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Seb Wassell

SI Staff
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Everything posted by Seb Wassell

  1. I think you've misunderstood me there. Lots of attributes make up a player's personality, many of them hidden. Just because Determination went down does not mean the Welcome to Club mentoring could not have been "positive", other (hidden) attributes that contribute towards personality could have increased as a result, giving an overall positive impact. Determination did not fall to allow this to happen, Determination fell for the same reason the other (hidden) attributes rose, because the mentee moved towards the mentor's personality.
  2. Ah so that is what I was answering, although clearly not well enough! 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.
  3. 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.
  4. Some of these are important for the Assistant from a coaching point of view but not from a "running training" point of view. Running training, i.e. what schedules they select, is based on style, preferences, time of season and your own tactics.
  5. 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.
  6. 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. Yes
  7. 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. "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
  8. 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 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
  9. Reviewed, cheers, now locked.
  10. 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. Consistency is matches only.
  11. 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 continen
  12. 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.
  13. 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, a
  14. 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 ahe
  15. 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. 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.
  16. 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, includ
  17. 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.
  18. 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).
  19. 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.
  20. 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.
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