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Seb Wassell

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Posts posted by Seb Wassell

  1. 4 hours ago, ScoreMore (Mico) said:

    Thank you for that great answer @Seb Wassell. What I meant in the 2nd part you answered was what happens in the individual roles training when a player is assigned to train a position (and therefore doesn´t have a role assigned). Does he train in the role he usually plays? Or something else? If ex a player is assigned to train as a central midfielder and the formation has 2 different roles assigned to central midfielders, which role would he train?

    Ah so that is what I was answering, although clearly not well enough! :lol:

    Training position alone means they are training in all the attributes for that position but to a lighter degree. They are not focusing on a single role. Training in a position alone is a lighter workload than training a specific role and covers a broader range of skills but to a lesser degree. It'll default to where they play.

  2. On 30/04/2020 at 16:03, mikcheck said:

    So this player has 18 for bravery, he gets injured and it suddenly drops to 15, why so much loss? I'm afraid he wont have it at 18 again. 





    On 30/04/2020 at 16:39, zlatanera said:

    @mikcheck pretty obvious isn’t it? Injuries make you more wary of your own mortality, especially something like a leg break. You quite often see players, even top ones, struggle for up to a year after a big injury before regaining top form (or not, if you compare Luke Shaw pre- and post- injury he’s arguably a good player again but with different qualities). 

    He should recover his Bravery through the ‘General Rehab’ training focus. Put him on it as soon as he starts the rehabilitation phase, then re-add it once he resumes full training. 


    On 30/04/2020 at 16:41, Weston said:

    Is there conventional wisdom on things like this that we should actively do following a major injury? I thought the rehab was part of the automatic process when they re-enter training, should we be manually adding more?


    On 30/04/2020 at 18:08, zlatanera said:

    I don’t know if it’s changed for FM20, but on FM19 when controlling individual training once a player has a lighter coloured ‘inj’ icon i.e. is in the rehab phase, there are multiplied individual training rehab options you can use - I always go for General Rehab but if there was a major loss in Agility for example by you can focus on that. 

    For long-term injuries such as the broken leg seen in the post I replied to, even once they finish the rehab phase you can usually add the individual training session again (it’s removed once you get the “x has returned to full training” notification) as - much like in real life - even when a player is back, they might not ‘be back’ if you get what I mean.

    As @zlatanera has mentioned, Bravery can drop following a major injury, reflecting the fact that experiencing something like that often impacts your willingness to "get stuck in" to the same level as before. Bravery can be regained naturally (no extra training required) in the time after injury recovery.

    The rehab options are only available during and just after the "rehabilitation" (orange INJ icon) phase of injury. 'General Rehab' is the default. These are powerful individual training focuses that place extra and accelerated focus on attributes that may have been damaged by the injury. They encourage rapid growth in these areas, allowing a player to partially or fully regain lost attributes. This only applies to attributes that dropped as a result of the injury, you cannot exploit them for "new" gains, and are not guaranteed to fully return a player to their pre-injury levels. As with all training, it will be more effective for younger, more willing players, that have access to better resources. More severe injuries = more time for this rehab, but similarly the more time that will be needed to possibly regain attributes.

  3. On 05/05/2020 at 12:13, Cadoni said:

    1. Personality 
    2. Man Management
    3. Level of Displine
    4. Determination
    5. Motivating
    6. Attacking, Defending, Mental, Technical, Tactical
    7. Working with Youngsters

    Avoid personalities like: Casual, Easily discouraged, Fickle, Low determination, Low self belief, Mercenary, Slack, Spineless, Temperamental, Unambitious, Unsporting.



    Some of these are important for the Assistant from a coaching point of view but not from a "running training" point of view.

    On 05/05/2020 at 07:05, Bcfclee27 said:

    Apologies if ive missed this but if I want my Ass Man to take training and I will do the individual training - what attributes is desirable for an Ass Man to take training ?

    I know you said earlier in thread ideally to have similar tactical preferred formation etc as you do, but what else attribute wise to look for to make him effective in setting training ?

    Running training, i.e. what schedules they select, is based on style, preferences, time of season and your own tactics.

  4. On 02/05/2020 at 18:47, Weston said:

    Also worth noting that the player above who lost determination is noted as "the welcoming period has had a positive effect," so it can't have been that either, then..?

    You're confusing what you see as positive with what your staff see as positive. "...positive effect" means the player has had a personality shift towards the more desirable end of the spectrum. His Determination could have dropped but other (hidden attributes) risen in order to achieve this.

  5. On 06/05/2020 at 20:04, santy001 said:

    It's anecdotal, but how much benefit do people seem to find when setting up their own routines and schedules?

    Right now I lead Individual Training, and I get strong performance. Through a combination of signing players with the right qualities, staff with the right qualities and imposing a very heavy discipline based approach to the team in terms of warnings it goes quite well.

    Team training averages are pretty much always above 8, more often closer to 8.5. Players develop really well but my assistant manager is left to General Training. Just thinking about taking the plunge and if it does yield any benefits or if generally the assistant manager gets it best.

    It is designed to be perfectly competent if left to your staff (assuming you hire appropriately). However, it is also designed to allow you to achieve more, both in terms of specific and overall output, if you take control yourself.

    22 hours ago, Hovis Dexter said:

    Does anybody know if having more than one recovery session per week has a cumulative effect?


  6. On 08/05/2020 at 07:56, ScoreMore (Mico) said:

    I would like to know the difference (re developing attributes) between choosing a playing position or a particular role (player/position/role). Choosing a role shows the attributes he would focus on, while choosing a position does not. So what does a player focus on if training a playing position?

    Playing Position is an aggregate of the broad range of attributes for that position, with no specific role. It is also a lighter workload than training a specific role.

    On 08/05/2020 at 07:56, ScoreMore (Mico) said:

    And what happens during a training session when according to the descriptor the attributes worked on are "individual roles"?

    "Individual Roles" is when those roles get some direct love. This is when the player trains specifically in that role as opposed to on the attributes designated as part of the session (based on training unit) that has been assigned at team level. They won't ignore their designated role when taking part in team/unit training, but it is the session that dictates where their effort goes. The better the coach then covering that area, and the better the training facilities, the more effective it will be. Almost all default in-season schedules include time for the player to focus on their specific individual role.

  7. 5 hours ago, Chip said:

    If my team are lacking in decision making, vision and anticipation, would a lower tempo be a sensible choice of TI?


    10 minutes ago, Experienced Defender said:

    Might be, but not necessarily. Depends also on your team mentality and passing style, because these are directly linked with tempo. 

    Of course, all other elements of the tactic must be taken into account as well. But we can discuss them once you post the screenshot of your tactic. 

    Just to piggyback on this - Decisions and Anticipation are two of the attributes I hold in the highest regard. Have a search for players with extremely high values (17+) in both these attributes and see what comes back ;)

    1 hour ago, Djuicer said:

    Maybe @Seb Wassell can give some clarity?

    Tempo is effectively how many touches a player will take/how long a player will hold the ball before attempting to release it. It works with any length of passing, although low/high tempo may suit some styles more than others, and how they attempt to release it is going to be governed by a number of other factors too.

    Decisions, Anticipation and Vision are useful in any tactical set up. I'd probably say pay more attention to what you are asking each player to do rather than the overall tempo if you're looking to dissect individual attributes.

  8. 9 hours ago, Djuicer said:

    Are there more attributes that is on- and off- pitch?




    or does it have to be visible in-game?

    Very broadly, attributes shown on the player profile are in-match or "playing" attributes. Those that contribute towards personality can be both but are primarily off-pitch with specific on-pitch considerations. Their name gives a good indication as to what they affect. These are hidden though so I don't want to prescribe their function too much. The reason I highlighted Determination is that it's visible (unlike the other personality attributes) and that it is on the player profile but contributes towards both on- and off-pitch activities.

    9 hours ago, Djuicer said:

    also, to my knowledge consistency affects the amount of games out of say 20 that the player will preform at maximum ca (Higher value, more good games) Does it affect training too? Low consistency equals more bad sessions?

    @Seb Wassell

    Consistency is matches only.

  9. 3 hours ago, OlivierL said:

    Can we poach junior players from other teams like the AI can do with ours ?

    Also a question about this. Some people say they have players been poached but those players never pop up in a future youth intake of their 'new club' . Is it possible that they are not being 'promoted' because after a few years of development ,they are not good enough ? of what is the reason please ? @Seb Wassell

    Yes to both.

  10. 1 hour ago, danielgear said:

    Transfer Budgets

    I think budgets could also do with an adjustment too.
    Once the summer window closes we should get an email with minimum expected transfer budget for the following summer.
    On the email we should of a list of potential adjustments depending on targets met or over achieved.
    It would look a bit like this -

    Due to predicted turnover from the club for the next season the expected Minimum Transfer budget for next season will be = £10m
    Should these targets be met the budgets will be increased by these set amounts -

    Qualify for Europa League - £5m extra
    Qualify for Champions League - £10m extra
    Fa Cup win - £2m extra
    League Cup win - £1m extra.

    I think this would help with long term planning of squads, it could maybe be added to an job offers too.

    Thanks for taking the time to translate this from twitter to the forums.

    I'd like to highlight the above and add some thoughts.

    What needs to be considered is that the further you look into the future, the more inaccurate a predicted budget is going to become. At some point it becomes inaccurate to the point of uselessness. Currently in FM, a budget is agreed at the start of the season (new save) or the start of your tenure (new job) or as appropriate. The next season's provisional budget is then available as soon as certain qualifications are confirmed, such as promotion or continental competition. This is then converted from provisional to actual as the new season arrives. The reason this is done in these stages is that the Board need to know what competitions they are taking part in and what funding they can secure (sponsors, ticket revenue, etc.) before they can assess finances and agree budgets. For some teams in some competitions this may seem trivial, such as being in a league with no relegation or being 26 points ahead in 1st place. However, in leagues where continental football literally makes/breaks the balance sheets or promotion/relegation will determine the financial future of the club this cannot be done until such a fate is known. The difference between provisional and final budgets is competition draws (which round you'll be placed in, often based on factors out of the Board's/your hands) and the link to seasonal expectations, which themselves then tie into Club Vision.

    A final consideration - the Board are not going to allow you to spend next season's budget before they know if you're keeping your job or not. Despite many having years left on contracts, managers are replaced regularly between seasons. Even for successful managers, what happens if you get a better offer or collapse and go from almost-certainly-safe to relegated?

  11. On 28/04/2020 at 01:30, zlatanera said:

    Neymar? If so, I'm shocked to see he's already lost 2 points off Dribbling age 32 (unless he no longer starts with 20 in FM20).


    On 28/04/2020 at 06:29, Djuicer said:

    Score, good spot mate! think he have had some serious injuries, PSG had him under contract but I got him for free so they could cut his salary.

    Dribbling overall seems to be hard to increase and to keep in the latest version of the game in my experience.

    Dribbling can drop with injuries and age, often following a similar curve to Agility. However, whilst Agility is quite sensitive, Dribbling will respond much more gradually/to a lesser magnitude. I.e. you would expect both to decrease with injuries or age, but Agility quicker/more.

    Work was done on this two versions ago, if I recall, so it will respond differently to what you may have grown used to in earlier versions of the game.

  12. On 02/05/2020 at 09:47, koimes said:

    What is the maximum amount of new signings I can add to my first team in a transfer window before it starts to have a negative impact on morale?

    There is no hard rule. I'd say more than morale, you want to keep an eye on cohesion/familiarity. That's the one that will get damaged by lots of new players.

    But you can be successful either way. Some of the best managers believe in only adding one or two key signings per season, but that of course relies on already having a solid team foundation. Personally, I enjoy the taking a team from non-league to Champions League saves and that unavoidably comes with completely overhauling the team - literally 9 or 10 new faces in the first XI - each season for many years in a row (for my style, at least).

  13. 2 hours ago, Alfie31796 said:

    Does anyone know if Bravery can be significantly improved much like Determination can via Mentoring? Scout has found what looks to be a phenomenal Serbian wonderkid but his Bravery is only 5 so just wondering if it's worth purchasing. 


    1 hour ago, Experienced Defender said:

    I fear not, although I cannot claim for sure. @Seb Wassell is the most competent person for this kind of questions, I think. 

    It can change, up and down, like any attribute. It doesn't follow the same sort of curve as Determination however, as it is not affected by Mentoring. Think of it more as an on-pitch attribute, whereas Determination is on- and off-pitch.

    Bravery will often improve over time as a player develops, there are training sessions that directly include it for a more focused approach and even if you experience the (sharp) Bravery drop that can come with some serious injuries, this is usually only temporary and the player can regain it.

    As @Experienced Defender says, whether you want to go ahead with the purchase of that player is going to depend on his age and intended role in your team.

  14. 20 hours ago, WIGutie said:

    What does it mean when a player has negative or less than 0 Jadedness? Is this supposed to be possible? If so does that mean a player is essentially mentally charged/fired-up/motivated if say at a minus ten or something (with 0 being a base level of being without fatigue, but not amped up)? I ask this not necessarily in relation to FM20 but also prior versions if this is how it has always been intended to work. (With FM 15 I had recalled seeing negative Jadedness when peeking at personality ratings of players, and was curious about this).

    Have you been looking at the hidden values out of interest? It does work on a negative to positive scoring scale, but that is simply the scale we use. Whilst higher = more jaded and lower = less jaded, it does not directly equate to a "real" positive/negative level of fatigue and 0 is not "none", we use the in-game status flags to display that.

    20 hours ago, WIGutie said:


    EDIT: Also, I'm super glad to see a more direct explanation of "jadedness" as so many for years were wondering how this worked and a way to combat it via training. I hopped on an old FM 15 file and see a total transformation to how training works versus then. Kudos to the devs with those improvements over the past several years. I don't think (despite how much I enjoyed FM15) I can go back to using the old system of training now.

    Genuinely thank you. I and many others, such as @Riz Remes and @Russell Hammant, were heavily involved in that and it's great to see someone enjoying it.

  15. It's not about "draining CA", it's about attribute weightings.

    Each position affects the weighting of attributes differently. The more appropriate an attribute is for a position, the more an attribute weighs, the more CA it accounts for. If you retrain a DC with 18 Finishing to ST, that Finishing becomes more relevant and thus accounts for more of the CA.

    There is a maximum level a player can reach in a position, based on a number of factors such as age, Versatility, attribute suitability, etc. Note that playing time in the position is also required to reach the higher levels, including Natural.

    A player already at their PA that reaches a high level in an unfamiliar position may see their attribute weightings require a not insignificant shift. To allow for this, either an old position degrades or other attributes are dropped slightly.

    The more suited a player is to a new position, the less likely you are to see any shifts, as their attributes and existing positions will be well-matched and thus already similarly weighted.

    All else being equal, a player that is more positional versatile is more valuable, thus will usually have a higher CA than an otherwise identical player.

  16. On 23/04/2020 at 02:50, zlatanera said:

    This one has me stumped too. I've only ever seen it with Joël Veltman at Ajax, in that specific case I think he was a former captain at the club and possessed good leadership skills, as well as being significantly older than much of the squad. 

    @Rashidi @Seb Wassell

    A player's influence in Mentoring is a combination of a number of factors, some of which will indeed overlap with their place within the squad Dynamics. This includes age, time at club, personality, status within squad, etc. There is no one thing that will make this "significant", it just needs the highest level of overall combination.

  17. 11 hours ago, Jimbokav1971 said:

    Normally speaking, the Welsh club with the best facilities will get the best players, (that's a very sweeping statement but I am just talking in very general terms here), but what happens when a club like Cardiff or Swansea are playing in the English Championship? Do they get a "bonus" based on the high reputation of the league they are playing in, or is it a level playing field at the 1st point in terms of facilities, and only then goes to reputation after that? 

    It would be interesting if @Seb Wassellhas a comment on this. I know it's probably not a very common question. 

    Generally speaking, and assuming I am understanding what you are asking, youth comes from the nation the club is based in. This does not mean every youth player will be of that nationality (and second nationality is a separate thing here), but it will be driven by that nation. See San Marino (and the challenge).

  18. 9 minutes ago, Weston said:

    Hm, so if the CF has 11 dribbling and 13 pace, he's not gonna be great at knocking the ball past opponents, but the game may see his dribbling as a liability and thing to transfer the trait to him as the lesser of two evils, so to speak?

    The attributes and position checks are more for if it is valid rather than if it is desirable. The "game"/mentoring system isn't doing this because it is necessarily a good idea, it's happening because two players that match well are spending time together and one is picking up something from the other one. The checks are there to make sure it is something valid, not necessarily desirable. Desirable is for you and your coaches to decide.

  19. 10 minutes ago, Weston said:

    I don't think it would be appropriate for the RB to pass on "knocks ball past opponent" to the CF with pace of 13, but that same RB picked up the trait from someone else despite also having a pace of 13, and the RB wasn't even in the mentoring group at all, he just got it randomly. So that leads me to believe the chance of him passing it on now to someone equally as unsuited to it is not that unlikely...

    Whilst Acceleration comes into it, Knocks Ball Past Opponent is more to do with Dribbling; whether they are capable of dribbling around an opponent or need to knock it past them instead. You get some insight into what goes into the required items for a trait when asking a coach to take up the training with a player.

  20. 22 minutes ago, Weston said:

    Interesting, thank you for this.

    One last question for you and @Seb Wassell / @Cadoni / @saintrainhard if you're not all tired of me yet ;)

    It's my understanding that traits will not carry over from players in different positions. But what if the traits could still technically apply? Say for example I have a RB with "knock ball past opponent" mentoring a CF. The conventional wisdom seems to be there will be no trait transfer across positions, but you could realistically train a CF to do this, as opposed to say if the RB had "stay back at all times."

    The issue is my CF is slow, so I don't want him to get this trait. Should I be concerned?

    Traits are learned by players with suitable positions and attributes, they are more easily learned the more suitable these things are. Players in different positions can transfer traits, provided they are appropriate.

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