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Orffen

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4 "What we've got here is a failure to communicate"

About Orffen

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  1. I’ve been thinking about how we flatten the learning curve for FM and I keep coming back to a “training wheels” approach. Loki Doki’s recent video inspired me to finally write up how I think it might look. Assume that I’m a new player, I’ve created my manager profile and I’m ready to pick a team to manage. There’s a big friendly button, or a checkbox or something saying “Tutorial”. When the tutorial starts, it defaults to my picked favourite team before the final game of the previous season. I get a welcome email from the team’s current manager, maybe the board, saying how pleased they are I’ve joined them etc. My manager tells me he wants me to get familiar with the squad and run training. He outlines a quick tour of the interface and says I’m free to poke around, but the first thing he wants me to look at is training for the team. Maybe there’s a quick blurb to look at what he’s trying to do with the tactic and what he suggests the team focus on. I can now look at any screen. The Tactics screen will have my AI manager’s preferred tactic loaded and the team already picked. The only screen I can change things on at this stage is training. When I load that screen up the popup question marks go into a bit of detail around what I can change here, and I can set training any way I like. Once that’s done, another big “?” over the continue button. I hit continue, and there’s another email. “Good stuff, I think you’re doing well on the training ground, but I think a couple of our players would benefit from some additional focus.” There’s a bit more text about attributes, which ones the manager thinks are most important for a couple positions and then it’s off to the squad screen, getting familiar with players and choosing some individual training for them. Continue again, and another email comes in about an upcoming fixture. This is the intro to the schedule screen, and suggests looking at the opposition report from the scout. It also introduces some basic opposition analysis, and the tactics screen. The manager asks you to focus specifically on say a CM position, think about how it would fit into the overall tactic he’s already got set, and suggests based on what you’re seeing to pick a role and maybe some individual instructions for this one player. Quite a bit of time should be spent here just explaining some basic tactical concepts (e.g. the fluidity, mentality settings). Continue when ready… Match day, and you get to watch the game. Manager asks you to take the team talk (offers suggestions where normally the Assistant Manager would), and there’s a scripted injury where he asks you to substitute the player, and any others you think would be a good idea. There’s a quick intro to shouts as well. The day after the match there’s an email from the manager or data analyst (if your team employs one) giving you a quick tour of the analysis screens, and a note that these are also available during a match. When you continue past here, the manager introduces you to scouting, offering some suggestions from the chief scout. There’s a crash course in the finances screen as well, and after you continue a quick pop-up tour of the scout report. The manager asks you to make an offer for a player, which you negotiate with some popup hints, contract negotiations and then either once the player agrees or talks break down you continue again. At this point you get a notification from the board that the manager has moved on, been sacked, whatever, and they’d like you to take over on a one year deal. Tutorial over, good luck, it’s now 1st July of the current season and the team’s all yours. It probably needs work and there’s maybe a better way to order the screens being introduced, but I think something like this would be miles above the current approach which dumps you in front of a bunch of screens with text on them and asks you to look at those “?” icons.
  2. Thanks Rashidi. What would the 20 year tests show? I'd be interested in seeing what a week-by-week schedule might affect beyond attribute growth. I was thinking of getting a team far enough into a season so there's a week with only a single game at the end of it, then setting minimum Match Preparation, picking a team and leaving it on Balanced and then playing through the game with no subs or changes to tactic, recording match stats. Rinse and repeat with the same week, same game (just reloaded) to build up a sample size of 10-20 per focus and see what shakes out. Then again reloading the game would reseed the RNG I assume, so that will affect the match outcome. How would you minimise the impact of variables like that in your soak test?
  3. Thanks guys. Rashidi's guides are some of the ones I reference on a regular basis I'm clear that match sharpness is only improved by actually playing matches, and that Match Preparation is short-term boosts, I guess where I'm confused is that the manual explicitly states that for specific matches you may want to alter your General Training (not Match Preparation). On top of that, the interface doesn't clearly indicate that General Training only affects attributes (actually the individual player position training screens communicate that fairly clearly), and even allows you to pick a specific General Training focus for a week before reverting back to your overall focus. I know the common thinking is that switching up General Training focuses on a week-by-week basis isn't of any benefit - I'm just confused why the interface allows you to do that (and implicitly indicates you should consider altering both the focus and intensity week-by-week). I'd like to test this out myself but I'm struggling to come up with a way to do that, given the multitude of variables that can influence the match engine for any specific match. I'm wondering how the AI approaches General Training week-to-week; maybe that could give me some insight?
  4. Hi, So I'm a bit confused about General Training. Many of the guides I've read seem to indicate that General Training is solely about attribute development, with the exception of Team Cohesion. However, some videos and guides seem to imply that General Training can also influence matches. The manual also implies that General Training can have short-term effects (emphasis mine): In the General Training interface, the descriptions for each selection reference "abilities" and "skills", with only the Fitness option specifically calling out attributes. Also, being able to select a training focus on a week-by-week basis also implies to me that there are short-term effects - otherwise why would I want to change the focus for a particular time period? So, while obviously certain focuses favour the development of certain attributes, is that development actually just a side-effect of focusing on a single area for an extended period of time? Will my team benefit from focusing on different areas at different points of the season? Does using the Fitness focus during preseason accelerate my player's condition (not necessarily match sharpness)? If it is actually the case that General Training is solely for focusing which player attributes will improve more than others, could the interface be improved for FM18 to make this more transparent to managers? Thanks, Orffen
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