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Seb Wassell

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Everything posted by Seb Wassell

  1. To be fair I am not certain. The injury module is a sophisticated beast with many variables. Depending on the tweaks made and the size of database used you could potentially be shifting injuries to or from an unseen area of the game, which would give the impression of an overall frequency change without actually implementing one. I'd be interested to see the approach taken and results achieved however. Simplest way of considering it is this: say we need to give out X number of injuries per day on average to hit our desired total for that season, the occurrence ratio of each injury describes how likely it is that that specific injury will be part of today's X. If you change the occurrence ratio you change how likely a certain injury is to occur on any given day, but you do not change the overall total, X still equals X it is now just made up of different injuries. Of course, when you then consider time out injured and so on it gets a bit more complicated and I suspect the extremes will indeed cause the model to flex and even bend, but to the best of my knowledge there is no direct nor meaningful way to deliberately change the total number of injuries outside of our office. If you could do this, you could seriously damage your save, as injuries affect everything from progression to AI transfer behaviour.
  2. I'm not actually sure this is possible. You can change the Occurrence Ratio, but that just changes how injuries are shared out, not the total. As per above, I'd be interested to know if/how you affect the overall number. The largest category by far in FM is short term injuries, 1-5 days. We have about the right proportion of short term to medium term to long term when compared to reality. In versions prior to FM18 we had too many long term and too few short term. I would actually strongly argue for the opposite. As you say, "X not being fully fit" is commonplace in reality. However, many FM Users remain determined to only field players with 90%+ condition when in actual fact this is overkill. In reality, most players operate in the 80%-90% range for the majority of the season. The effects of fielding "unfit" players are there, but often avoided by User action. The AI is much more willing to use players below "optimal" fitness. That being said, if you have examples of it either being too easy to keep players fit (condition not necessarily injuries) or unfit players not being impeded by this during the match please do get them posted in our bugs area and we'll investigate. Obviously by reloading the save you are invalidating/changing the experiment somewhat, but injuries are not predetermined in FM, nor should they be. Instead, every factor that could accumulate towards a player being injured is evaluated and contributes towards the chances of that player suffering an injury at a given point given the appropriate action taking place (instances in training, matches, illness, etc.). If you were to reload the same point, with a decent enough sample size, 1,000 times you would certainly expect to see variance and anomalies, but generally you would expect to see the players that are more likely to suffer injury suffer more injuries than those less likely to suffer injury. If only the players that were likely to suffer injury suffered injury I would consider that a major issue. As above however, if you feel this is not well represented in FM, please do post some examples in our bugs area and we will investigate. It does, but it sounds like you have some examples where it doesn't do this to the extent that you would expect. Please do get them posted so we can take a look. For the purposes of this discussion, "injury" = injury occurrence incidence. 1 injury = 1 injury occurrence. We balance and monitor a number of injury details, but when it comes to "how many injuries are there", it is simply a case of how many injuries occur. The above link is useful for comparing how many players are injured at any one time, which is obviously more than just injury occurrence but time out and other factors too. An FM snapshot often compares quite neatly to the snapshot in the link, relative to the 80% figure and of course accounting for this being a static sample plucked from something that is wholly dynamic. Both the above link and FM consider a player to be injured when they are either in recovery or rehabilitation (red and orange injuries in FM). Roughly, yes we do. Per 90 minutes the overwhelming majority of injuries occur in matches, however given that (very) roughly only one 90 minute match is played for every 6 hours or so of training this number evens out in real terms. Rather than positions (or roles) it is actions that correlate to injuries. Some actions are more likely to lead to injury than others. Of course, some types of players are more likely to perform (or be on the receiving end) of these actions. This is modelled. Every injury has a cause. Yes. In fact following a reworking for FM18 the majority of our injuries are short term, as in reality. We introduced a new category of injuries, 1-5 days, most often seen in-game as a "tight" injury. Prior to this our overall numbers were correct but our split between short, medium and long term was not. We have some very large internal spreadsheets - covering everything from overall frequency, severity, (average) time out, recurrence ratios and so on - and draw our real-life data from official and academic studies on injuries in football. The simplest explanation for why we have 80% of "real life" injury numbers* in FM is perception. If 80% in FM feels like 100% of reality but 100% in FM feels like 120% when compared to reality, and assuming our Users do not keep meticulous spreadsheets, does the simulation feel real or not? * "Injury numbers" = total occurrences. Everything from there on, such as time out, cause, etc., is either mapped to reality or the relative proportion of reality. @Dagenham_Dave - Injuries being too low in non-professional divisions (only) is a known issue.
  3. If you have that example it would be worth raising in our bugs area for the team to investigate. If it is more a general point on where you think interaction is lacking, head over to our feature request area - https://community.sigames.com/forum/680-football-manager-feature-requests/
  4. This is in fact one of the main reasons we moved away from the old system. Aside from it being unrealistic, as recommended to us by a real-life manager, it was far too easy to game the system and turn any youngster into a model professional.
  5. This is all included in the game We are a little tighter on unnecessary/excessive praise than you suggest, for realism and gameplay reasons, but otherwise this all occurs, including personality dictating how a player responds and positive interactions building relationships.
  6. This is covered in the section you have quoted. They are exceptions as opposed to the rule. Those mentioned by the HoYD are usually those that he has influenced personality or otherwise. We don't want to give too much away here though, otherwise it just becomes an exercise in paint by numbers. Better infrastructure, better recruitment and a better HoYD is going to give you the best chance of the best intake.
  7. They matter, but it depends what you want him to do. Only bring through youngsters, train players, scout players, etc.
  8. These are deliberately hidden. But they do follow football logic and you can sharpen your understanding of them in game by observing (on average) what type and quality of newgens come from where. For example, on average Brazil are likely to produce better, and more technically competent, newgens than Sweden. These can change over time.
  9. You're passionate about this, I understand, you bring up dynamic PA often. However, we don'd need to turn this thread into that, the discussion is well documented elsewhere.
  10. Are you saying it is still an issue? If so could you please get this posted in our bugs forum with your above comments? Thank you kindly.
  11. Not outside of the exceptions. Quality of your youth intake is dictated by the factors listed above.
  12. Responsibility for bringing through youth intake and reports being unclear
  13. Newgens & Youth Intake Youth Recruitment The Club’s recruiting of Juniors, those of home and foreign origin. Youth Facilities The training facilities available for Juniors (only). Does NOT apply to visible players already at the club. All visible players currently at the club use Training Facilities regardless of age. Junior Coaching The quality and quantity of Junior Coaches at the Club. Nation Youth Rating The potential maximum quality and quantity of Juniors produced in that Nation. Game Importance How important football is considered to be in that Nation. Producing Newgens The Clubs with the best Youth Recruitment will generally pick up the best Junior talent from that Nation first, the scale of that talent being determined by the Nation Youth Rating and Game Importance. The lower the Youth Recruitment the further down the pecking order a club will find itself. Two clubs with identical Youth Recruitment will be sorted by Club Reputation. Being lower down this pecking order does not mean quality Newgens cannot be produced, it simply lowers the chances. Youth Facilities and Junior Coaching then simulate and determine how that Junior progresses in the Club’s Junior system until a Newgen is produced and appears in game. It is at this point that the Current Ability (CA) and Potential Ability (PA) of the newgens are decided. The above factors all contribute to both CA and PA equally. Head of Youth Development (HoYD) The club’s HoYD is responsible for bringing Newgens into the club. He will influence what “type” of players are selected and can partially or fully pass on his personality to some of these Newgens. The “type” of players selected refers to a player’s position and style, for instance a HoYD with a preferred 4-5-1 formation and a Technical Coaching Style may produce more technically styled midfielders than another HoYD. The HoYD will also influence the rare “freak” or exceptional Newgens that come through, modifying their ability and style. This role is filled by the HoYD by default, however if none is employed whichever staff member is set to be responsible for youth development will fill this role. Youth Intake Preview In FM20 the Development Centre will provide a preview of the upcoming youth intake ahead of the day itself. This preview will provide some information on the general quality of the intake, positions that are either blessed with or lacking in quality and any other notable highlights. Junior Player Poaching In FM20 it is possible for Juniors to be poached from another club's youth system. This will most commonly occur from smaller reputation club > larger reputation club. When this occurs a inbox item is received, offering a few details (similar to that of the Youth Intake Preview) on the player that has been poached. Poached players will appear in the next appropriate youth intake.
  14. It is not exact (Inside Forward > Inside Forward), but it is position based. CA and PA are both affected by all of the factors equally: Youth Recruitment The Club’s recruiting of Juniors, those of home and foreign origin. Youth Facilities The training facilities available for Juniors (only). Does NOT apply to visible players already at the club. All visible players currently at the club use Training Facilities regardless of age. Junior Coaching The quality and quantity of Junior Coaches at the Club. Nation Youth Rating The potential maximum quality and quantity of Juniors produced in that Nation. Game Importance How important football is considered to be in that Nation. Producing Newgens The Clubs with the best Youth Recruitment will generally pick up the best Junior talent from that Nation first, the scale of that talent being determined by the Nation Youth Rating and Game Importance. The lower the Youth Recruitment the further down the pecking order a club will find itself. Two clubs with identical Youth Recruitment will be sorted by Club Reputation. Being lower down this pecking order does not mean quality Newgens cannot be produced, it simply lowers the chances. Youth Facilities and Junior Coaching then simulate and determine how that Junior progresses in the Club’s Junior system until a Newgen is produced and appears in game. It is at this point that the Current Ability (CA) and Potential Ability (PA) of the newgens are decided. The above factors all contribute to both CA and PA equally. Head of Youth Development (HoYD) The club’s HoYD is responsible for bringing Newgens into the club. He will influence what “type” of players are selected and can partially or fully pass on his personality to some of these Newgens. The “type” of players selected refers to a player’s position and style, for instance a HoYD with a preferred 4-5-1 formation and a Technical Coaching Style may produce more technically styled midfielders than another HoYD. The HoYD will also influence the rare “freak” or exceptional Newgens that come through, modifying their ability and style. This role is filled by the HoYD by default, however if none is employed whichever staff member is set to be responsible for youth development will fill this role. Worth raising as a bug please. Misleading no, inaccurate yes. It is all based on the staff member's interpretation of the player's ability, which is obviously less exact the younger they are and is based on their current ability relative to age. One of the key goals with the Development Centre is to provide a hub for those managers that wish to oversee the development of their young stars but felt they lacked the context, ability or just found it daunting in the past. For someone such as yourself, who is deeply interested in this area of the game, you may be more at home taking control of the youth teams themselves rather than operating exclusively through the Dev Centre. One thing that we have worked on this year is the positional flexibility of young players. They are now much more likely to progress quickly in a new position when trained (and played) there than ever before, making them much more versatile and opening up different progression routes as they develop. There is also a new "Makeshift" position that appears when a player has had some playing time in a position previously unknown to them (1-5), acting either as short-term cover or providing the first step on the road to learning that position full time.
  15. What level of detail are you looking for? Start a post in that area and I (and I'm sure others) will take a look
  16. Just a heads up that the PA stars, which are relative to your own team and not universal, are quite variable in young players compared to their actual potential. This is based on a number of factors, of which the most prominent is how good the player is now for their age. Of course the staff member's attributes also play a part here.
  17. Could you post that here please - https://community.sigames.com/forum/715-training-medical-and-development-centre/
  18. This is based on the difficulty/importance of the match. For example, Man City would be expected to score more than 2 in most Premier Division away games, whereas Burnley may not. If you've got an example that looks off, please do get it posted in our bugs area for investigation - https://community.sigames.com/forum/696-football-manager-2020-pre-release-beta-bug-forum/
  19. We hear you. We should remove saving from the game. Got it.
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