Jump to content

SFraser

Members+
  • Content Count

    2,653
  • Joined

  • Last visited

Everything posted by SFraser

  1. The distribution of attribute increases and drops do correspond entireally with his training schedule. The confusion comes from the fact that you are not paying to attention to the fact that he recently came off a completely maxed out Physical schedule for three weeks and lost the level of input that was keeping him at that level of Physical Attributes. He was on a completely maxed out Physical Schedule which was reinforcing his Physical Attributes to the maximum possible level at the expense of everything else. When he got injured this excessive artificial re-inforcement was lost and he ret
  2. You can use them if you want, but don't give up to early on making your own. It's not complicated. Players improve physical attributes more than other attributes "naturally" when they are young, so your schedules are going to acting ontop of this natural tendency. Once you understand that "physical = fast when young/slow when old / technical = average / mental = slow when young/fast when old" then you understand the natural trend of the player you are training. Players have their own natural trends of growth and decline. Training goes ontop of this and works alongside it. This thread is mea
  3. Yup. And if you want twice as much Workrate as you get Acceleration you need to take into account the fact that Workrate is a mental attribute and will go up slower than physical attributes in youngsters, but faster in 30+ veterans.
  4. That's something others have brought up aswell and the schedules could very well be too light in key categories for what you want to see happen. The CF/ST schedules were designed based on my opinions and I tend to favour far more all-round abilities in my forward players, valuing attributes like First Touch/Technique/Dribbling and Anticipation, Decisions etc. for more close control link-up play in my forward line. This undoubtedly, infact obviously, has creeped into my schedule design. That's the way it goes though. Not everyone is going to have the same ideas for even specific and detailed
  5. The schedules you use/design are going to depend on the players needs or your wishes for the outcome. The key point being that to improve the Mental attributes in youngsters you need to compensate for their natural tendency not to improve. If a player is "Usain Bolt" in physical attributes but lacks even reasonable mental attributes, then you want to focus on them but it will require more intensive Tactics training that if you were training physical attributes, or training mental attributes in an older player. What is important is being aware of the natural trends in players when you come to
  6. It makes sense. I tended towards the opposite view, lots of Physical early and Mental later, but that is just a personal opinion for the actual effect of the schedule. If the schedules you design take the opposite view to the ones I designed, then that's all the better for everyone who might have different needs, wishes and opinions themselves. I totally understand the thinking behind it, and it is sound. If you train Mental earlier and I train Physical earlier, then someone wanting to boost a youngsters Mental can use your schedules. More options, more choices, better training for everyone.
  7. Sure go for it. Do try and test them before you release them though. You could release them in this thread but they might get swallowed up by some of the discussion. I would make a post here, and maybe make your own thread explaining what they do and I will put a link to it in my OP.
  8. It is not mine either. The problem is that you cannot seperate Positioning from Off the Ball when training, they are the same type of attribute in the same category and pretty much increase or decrease at the same rate no matter what you do. Likewise you cannot seperate Finishing from Composure, although these are different types of attribute and this difference can be exploited. We all have to work under SI's division of attributes into specific Categories. There could be some changes, like moving Positioning and Off The Ball into the Defending/Attacking Categories for greater and more logi
  9. For Goalkeepers I miscounted Strength by 1 attribute which had a pretty big overall effect on their attribute changes, with lots of big, buff tanks being produced. So I redesigned the schedule and you will find it in the following link: http://www.mediafire.com/?njltnzt14jm That's some really sweet distribution. Maybe a tad too much in Set Peices/Shooting but that could be down to you retraining him for a more advanced position. Or indeed down to your own preferences for attribute change. Did you custom design the schedule based on my method or did you use one of my pre-designed schedules
  10. The 110 workload was no cleverly crafted or figured out "maximum" but just a level of workload that "looked right" to me. The only downside of exceeding this level would be reduced condition recovery, perhaps a small negative morale penalty for the player, and perhaps an increased risk of injury. I do not think that the workload has "theoretical maximums" or "best positions" or any other over complex positions, simply risk versus reward. More training equals more attribute movement equals faster changes according to your wishes, balanced by increased condition+morale penalties and potential
  11. Pretty much. When he is injured his Match Experience starts to drop which will eventually lead to drops in CA. The same thing happens with players who go on holiday at the end of the season, just before they come back for Pre-Season they start dropping in CA because their Match Experience is too low. Not so much the "end of his injury" but more when he starts to gain CA. If the player is injured for six months then you know he will lose some CA and hopefully then get it back after he gets back to peak form. Once a player gets back into "light training" he will still be losing some CA, but w
  12. No it is not normal to have youngsters injured every other day. If you have applied the fix for the Strength and Aerobic counting errors I made, i.e. reduce Strength by 1 notch for every 4 notches in the schedule, and reduce Aerobic by 1 notch for every 6 in the schedule, then reducing the Overall Workload to a more acceptable level should maintain the overall balance of the schedule while reducing the likelyhood of injuries. The best solution would be to design your own schedules based on the information and "theory" in this thread. This way you can design your own preferred balance for you
  13. Veteran, it is aimed at players that are losing physical attributes or are likely to lose them because of age.
  14. That's not an issue with the schedules, it's an issue with CA change very likely caused by moving clubs. Large improvements or declines in attributes comes from CA going up or down, which has nothing to do with training. I am not sure exactly what goes on when this happens, but quick improvements or quick declines in new signings are commonplace. I would guess Reputation, Adaptability, Playing Time has something to do with it, or all three. However it is not training at work, training does not have the power to produce rapid and large quantity declines in a player, especially if he is just r
  15. It seems clear to me that CA gain is having a significant effect. This is the kind of feedback that is excellent. Van Buyten seems to be behaving pretty much as the Focus of his schedules would indicate. His Age would put him at a CA level he is unlikely to improve, but not so much that significant declines are occuring, and his pattern of change seems to pretty much fit the pattern of Focus for his schedule. However Badstuber is the opposite on both counts. He is gaining CA and his training change patterns do not seem to fit the Focus ratio of his schedule. My short answer, based on what y
  16. Eliminate the supply at source. For a big forward this usually means crosses from the flanks and uncontested longballs from deep, which means you should be looking to disrupt passes from deep and wide positions. Playing a high pressing game to force the opponents key distributors into rushed or inaccurate passes is what you want. Press the opponent high up the pitch so his defenders have no time to measure a decent pass, man mark his wingers so any quick out-ball from defence is immediately under pressure and prevents good buildup from the wide areas. Push your defence up to limit his threat
  17. That's a good issue to bring up, as I do think the bar graphs need to be looked at in more detail not only in order to make sense of them, but also to make use of them. They clearly have a purpose irrespective of confusion and obscurity of what they show, so understanding them really should be a massive help when training players. The problem is that so far the contemporary and consenus understanding has been that the bar chart levels relate to category intensive levels which relates to absolute levels of "maintain" and "improve" and so on, which is nonesense. It's an easy conclusion to jump
  18. The idea that you can easilly "maintain" a single category, halt the improvement or decline of a particular aspect of a players abilities, is a myth that has sprung up and become widespread due to the "Training Line Theory" and the lack of logical alternatives. While it is theoretically possible to micro-manage a player in this level of detail, like it is theoretically possible to prevent all changes in Morale, Happiness, Condition, Match Ratings etc. through intense micro-management, it is practically impossible. The reason for this is that there are constant changes to a players CA througho
  19. There is pretty much two distinct "Technical Profiles" for each player, the Outfield and Goalkeeping set. One of which is hidden for either player and cannot be improved but is generalised and defined by their rating in that area. So imagine a striker for example, he will have both an "outfield" technical profile and "goalkeeping" technical profile. However his "goalkeeping" profile is hidden and does not take up CA, nor can it be changed whatsoever. Likewise for a goalkeeper, but in reverse.
  20. Goalkeepers work differently to outfield players. Basically they work like this: Strength : Applies and has few attributes. Aerobic : Applies and has many attributes. Goalkeeping : Applies and has many attributes. Tactics : Applies and has many attributes. Ball Control : Barely applies. Has one fairly useless attribute. Defending : Does not apply. Attacking : Does not apply. Shooting : Does not apply. Set Pieces : Does not apply. Where I say "does not apply" what I mean is that the attributes in the category receive no CA when the player is a goalkeeper. You can train them as hard a
  21. If injuries were that simple no one would ever get any. If they were that simple they wouldn't be possible in any schedules I release to the public. The problem with injuries is that no one has defined their cause, no one understands why they happen, so they cannot be micromanaged out of the game. I don't wish to blow my own trumpet, but I think it is fair to say that as far as In Match injuries go, I have given the most detailed and logical explanation of their causes by far and repeatedly in these forums. Judge for yourself: Now when dealing with training injuries you have a compound p
  22. Kind of defeats the point considering the 1st Team Schedules are really all about maintaining attributes and improving condition.
  23. It does really work. If someone has an uncharacteristic outbust because of a harsh Teamtalk or any other perceived "wrong" other than demanding more first team action, then sticking them in the reserves will often produce a public apology as they "realise their behaviour will not get them near the first team". The crucial point is "uncharacteristic". If they have a Personality whereby bad reactions are a regular occurance then you must apply different man management techniques because the usual/effective ones will simply produce a different (and therefore negative) response in these players.
  24. If a player is "confrontational" then taking a hard line approach will rarely work, and will only provoke more and worse behaviour. To get the optimum out of them you will have to be supportive, kind and complient. If a player rarely confronts you or anyone else, i.e. has a rare outburst then a very hardline approach is desired, even if it is your fault. Sticking someone in the reserves for badly reacting to you, even if it was justified, will quickly solve the problem. If they are regularly confrontational then you need to adapt your criticism and your approach to their mentality.
  25. It is a lot less complex than it seems, alot less complex than this thread might make it seem. Once you get into it you will realise that it is all rediculously simply, and you will wonder why you never thought of it first
×
×
  • Create New...