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herne79

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Everything posted by herne79

  1. The first save is dated 26 Apr 2020, the second is dated 4 Nov 2018. That’s 2 seasons difference, so are you playing with the exact same players all that time? And are all the other clubs still using the same players too? The players used will affect performance. And are all the managers employed by the other clubs the same? Different managers use different tactics. It’s also worth noting that in Nov 2018 you are near the bottom of the league so teams will approach matches against you differently compared to 18 months later when you are near the top of the league. Teams near the bottom of the league and/or in poor form tend to be viewed as easy pickings and get attacked more than teams near the top of the league / in good form who’ll be viewed more cautiously. Probably also worth mentioning Morale. Morale is a Match Engine modifier and players in teams near the bottom of the league will likely have worse Morale than players at the top of the league, with the ME being impacted accordingly.
  2. Theoretically there kind of isn’t a limit however in practise the number of Traits a player can learn will be limited as 1) each Trait takes a while to learn; 2) older players can’t learn Traits as easily as young players (you can’t teach old dogs new tricks); and 3) hidden attributes (Versatility) governs how willing a player is to learn a new Trait and how many Traits they might be able to learn. Coaches and your training set up will also have an impact. So even if you have the best club and a young player with great attributes you’d probably be lucky to teach him 6? Traits from scratch. Traits can indeed make a player “better” and increase variety to his playing ability. I wouldn’t try to overload him with Traits though - focus in on the specifics you want from a player and tailor things to him. Sometimes less is more and nobody has the ability to play like Messi .
  3. I’d just like to pick up on this point because it isn’t necessarily the case that attack duty = “better” offence. Sometimes a player starting from a deeper position (ie., a support duty) can offer better options with more variety in attack, perhaps also drawing defenders out of position to give additional space to your strikers. You may of course find that your attacking play is fine with both Wingers on attack, but don’t be afraid to experiment with support duties if you find things aren’t quite working out as you’d expect 👍. (As an aside, I don’t like to have symmetry of roles/duties on both flanks to help with variety of attacking play, but that isn’t to say such symmetry can’t work).
  4. Could a Mod please add this thread to the Tactic and Strategies Guides pinned to the top of the forum?
  5. Could a Mod please add this thread to the Tactics and Strategies Guides pinned to the top of the forum?
  6. This is perhaps the best thread looking to create a tactical system based on that Barcelona era: https://community.sigames.com/forums/topic/219564-the-barcelona-style-my-interpretation/ It’s an old topic now but the fundamentals remain sound. I’d probably try the Iniesta role as a Mezz attack rather than the AP attack mentioned (the Mezz role didn’t exist back then) and I’d want to make sure that whoever plays the Messi role up top has the Trait to come deep to get the ball. I’m sure there’d be a couple of other things to tweak as well but it might give you some further ideas 👍.
  7. Tbh all we can really do is trust our coach opinions and our own gut instincts. When new players appear on intake day, star ratings for potential are based (amongst other things) on how a player’s actual ability looks at that moment in time in comparison to other young players and are kind of like how a real life conversation might go - “hey boss this 16 year old kid looks better than rest, he might be a decent prospect and could develop well”. And then as they do start to develop they may or may not match up to that earlier prediction - “hey boss, remember that decent prospect I mentioned? He’s not looking too good now so probably won’t amount to much”. Players who start off with less than 2 stars I’d agree are probably not worth pursuing too much, but plenty of 2 stars and up could be fine and if they don’t develop they may fetch a bob or two when sold.
  8. Experiments like that are fundamentally flawed because FM is based on realism. With regards height / jumping reach, the whole system is set up so that tall players can’t have low JR and vice versa (researchers get set parameters for JR based on height), so as soon as we start messing with that we can get unexpected results which then translates into people jumping to conclusions such as height having zero impact. TL;DR - nonsense inputs tend to equate to nonsense outputs. But then that wouldn’t make for very good YT videos would it?
  9. Always remember that just because a player has an instruction hard coded (or asked to do so by us managers as an optional PI) doesn’t mean they’ll always be doing it. They’ll just try to do so a bit more often. And even then that’ll only happen without other external influences, for example a player’s position in a formation (such as a lone striker in the STC position vs two strikers at STCL/R). There are loads of factors which will have an influence on player behaviour. To answer the question re. SI’s logic it’s because that’s how strikers tend to be trained in real life. One of the skills they learn is running the channels but, as described above, they won’t always look to run the channels - it’s just one of the weapons in their arsenal and won’t be used all the time. In terms of asking the question, have you therefore noticed issues on the pitch with your Advanced Forward’s movement?
  10. imo always consider the role/duty in combination with the chosen Mentality and the players used. A CM pairing of 1xAtt + 1xSup can work just fine, but what if you also use the Attacking Mentality and players who have the gets forward often Trait (or similar)? Suddenly your defence may lack cover. Equally we may find that using the Defensive Mentality and less adventurous role/duty/player combos may cause issues in attack (or even in defence if we go too passive). In my current 3 at the back system I use the Balanced Mentality in combination with a DM(s); a B2B midfielder; and a Mezz(a). All players have great work rate/stamina and the Mezz has the Trait to get forward. I’ll switch the Mezz to a support duty if I want to be a little more cautious and/or sub on a player without that Trait who is a bit more defence minded.
  11. and @nexting Regardless of what's been said above, SI made 2 separate comments in that thread which say: "Just to be clear on this one, it is something we've looked into internally and found the way the test was run means the results are basically just a result of variance in the match engine rather than a good measure of the impacts of training. That's not trying to dismiss the test at all as it has sparked some interesting and insightful conversation. But that's what we found after investigating." Link. Further: "As an initial reaction, the way training is designed in game is so that it's designed to work realistically. If you set your entire team to only train say set pieces for weeks on end, the overall progression of players ability would be affected negatively, meaning attributes wouldn't rise to any great degree and most likely see a general drop off. The way attribute weighting works may show jumps in some areas which will be counter-balanced by drops elsewhere (overall CA should as said, remain consistent or drop, albeit in part dependent on a number of other factors - coaching/training facilities etc). Training is meant to use an overall balance in schedules to work over time, not be set in isolation. Looking at this video, this kind of control test where all the other factors that go into progression (player form, happiness etc) aren't considered, there's a strong chance that it won't really give the most accurate results." Link. As a follow up in a different thread the developers also said: "...we clearly explained why these tests are not accurate <snip> there's absolutely nothing seen internally that suggests there's a problem" Link Sorry for the off topic but saying aspects of training are null n void or useless and linking things without mentioning SI's response doesn't give a balanced view and could even be misleading.
  12. Nope. All I see is him offering advice, you ignoring most of it and then making a dumb comment which will do nothing to encourage him (or others) to help you further. Moderators are not full time employees - they do it in their spare time and actually have a life. They are also based around the world and cover many time zones. Just because they don’t answer you when you want them to is not a case of ignoring you. As for your system - I’d imagine your Target Man attack is causing issues because your players are looking to get the ball to him asap but he’ll be isolated and lack support. Try a different role which may help link play better. Then start watching matches instead of xG to see if you can actually see issues, like @HUNT3Rhas suggested you do.
  13. The Vertical Tiki-Taka preset is probably a decent starting point (below). A couple of adjustments to one or two roles and TIs perhaps (not sure about the underlaps) but as a starter for ten it'll be ok. Dec as a DLP(D) can be surprisingly good and could switch him to an RPM or BBM as a ball carrier. Soucek's Trait of gets forward often could be an issue if combining two support duties in central midfield though (and I wouldn't have 2 BBMs). An alternative could be the deep 4231DM with Dec as the Segundo Volante / Soucek as the DM (his Trait will kick in well there I think). That could free up Paqueta to be an AP or even Trequartista. A plain old AM would be just fine though. Lots of options but I think starting with the vertical tiki taka will be sound.
  14. You have any evidence to back up that claim other than your own belief? That’s pretty disingenuous to the people who put in a lot of time and effort to help others if not. Apologies to Cleon for going off topic here but unless substantiated that’s a pretty nasty thing to say. @Johnny Ace @HUNT3R please keep an eye here and remove these posts if necessary so as not to block up this thread.
  15. No he doesn't. Even Star Players only expect to start 90% of matches. @HUNT3R knows the playing time amounts iirc. Anyway, unless the player is particularly injury prone (if he is, sell him) then don't molly coddle him.
  16. With a name like that I had to bring him to London. I'll need to get him a cat to help him settle.
  17. Just for a different perspective - given SI have developed the training module to reflect real life, is it realistic to expect Finishing to improve to such a large extent except very rarely? I have no data to suggest one way or another, but SI do. Perhaps that data isn’t being modelled correctly in game and there is room for improvement or perhaps it is, I don’t know. Only SI would be able to tell. So it may be that Finishing (to carry on the example) only increases by such a degree as we see by design.
  18. Two players below. The first at age 17 then at age 22. The second player at age 16 then at age 21. Even penalties and crossing increased and I never specifically asked them to train those . The first player has +3 for finishing, the second "only" +2 but then his starting point is much higher - basically the higher the attribute the harder it becomes to increase. I agree there are certain attributes which barely seem to move (if at all) such as aggression and bravery - without knowing what input SI have had on how real life clubs see those attributes develop I can only assume it's either modelled correctly or some possible room for improvement. Anyway, some significant development as you can see . Development method in a nutshell: Assistant manager looks after General Training; I look after individual training, mentoring, morale and match time.
  19. Then as said before, you need to put these findings into the Bugs forum . This forum is for human managers looking for help or discussion about their own tactics or training techniques and SI aren’t as likely to pick up on potential bugs here compared to the bugs forum. Personally I have plenty of examples where my players have developed really well across all 3 attribute areas - even Finishing and Penalty taking. So a potential bug for AI managers as you are showing, not so much for us human managers 😊. I’ll share some examples later when I’m at my PC if you’d like?
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