can see in the editor). You will notice that the colours range from red through to bright green representing his comfort in that position. Each player has an adaptability attribute which determines the rate at which they can be trained in a different position. The higher the rating, the fast they can be re-trained into a new position. If you have a player with high adaptability (great than 16), you should be able to re-train his position (both by training and by playing him there) quickly. I don't have my notes in front of me (which is also why I can't remember the attribute for adaptability - it is maybe flexibility), but I believe you can increase their position "points" by up to 4 in each season if they are continually played in that position and are being re-trained in that position and have high adaptability. So, if you have a player that is accomplished (meaning they have between 14 and 19 points for that position), they can become natural in the new position within a season. If you find that they are not reaching natural it means that their adaptability attribute is not high enough to reach this rating as quickly as you like so you must be patient. There are many of the attributes within the game that we typically don't treat as important but then wonder why players display some weird behaviours. They ALL are important. As for your second question, the rating of a player in any particular position has a direct impact on each of the attributes they have. So for example, a player with a rating for AMC of 16 will not be as effective as another player with 20 at AMC. Again the adaptability rating comes in to play here, but the simplest way to look at it (although it doesn't work quite as simplistic as this) is to consider that a 16 rated player with 20 for passing will only operate as a 16 for passing if played in an "accomplished" only position. Does that make sense? Please feel free to ask any further questions.
  3. Hi guys. I've been enjoying the game so much since the patch that I haven't been posting as much recently. This question about the intensity is important. If a player has CA points to distribute (i.e. these are new points gained through playing matches), you can just have the intensity as low as it can go and as long as the sliders are at their relative positions, the points will be distributed properly. The only time you need to raise the intensity level for each individual player is when you want to re-distribute points. The level of intensity determines the rate at which points are re-distributed. That's all! Does that make sense?
  4. In my games, I tend to have one team in La Liga (top Spanish division), and another team in a much lower division, so I know where you are coming from here. I still spend the time on them, but for a different reason. You are not in a position to spend alot of money in the lower leagues, so take the time to develop the younger players in a way that will get high match ratings. This is with the sole purpose of selling them on. You will find an occasional player that can move up through the divisions with you, but most will be used to fund the acquisition (buying or loan) of other players. If a younger player in lower leagues has a PA of 100 (for example), try to get him to this but shape him into a decent player. You'll be amazed at how much money you can receive for young players with low PA values. This is how I get my team out of the lower leagues. It's not millions, but a few hundred thousand pounds can make a massive difference to a lower league team. The youth squads are ideal money generation tool if you use them properly.
  5. I haven't written a training guide, mainly because I can't get as motivated about the training module as I'd like to be. I do know how to manipulate it to give me very very roughly what I want, but I would definitely write one if and when SI overhaul this side of things. In the meantime, I am happy to help through the forums to answer any questions on it. Remember that training is very player dependent. Each player should have a different training schedule to shape him to YOUR OWN tactical requirements. I'm not sure that I could be articulate enough to describe my own thinking process in a short and concise manual to help at the moment. I am now at the stage where I have a good 'feel' for what a player's mental, technical, physical, and hidden attributes are and how to best manipulate these to get the best out of him within the match engine. There are lots of clues within the game that you can read into. The coach reports screen is one area, the personal page of each player is another one. Also, you can look at how players respond after injuries, how they react to being tutored, etc. I know I've said this a few times (or maybe more), but it is so true. You can spend alot of time on this and squeeze every last piece of efficiency out of your players. But what is equally important is deciding on what players you can keep and which ones you might as well move on - in addition to what players you will need to buy and sell. This requires the 'feel' factor again. When I look at the visible attributes, I can see how far away they are from the shape of attributes I need for my tactics (as I'm just too stubborn to change the formation - and rough tactics- that work for me). I know that taking the DR/DL from a pace of 8 to a pace of 15 is going to be just about impossible, so I wouldn't bother. Equally, if I see that a player has too low a score for his workrate, I know that this is going to be too difficult to re-shape soon enough so I'll again move him on. But sometimes you see a player that is quite cheap and has a 'jack of all trades, master of none' set of attributes. I know that I can take a player like this and shape him quickly (2 seasons or so), into a class player. So, I buy him cheaply and can create a great player. So, until I know how to express this 'feel' factor, it is easier just to answer questions...... in between managing the risk of the funds I am responsible for (as this is my day job). [by day, they all know me as the head of risk, but little do they know here that when I get home, I become an all-conquering football manager. Now that's a real job!!!]
  6. Your thinking on natural fitness is correct. I develop the positioning, workrate, stamina, and closing down attributes in my DMC. But all it takes is a small injury and it can set this player back. And my tactics rely on an effective DMC. So, in this position, unless he has high(ish) natural fitness, I don't take the time to develop him for my team. Natural fitness can be quite important for a player that requires some intensive training and a high in-game workload. A player under these conditions tends to pick up a few injuries (especially since it includes hard tackling), and it is important that he recovers quickly and fully from these. Really this isn't something that many people will find an issue, but one particular player I had worked hard to develop became a superstar for my team. He then started to pick up injuries and I had to start all over again with another player. I decided that day to pay more attention to this attribute in future. In fact, that's how I've become familiar with many of the attributes - something will have happened in a game which will have annoyed me, so I get to the bottom of it and make changes in future games.
  7. DocSander/zeusbheld: The number of minutes I gave earlier was just an average as you suspected. There are quite a few factors involved and I'll try to give you the most important ones to consider. Below is a list of my current crop of 16-18 year olds and the number of minutes they have played. I'll tell you also what my thinking is, and therefore what I'll be doing about it. I have taken 11 of them below and removed the names (because I realise that's against forum rules)..... The columns are: Age, Player, Minutes Played, Attributes Improvement 17 1 164 Normal 17 2 189 Low 17 3 221 Low 17 4 239 High 17 5 242 High 17 6 248 Low 17 7 249 High 17 8 251 Normal 18 9 302 Normal 18 10 368 High 18 11 491 High In this example, I will make a few changes in the forthcoming new season. Player 1 will be given another chance to prove he can develop at a higher rate of attribute development. If it is still just normal, he is out. At this age, the development should be high, but he did have one injury so that may have been the cause. Players 2 & 3 will be released. Both players have low match ratings in the games I play them in, so I could only play them against much lower reputation teams. Normally, I'd just loan them out, but their attribute development is low so there must be an underlying attribute causing this. I don't need to know what it is - but they're out. Player 4 & 5 will be loaned out. They have high attribute development (and re-shaping), but they are not good enough for me to risk playing for more minutes than I have already. They will be loaned to a club that plays against lower reputation clubs. I need their match ratings to improve to get their CA improving. Player 5 in particular needs to develop his workrate and stamina. This may be too much of a required improvement to ever work within my tactics, but at least he has a year to prove he can cut it. His natural fitness (I expect) is too low to fit in to my team tactics ever. Player 6 is being released but not for the reasons in the table. This player has had numerous injury problems. He had a remarkable CA development before the injury, but there have been 4 injuries to him in the last 1.5 seasons. This suggests that the injury proneness attribute is quite high and this will be more problematic later on. I don't want him taking up playing minutes that could be given to another young player. Player 7 could be a star. He has not played very many minutes because his match rating is very low. And yet, his attribute development is high. This means (probably), that he could develop exponentially if loaned out to another club. This is my intention. I will loan him to a slightly lower reputation club where he is likely to get a more regular game. Before I loan him, I'll check the players in the loaning club to see what match rating the similar players had playing under the tactics of that manager. I'll then compare his at the end of the calendar year before deciding whether to extend his loan or not. Player 8 and 9 have reasonable match ratings (6.7 and 6.9 average), so I would have expected their attribute development to have been higher. My thinking here is that they will be loaned out to a similar reputation club with a view to building their value and then sell them on in a season or two. They will build value through having good reputation (built through good match ratings), but they are likely to be near their PA so they're no good to me longer term. Player 10 is interesting. He plays in the DMC role. He gets high match ratings for most of the matches he plays in and his attribute development is high. He does however make some of the worst mistakes I've seen in the game. His concentration is high enough, but it is likely that "consistency" and/or "important games" attributes are low. I will give him a tutor with good qualities in these areas. If this doesn't start to improve by the end of the season, I'll sell him on for a good price. Remember that I don't just look at the average match rating. I look at the number of matches where his match rating was 6 or under. This is a good indication of low scores in the attributes I mentioned here. Player 11 is a disappointment. His match ratings are quite good (7.1), and his attribute development has been great. However, the attributes have now reached a stage where improvements in one attribute are causing others to drop at an 'equal' rate. This means that this player has reached his PA already. What a pity as he could have been great. I'll maintain him as a backup player for a few seasons as he really does a good job against all but the best opposition. So, there are my thoughts that I go through in my own game. Within your own games, look at the development of attributes for your players at the start and end of the season and make assumptions based on these. You can define your own low, normal, high ranges and use these to make decisions. Look at the injury history of a player too, because there are sometimes a player doesn't appear to have developed, but he's perhaps had a set back of 10 CA points through an injury. There could be many reasons, but hopefully this helps some of you.
  8. The FM training module doesn't distinguish between training categories as far as how they affect injuries. It just calculates the injury propensity depending on the overall workload for each player. Each player has an "injury proneness" hidden attribute that weights this probability - in conjunction with previous injuries and how susceptible they are to recurring injuries. As for your question about a 17-21 year old .... At 17, they need between 240-250 minutes of football to keep the development going. By the age of 21, this time on the field should be up to 1,200 minutes. This is only a guide because natural fitness (and the inherent battle against fatigue) is a key attribute in determining how many minutes they should play. Hope this helps.
  9. It increases gradually (there is usually a once a month adjustment which takes the new CA and updates the underlying attributes accordingly). But it won't go up by much if you keep them in the reserves. You need to play them in first team games - or loan them out to someone that will play them.
  10. With "a" you can really make some significant improvements to your players, however you can also cause it to go wrong if you don't manage the balance of training (especially with injuries). With "b", you get less upside, and less downside. So, go with "a" if you are willing to spend the time on it (whilst appreciating that you will make mistakes) - otherwise "b" is your best option.
  11. The only one that makes any real difference is the "Youngsters" attribute. This does seem to have a high weighting within the re-shaping and shaping of players under 20. The other attributes for coaches are less important - providing you can design the training schedule well enough. It's about getting the balance right for each player for his role in the tactic. EVERY player is different within the game. This is also the reason why I tend to buy the same players within the game - I just know how to handle them to get the best out of them.
  12. Good question. In these examples, let me first say that for the 26 year old it is the easiest to answer. The 26 year old would need a 7-star coach in the required discipline to get him to re-shape his attributes by 1-2 points. At this age, there is very little additional CA that is possible. Perhaps an additional 8-10 points (CA points) depending on the opposition. With the 18 year old ... If he has a PA that is quite higher than the CA (so, 2 spare stars or above - assuming the assistant manager can assess the players well), then you can shape your player in 2-3 years to do what you want him to. If he is close to his PA already, then you require re-shaping. And to achieve RE-shaping, you will need a 7 star coach with these attributes being developed under an intensive schedule. But this takes a little longer. i.e. 3-4 years. The in between ages are then a sliding scale of this. The reason it is very difficult to be quite specific about the increases and the time it takes to re-shape is because of the differing rates of improvement and flexibility of each player and for each attribute. Some attributes (such as the physical ones) take up to 3 times longer to develop than the technical skills. They also cost more CA points than the technical and mental skills. What I can tell you is that the game is much easier if you stick to a formation and tactic (with small adjustments made between games). The reason for this is that you will then be able to build a set of training schedules specific to each position. You can then change each position-based schedule to meet the specific requirements of that player. Take screenshots of the player list (with the attributes at the side) at the start of a season and at the end. Note the differences. Over time (hence the reason for sticking with the same general tactic), you'll begin to see patterns emerge for your own way of working. You can then make changes to see the impact they have. This really does work. I was still making changes to my schedules for FM 08 until FM 09 came out. And with FM09, there are some very subtle differences to the weightings of the important attributes within the match engine so I've had to change the schedules again. I expect that the forthcoming patch will make further small changes and I'll have to keep up with those too. But it really is rewarding when you put the effort it.
  13. Remember that training in FM does not improve a player's attributes, all it does is shape and re-shape them. So, if you find that these training schedules aren't improving your player, it's because his CA (current ability) isn't improving through the games he is playing in. This usually means that the reputation of the team he is playing against is not high, or that he is not achieving high match ratings. If you need to know more about this, check this link out ... http://community.sigames.com/showthread.php?t=62706&page=4 So, training schedules like this one are good at shaping players (to suit your tactics) only. As you'll see within the link, it is something I'd hope would be addressed at some stage soon. It sounds as though DarkStarr has found a great training schedule to shape his players, but it will not necessarily be appropriate for the attributes your players need to help develop the attributes they need for your tactics.
  14. Again, this is something that we must be allowed to train explicitly for. But, there is a real complication in the way the attributes work with the left/right/dual footed capability of a player that makes training specific attributes impossible. Each player has a left and right foot score. Then, for all attributes that use the feet, the weighting of this 'foot' score is used to determine the actual score. Let me explain. If a player has the following: - Left foot = 10 - Right foot = 20 - Passing = 18 - Crossing = 14 In this case, the match engine will calculate passes based on a combination of the foot score and the passing score. So, if he uses his right foot, a passing score of 18 will go through the engine for the particular pass, but if he uses his left foot, a score of 9 will be used (10/20 * 18). Equally, for crossing, the right foot would use a combination score of 14, but the left only 7. [it doesn't work exactly like this, but you get the point.] So, you can see an additional complication here in training. I want us to be given the opportunity to train for left and right feet. But, I don't want to spend time teaching someone to tackle with their left foot - only how to cross and pass with it. Equally though, as I develop the weaker foot in some technical skills, it naturally develops some of the other technical skills (like tackling) too. Does this make sense? And because of this, essentially SI would need to have two lots of attribute scores for those technical skills that would have different scores for the left and right foot. So, there's a lot to do to make it more realistic. The simplified left and right foot score will not be sufficient. If they kept this simplified scoring mechanism, and gave us the ability to train the weaker foot, I have no idea how you would train a player to use the weaker foot without giving them specific technical skills and games to practice. And finally, before SI do allow us to train the weaker foot explicitly, they need to make sure that the match engine is properly weighted. Otherwise, we could see lots of complaints from people that don't understand that a two-footed player is much more effective in real life as well as in the game. There are players like Fabregas and Messi that are one footed and although they are very effective in real life and in the game, we should be able to develop this weaker foot to be able to see how much more effective they could be with this skill.
  15. You should take your saved game and get it to SI within the bugs forum. Unless there are some strangely low attributes or injuries causing this, this is a problem. I've never heard of this before so I'd get SI to look into it for you. But what I said earlier still stands .... it is not related to the tutoring as this does not have this affect. Good luck.