Seb Wassell

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About Seb Wassell

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  1. Thanks Chris. As you postulated this is because a youth team is involved. We'll take a look into this for future versions.
  2. I think there is a fundamental misunderstanding of what PA signifies here. PA is not what a player will or even what he should become. It is an upper limit. A literal maximum on that player's ability. Think of it as genetics. No matter how hard you train or how good your coaches you are not becoming faster than Usain Bolt. Bolt has a genetic advantage over you that is simply insurmountable. Similarly a player with 110 PA can have perfect hidden attributes, perfect training facilities, no injuries, etc. but he is never going to overcome the fact that Lionel Messi is just innately better at football. A player hitting his PA should be seen as him reaching his natural limit. Only drugs and/or magic are getting him past that point. A researcher that gives a young player a -9 is by definition saying "I am not sure where his maximum lies" but it is within 'this' range. A researcher that gives a player a 160 PA is not saying he will definitely become a 160 PA player, but rather that that is what he could reach given perfect conditions.
  3. I would not recommend using Genie Scout for drawing any conclusions on how weightings/attributes/development work.
  4. Whilst we perhaps do not have a system this extreme, there are mechanics in place that act in this way. Players have various peak ages which translate into things such as their optimal development age range, their physical best, the begin of their decline, etc. These ages vary from player to player. We also have (rare) events that can trigger exceptional growth in a very short period of time.
  5. Cheers for linking me here. Will give it a thorough read. But first, just to clarify, the changes made to development are on the game side ONLY not the research and/or DB side. In other words we have not changed how often someone is awarded a 1 or 20 for Professionalism, instead we have changed what that 1 or 20 means in terms of development when in game.
  6. We made some significant changes this year (FM17) to the development module. However these are all under the hood so may not be immediately obvious to the Player. The aim is to have more Mario Balotellis and Ravel Morrisons. 9 times out 10 we want him to waste his potential, but that 1 save out of 10 we want him to become world class. Other less extreme examples are available. This diversity in development is what we were aiming for and continue to work on into future versions of the game. If you have examples where you are not seeing enough variation and/or it is too easy to have all types of players reach their PA then get them posted in the bugs section and we'll take a look.
  7. Those stars that the scouts give you are not based on PA. They are based mostly on CA and age. It is called PPA (Perceived Potential Ability) and it is basically how good a player is for his age. If an 18 yr old has 150 CA he is going to get 5 stars, because the scout sees he is incredible for his age and assumes he will continue to improve and has many years in which to do so, even if this player's PA is 151. Conversely a 21 yr old with 100 CA is going to get quite a poor star rating from a Premier League scout as he believes the player is well behind his age group and has very little time left to improve with a lot of ground to make up, even if this player has 200 CA.
  8. Regarding point 3 - Dynamic league reputation is present in FM. Higher league reputation = more TV money. However it can take more than one team being successful in Europe to raise a league's reputation by a significant amount, especially when that league starts off very low such as the Romanian league. For example, if Ajax were to dominate the Champions League the Eredivise would likely still receive much less TV money than either La Liga or the Premier League.
  9. An issue here would be that whilst even if you had the exact same newgen pool, eg. identical CA, PA, starting attributes etc., you could not guarantee that their development would be the same. Therefore Kevin Coleman may be identical as a 16 yr old but by the age of 24 he could be vastly different to the Coleman of a previous save. It is in fact desirable for us to promote quite varied player development between saves, something that would happen naturally anyway.
  10. I would argue that newgens somewhat fill the role of "random" PA. Obviously not directly, but they can certainly sate a need for a random future world. I do not think that researchers "getting it wrong" is a good reason to add more randomness to the process. To my mind that is effectively responding to inaccurate predictions by making future predictions even less accurate/consistent. The option of selecting completely randomly set PA on game start up as you suggest would be a feature request of its own, a valid one. If PAs were significantly more random do you not think we would lose some of the shared experience between Users? One of the joys I find in FM is sharing those hidden gems with others. The balance I believe we need to strike is getting each young player within the right "ballpark", i.e. will he peak as a Premier Leauge player (eg. -9), League Two player, etc. but leaving enough chance within that to allow for error/randomness, i.e. what tier of Premier League player will he be (eg. CA 150 or 180). As these players then age in reality we refine our predictions until we arrive at a set maximum PA. Of course this is all PA talk, actually traversing the gap from CA to PA is another matter and one I have covered a little above. This is the other side of the conversation: in-game development. It is important to note that whilst the DB research side and in-game development side are linked they are separate beasts and should be treated as such when considering what future FM gameworlds look like. As I see it PA is a maximum possible ability if all conditions are perfect. It is effectively the player's footballing DNA. It is then the responsibility of the development module to provide you with the randomness you desire. We want Player A to develop to his PA 7 times out of 10 but Player B to only reach his PA 2 times out of 10, and within this framework the balance between reality and randomness can hopefully be found in the game.
  11. A 30 point range within each negative PA range bracket seems quite wide to me, or are you suggesting this is inadequate? Regarding the development of players, strictly after a PA has been set by the game via the DB, I certainly agree more variation is desirable. We actually did quite a lot of work on that this year (FM17) to hopefully enable a few more Balotellis, Ravel Morrisons, etc. In other words 9 times out of 10 they waste their potential, but that one save they become world beaters. This regards how they develop and whether they do or do not reach their PA rather than what their PA is in the first place of course. The two are very separate conversations. The changes we made to development were quite massive, but all under the hood and as such may not be immediately apparent to the Player. This area of the game is, as ever, an ongoing cycle of review and improvement and we hope to specifically build upon last year's changes. If you have any examples or suggestions please do feel free to post them in the appropriate places and we'll get to it. Could we perhaps take it to a further extreme for example?
  12. I would say that this strays too far away from the point of research though. The aim of the FM DB is to as accurately as possible represent the real world of football. In this way we want Cristiano Ronaldo to have the right level of Finishing on a 1-20 scale to as accurately as possible reflect his real-life finishing ability. Similarly we want to as accurately as possible predict where Mbappe will be in 10 years time in the form of PA. Obviously PA is much more educated guesswork than CA or Finishing, but it still requires a level of accuracy and whilst randomness is correctly introduced into the process this should not, in my opinion, be taken to the extreme that FM becomes unrealistic. It is likely correct that, if you manage a similar level of club, you are recommended the same few young players each save. This is as would be the case were you a real-life manager. Whilst I do appreciate the desire for a new and different gameworld each save, I would suggest perhaps soaking 30 years into the future or starting with "fake" players to achieve this.
  13. info provided

    Hey Preveza, Apologies for the delay in replying. As you say, it is correct that a player should suffer an attribute decline, especially physically, during a long term injury. Following their recovery from this injury there is no guarantee that this player will ever return to their previous level. Whilst Armstrong's CA may have recovered to its previous level his attributes may now be distributed differently according to your training, his age and his progression. It is, for example, much harder to gain a point in Pace at the age of 21 than it is at the age of 18. It is also reasonable to expect a player that suffers a particularly bad injury to perhaps never regain that yard of pace, for example Fernando Torres in reality. It is also important to note that under the hood attributes are recorded on a 1-2,000 scale and then translated into a 1-20 scale for display. As such his Pace could be almost identical to before on the 1-2,000 scale but due to rounding appear to be 1 point lower on the 1-20 scale. There is a graph in game under 'Player > Development > Attribute Changes' that displays this in more detail, a 1-200 scale (via decimal places). If you believe you simply have a genuine bug, upload the saves and we can take a look. Ideally one before and one after his injury. Cheers, Seb.
  14. need more info

    A stadium's capacity will usually decrease when a terrace > seat conversion takes place as typically 2 terrace spaces = 1 seat space. Were you also informed that the stadium would be expanded or simply have terraces turned into seats? If you have a save that illustrates your issue (i.e. before the stadium work), could you please upload it to our FTP. Cheers, Seb.
  15. info provided

    This is the manager changing their preferred formation to suit the players that they have just inherited. It is intended behaviour and ensures transfer/selection policy is logical. Obviously some less-flexible managers will not change their formation on joining a new club but instead attempt to fit the players into their preferred system. On other occasions the manager's preferred tactics fit the new team fine (often one of the criteria in hiring) and nothing needs to change. Cheers, Seb.