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deserter

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  1. I did some UI modding in FM2014 that I was pretty happy with: - Replaced my numbers with coloured rectangles, essentially moving from 1-20 scale to 1-5 scale. That would basically give me a list of a players strengths or weaknesses. - Changed the octagon to a nonagon (9 sides) with renamed 9 categoriea. (Goalkeepers had 7 I think.) Also I chose for myself what attributes were taken into account and at what weight for each of the categories. - Turned the 1-10 scaled star ratings (half stars and full stars) to a 1-4 scale. This was all to make the transfer market harder and more interesting and also to make opponent players harder to gauge. My own players I was pretty familiar with regardless, and I'm very performance based in my selections in any case. Anyways, to get back to the OP... I think it would make sense to use a number of categories like in the octagon and use some scale (1-20, 1-8, 1-3, Rubbish - World-class; I don't care) to give an absolute value for each set of attributes. Then for each category, list the players relative weaknesses and strengths.
  2. I watched the game against Man U. From what I can see, you need one of your midfielders moving ahead of the ball. That didn't happen very often, but when it did you were much more dangerous. This movement needs to be consistent. I'm not telling you how to do that, but it's what you should be looking at, in my opinion.
  3. Sounds like you have fairly unprofessional players if they just want to hide in the background at a training session. Cleon isn't making any sense to me either. In FM14 (I'm opting out this year) your changes to team training schedule would come into effect only at the end of the week. Maybe that's what is happening here?
  4. They could simply use your corner takers for such free kicks.
  5. individual moves

    What role are you using for him? You could try using him in a deeper role from where he can make runs to break the offside trap.
  6. Fullbacks vs Wingbacks

    I'd be very careful with that. Surely the roles are becoming more and more specialized or having less and less shared code with other roles. That's what the current system allows SI to do and the half back role is testament to that. It seems that you have two options. Trust the in-game descriptions or do some testing (but don't take anything from FM13 for granted).
  7. It used to be so that the throw in instructions didn't matter with the long bullet throws. Instead your corner setup would be used. Is it not so anymore?
  8. I wouldn't think retain possession, shorter passing and low(ish) mentality amounts to efficient use of possession. Have you tried to play without these instructions to see how it plays out? I think it's good to know exactly what the baseline is for passing. Then you know if you need to pass it shorter or not. The same applies to all TI's. You might exploit the middle (or flanks) naturally when the opponent leaves space in the middle (or flanks), so you may be already exploiting their weakness without ever instructing your team to do that. Defensively you need to leave more players back if you want to be more solid. That shape in itself is pretty solid, but now you might see everyone but the centre backs wandering upfield.
  9. Sounds like your team having a good day, gaining in confidence after the goal, while your opponent experiencing the opposite.
  10. Normally I try to control the game and limit my opponent's chances. When the time is running out it's a different matter. I try to force my opponent to do attacking actions with the ball. Through ball, cross, long shot, counter attacks. I don't really care if they get a decent chance every now and then. I let them. If they score, I lose. If they don't I get the ball back that much sooner. The game spins out of either teams' control and becomes unpredictable. This is exactly what I want at the last minutes if I'm trailing. I'm not sure about the 70 minute mark though. Depends on how the game is going and how much I'm trailing.
  11. Also to really make it a big deal the player that has been on fire in the training for a while, and still hasn't got any game time and maybe wasn't completely professional, should confront you and demand a chance because he feels he deserves it. And if someone is doing poorly, then it would be nice if you could get an explanation out of him, like "I feel a bit down as I feel that you don't appreciate my talents" or "I think our captain is an a-hole and I'm finding it affects my training performance."
  12. So he's not doing anything extra individual work? Then I'm not sure what's up, but with team training your changes will come into effect on the next week. The ongoing week is locked into whatever you had it set at previously. It doesn't look like that's the case though. For you the case is perfectly clear though. Your player has average workload from general training and on top of that does an average amount of individual work. Average+average > average, right?
  13. Should it? Or should we just say how much they train like we do now? This and many other things are something that you can decide on in real life, sometimes by yourself, sometimes with your coaching team. But what difference would this make in FM? I'm not sure anyone knows what is the right number of sessions and how long they should be. They need to be set in real life, I understand that, but to what end would you decide these things in FM, and how is it better than setting the overall workload? I'm just saying that adding stuff because it exists in real life is only good if it has a real effect in the game and it's communicated well enough to the player. I agree. As I said above, things that exist or are added to the game, should really have an effect. And what I said earlier in the thread about the number of coaches and the related capacity for more focused training still holds. The lack of coaching numbers should boil down to more general training sessions as opposed to more individual focus. The quality of a coach for me should affect a few things. - Player happiness - Rate of development, maybe, but to a small extent. - The amount of development. Any coach can set up drills that will improve passing skills. A great coach, however, will be able to rise a player to another level, to not just set up basic drills but really teach a player better passing techniques and correct his bad habits. Stop the passing drill, give a little instruction, then let the player work with that. In FM the difference would be a player whose passing attribute stalls after 15, and a player whose passing reaches higher level of, say, 18. You really need that push from a great coach to reach the highest level. Perhaps the star rating of a coach should correspond to the max level a player can reach in relevant skills? Oh yes! I'm not sure how far you should go with this, but slowing down mental attributes at least until the player starts to play in the first team at a high level at consistent basis would be good. A mechanical problem could pop up though, with players filling their potential with technical and physical attributes and so in this scenario something needs to be done. Mental attributes ignored by the CA/PA-system (no cap?) or splitting them up into their own separate CA/PA would be contenders. The latter would add a couple of entries (quite frequently accessed too) for each and every player into the database, so I can't imagine the database guys being thrilled about that. Communication A fancy training module with intricate workings is all but useless if the game doesn't communicate well with the user. The player needs to understand the system or (s)he will mostly ignore it. Think about team blending for example. It's hard to know what is going on if it's not well communicated. There is info about this (I don't know how it is in FM15) but it's a bit buried. There's assistant report that says something like "team is well and truly blended." There's match feedback from assistant that says things like "X has trouble communicating with others", "has serious trouble blending into team", "isn't used to so direct style", "is looking complacent"(before match). These things need to be forced on the manager to let him know that these features exist and that they matter and have an effect. Team selection screen for example would be a prime candidate for the bits I just mentioned. And of course they actually need to have an effect. If in a backroom meeting your assistant says that "since you have bought 15 new players for the first team and only 2 regular starters remain from the last season, everything is not going to go swimmingly, so be prepared for an unsteady start to the season", it needs to actually be true. (I'm not sure if it works like this or not. I try not to take too much advantage of the transfer market and integrate new players slowly because it's sensible.)
  14. I have to say that I don't have any idea what goes on in a professional football club's training sessions. But this might be how I would organize it: Team Training The whole first team, the whole coaching staff. You work on general stuff, a little bit of everything. You play some 5 vs. 5's, attacking unit trying to break down defensive unit, a group trying to play around or through a pressing unit, rondo, set pieces, keepie-uppies (is that what you call it in engilish?) that kind of stuff. The whole point is to work on football generally and as a team. Also to bind the players together, blend in new one's, have a little fun as well. I'd expect to see improvements across all the attributes, but more so in the attributes relevant to a players natural position. This is the training you can do even if you don't have many coaches and it won't affect their workload that much. After Team Training Focus groups The team splits down into groups. The groups all need a coach to lead them so the number of coaches might limit how much of focus group training you can do. Scoring, Technical abilities, Defensive skills, Tactical understanding. I'd see these groups as an important part of education of a player, mostly giving players the tools and understanding to perform their tasks on the pitch. The general training, where defenders train with the strikers and so on, would be where you'd then put these ideas into practice. You'd just be better prepared for those sessions after taking part in your focus group and getting to know what exactly you're supposed to get better at. A Scoring group would construct situations where they need to move into a good position, the ball comes in, you try to score. Balls over the top, cut backs, floated crosses, low crosses, first time volleys, trap the ball and shoot, dribble and shoot, where to aim, when to shoot with power, when to place it etc. Finishing, long shots, composure, flair, dribbling, crossing, passing, off the ball, agility, balance, jumping, heading etc - some attributes would see a little bit more action than the others. Technical group would concentrate on ball handling skills, controlling the ball in every situation, honing different kinds of passing techniques, shooting techniques, crossing techniques. Defensive group would work on how to defend in certain situations, what to do when there's 2-on-1 situations, 1-on-1, 1-on-2. Do you follow your man wide/up or do you hold position. How to cover for others, when to move as a unit. Where and when to clear the ball. How and when to tackle. Defending skills will improve, some mental abilities will increase, some technical abilities to a lesser extent. Tactical group will spend time on understanding the game in itself. Vision, decisions, team work, anticipation, positioning, off the ball. Goalkeeper training I'd expect goalkeepers to train their own things (who knows what they do ). Fitness training Being fit is so important that I would always want my players to train fitness. The question is how much and what. I'd expect (in a big club at least) to have a fitness team consisting of fitness trainers (not necessarily football coaches), someone from the other coaching staff, physios, doctors. I'd require everyone to train everything, but on top of that have individual fitness program. So for each player you could set the amount of fitness training and what they will work on individually. Sometimes you want to develop strength or pace, sometimes a player might need a program designed to help him recover in time for the next match. Match preparation I'd certainly have a little session a day before the match, or in the morning, to educate the players of what to expect and how I want them to play in the match. Also let them know who will be playing and what our strategy is going to be. That way my players would know what to expect and could get ready for the match. And if I felt like we need to work on something specific, I would. Set Pieces, attacking movement, passing, whatever. I don't know what the effects are exactly in the ME now, but if viable I'd maybe go simple and boost decisions in relevant match situations and if for example we trained defensive cohesion, then possibly concentration. If we trained defending set pieces then also bravery. Preferred moves I'd keep the system where you ask your coaches to do this. But they should decline if they have too many players under their wing already and it should be almost obligatory to move the player to a relevant focus group and preferably to that particular coaches focus group. That's all that I'd expect from the coaching department. Then there's: Match Experience From what I understand playing gives your player a general development boost. What I'd like to see is something more specific. When a player does something a lot in a match, then he should get a boost on the relevant attribute. For example if a player makes tackles very often, he'd eventually get better at tackling. And maybe even start to like it, thus getting a PPM dives into tackles. So, simply by using someone as a defensive winger he'd develop into a better defensive winger. Better at tackling, dribbling, crossing, maybe gains PPM's dives into tackles or runs with ball down left. I'd just like to see the match experience tied to training in a more specific way, so that the things that the player does a lot in matches get the CA instead of more general distribution of it. And for PPM's to develop on their own if a player does something successfully in matches on consistent basis. It's only natural that they'd start to prefer such things. So, I don't know how detailed training system we should be having really. But the stuff I wrote above boils down to setting up these things in-game: Team training General training: low---------------------high Focus groups: low---------------------high (can be capped by lack of coaching personnel) Fitness training: low---------------------high Match preparation: low---------------------high + focus: _____(choose) Individual training Focus group: ______(choose) Fitness focus: _______(choose) (one focusing on recovering faster, essentially less workload) New position: _______ PPM:______ Overall workload shown somewhere. Match experience: essentially using a player in a certain role would lead to him shaping into a player that is better in the role that he plays and could help develop PPM's organically. EDIT: I forgot to cover the tactics familiarity. I think you'd gain that in the general training where the whole team is together. So you'd just gain the familiarity by sticking to your preset tactics and playing with them, times the amount of general training and the quality of coaches. Also, what is needed is the staff making a racket of these things. More feedback from the game about how things are going and what is working well, what is working badly. This will make the training seem more important.
  15. That's true. But you can 'play out of defence'.
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