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Exius

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About Exius

  • Rank
    Amateur

About Me

  • About Me
    Ukraine

Interests

  • Interests
    Football, Formula-1, Philosophy

Favourite Team

  • Favourite Team
    Metalist, Barcelona

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  1. I haven't tried, but I think by modifying those files you can change the octagon categories, or maybe even adding more edges with new attributes. When I have time, I'll experiment with it.
  2. You can check this in Panels/player attribute analyser outfield.xml and Panels/player attribute analyser goalkeeper.xml (for GKs). For outfield players these are: Defending: Tackling, Marking, Positioning Physical: Strength, Agility, Balance, Stamina Speed: Pace, Acceleration Vision: Passing, Creativity, Flair Attacking: Off the ball, Finishing, Composure Technical: Technique, First Touch, Dribbling Aerial: Jumping, Heading Mental: Decisions, Teamwork, Anticipation, Bravery, Determination, Concentration. For GKs these are: Shot Stopping: One on ones, Reflexes Physical: Strength, Agility, Balance, Stamina Speed: Pace, Acceleration Mental: Decisions, Teamwork, Anticipation, Bravery, Determination, Concentration Communication: Command of area, Communication Eccentricity: Eccentricity Aerial: Aerial reach, Handling Distribution: Kicking, Throwing
  3. This part should be developed further in the game. I remember how I was a manager of B team and when they sacked manager of the first team, I applied for the job. And then the board was disappointed with me for that, they were also disappointed in the interview and asked me why I was applying for other jobs while managing a team... So, the game currently doesn't recognize that it is actually the same club and you are not applying for other jobs, you are just seeking a promotion.
  4. If they have a special edition, which is more expensive than the standard one, does it mean they'll make editing club logos and kits more difficult? Otherwise I see no reason to overpay for a single club logo, kits and facepack when you can get all these (and not just for one club) for free.
  5. Looks like a bad luck - it happens from time to time - both IRL and in the game. If this happens to you every second game - than it's a real problem. But if it's just one game out of ten - it's just nothing more than a bad day. I know it can be very frustrating, expecially if you prepare to the match, study your opponent, analyze his tactic and then everything goes wrong... But this kind of matches happens in real life, not too often but it does. If you can't stand it - just reload the game and see if there is another result.
  6. It does nothing with passing length. It adjusts defenders movement and positioning so that they are more often open for pass. I'm going to show it in my next tactical experiment here and I already have some interesting results.
  7. The same story with me. I got promoted to the first division and have at least a couple of suitable stadiums in my city (one of them is not used by any team) but the board moves me to another city to share the stadium with another team. I don't know what algorythms choose a stadium but they are completely broken.
  8. Here you are. Yet again I used 4-2-3-1 control possession preset for both teams with default TI. U21 team has Work ball in box by default. U19 team has Shoot on sight instruction. I also set Be more disciplined instructions for both teams to make sure they follow the tactical instructions. I played only 5 games because there are no surprises here. The team with Shoot on sight instruction usually had more shots but many of them were outside the box, while the team with Work ball into the box instruction had less shots but most of them were inside the box. This is pretty obvious and expected. There was one game where U19 team had less shots, and there was a game where U21team had most of their shots outside the box despite their respective instructions. I didn't watch the games (I was watching Napoli-Barcelona friendly at the moment) but I can assume what happened there - things went wrong for the teams in that particular games and they struggled to get to positions to shoot. U19 team had produced some shots due to their Shoot on sight instruction (maybe they would have had much less shots without it), but most of them were outside the box. U21 team was forced to shoot outside the box even though they had work ball in box instruction, but without this instruction they would have had even more shots, still outside the box because they failed to get into better positions. So, Shoot on sight instruction will increase the number of shots. Many of them will be outside the box. If you struggle to produce the shots, you may start producing some (outside the box mostly). But that instruction alone doesn't mean that all your shots will be outside the box. If your players succeed to get to positions to shoot inside the area - they will shoot from there. They just may have some more shots outside the box as well.
  9. I played a bit more games (10 overall), so here are updated results: What can I say? Indeed, a team on a lower tempo has a bit more possession (in 5 games they had +8% possession, in rest of the games possession was equal or nearly equal). An even when they don't have considerably more possession, they still make more passes (players find more time to move into position to receive pass?) - in 7 games from 10 the team with lower tempo made 10-15% passes more (I mean number of passes, but not accuracy percent). So, tempo alone may have some influence on possession but it doesn't reflects on any other stats. Lower tempo = more passes + a bit more possession. Could you please suggest a more suitable tactic to test tempo influence? I mean not only influence on possession, but any other stats? Yes, in friendly matches players don't try as hard, but, as I explained, I tried to exclude home/away advantage/disadvantage, which I believe may have much more influence. And there is no other way to control both teams and play on neutral ground other than to play a friendly between my junior teams. Now I've set all attributes to 12, with CA 120 and PA 150. As I said, the editor I'm using makes it automatically - you only need to choose player level you'd like to achieve - from very poor to superstar. The reason why I'm doing it is because I'd like to exclude the difference in players attributes from equation.
  10. Here are results of several more games. As I said, 4-2-3-1 control possession preset was used for both teams with default TI and no PI or OI.The only difference is that the team to the left plays with the slowest tempo, the team to the right - with the highest. As you can see, tempo doesn't affect stats in any way at all. It doesn't affects, shots, possession, passes. The only useful conclusion which I can carry out of this experiment is that tempo doesn't affect passing accuracy. You can play short passes + high tempo and the accuracy will be the same as short passes + slow tempo. It doesn't seem realistic to me, but that's how it is in the game.
  11. Yes, but the problem is, what I saw - is not a clear pattern. I made another test - I took a Control possession 4-2-3-1 preset with default TI for both teams. For one team I set minimal tempo, for another - maximal. Yes, sometimes players with the lowest tempo dwelled on the ball, but sometimes players from the team with the highest tempo did it either! I watched the whole match, but if I didn't know the tempo of both teams - I couldn't tell it only by watching the game. The only difference which allows you clearly say who's playing with a higher tempo - when there are set pieces, players with high tempo don't wait for the ball and run to teturn it to the spot themselves. That's all. Anything else - they do in both teams. Players with high tempo can take time with the ball while players with low tempo can perform quick actions with the ball (like first time shots or passes), and they do it quite regularly. So, if there is such a small difference between the highest and the lowest tempo - then what's the point in this instruction at all? I think that's because the tempo should define how fast a team tries to get to the goal. When we say IRL that a team plays with high tempo - we mean that it rushes to score, makes quick transitions, a lot of sprints, etc. In FM it's controlled by mentality and passing directness, while the tempo controls comething I can't clearly see. Another thing is that tempo varies naturally through the game. Players can't play all 90 minutes in high tempo. Sometimes they slow things down to take a break, and in such pauses the team with slow tempo may hurry things a bit. So, after all, they all look pretty similar through the whole match. If you think that it's poor choice of tactic to see the effect of tempo, could you please recommend me a tactical preset which should be affected more by changes in tempo? Or maybe change some other conditions to see the difference more clearly (make one team weaker or less motivated, or smth else)?
  12. Thank all of you for the answers. All of you have a point but the main problem here was in something else. We all missed one thing - what actually a player with all attributes 20 would do in a match. I think nobody knew it, because nobody tried. I tried to watch at least one game in full mode and I was surprised with what I saw. The was one more problem with the results I provided - this is my regular tactic, and when I play it with my regular team I usually complete around 400-500 passes. And here it was only around 200 passes completed by perfect players. I thought the problem was that all of them are perfect in defending, so they just don't let to play each other, but it's not the case. The problem was that every player just tried to dribble to the opposition area - even defenders. They literally took the ball out of the defence and dribbled to the opposition area, without passing it to anybody. And then they either tried to shot, or passed the ball, or lost it. I tried to make some tactical changes and add more TI and PI which can increase number of passes - dribble less, pass much shorter, be more disciplined, work ball into the area, etc., but it didn't produce any effect. And then I realised that the problem was in those "20" attributes. It seems, that players are actually "aware" of their attributes! I mean, they know that they have 20 Dribbling and try to dribble more even though they don't have such trait (I removed all traits). And 20 Flair (and maybe some other mental attributes) made tham ignorant to my tactical instructions. So, if Aggression is some sort of natural pressing intensity, than Flair is a natural creative freedom. So, a player with high Flair does what he thinks is best (and what he is best in) but not what you tell him to do. It's not a problem when it is a midfielder with 20 Dribbling and Flair, but defenders are not supposed to have such attributes, so it ruined the game. I changed all players attributes to 12 and after that I saw them really following my instructions (in terms of passing and mentality). But changing tempo still doesn't reflect on team stats... I'll share new results a bit later. The point is to minimize any other factor which can affect player's performance than tactics. Of course it's not possible to do completyely, but I tried to. And why I initially chose to set all attributes to 20 - because a mistake is also a random factor and I wanted players to make less mistakes, thus minimizing this random factor. But it worked in the way I didn't expect. I still don't get it. How can changing tempo have no effect at all on the stats? More mistakes - than it should be a higher number of passes or shots attempts. I tried to do this with a 4-2-3-1 preset without any TI and PI at all for both the teams, so it shouldn't be the tactical issue. And I tried to watch, but I don't see any considerable difference. Yes, with lower tempo players take a bit more time with the ball to make a decision - they can make a small pause with the ball (like dwelling on a ball), but I don't understand why it doesn't affects match stats. If they stay with the ball longer - than it should be fewer passes made, but it's not! I agree with you - 3, or even 10 matches is very little sample size. But unless you are a SI developer and can perform automatic tests, I'm afraid there is no way we can do something else here. But it would be very interesting indeed! Yes, I'm planning to test these TIs as well, along with some others (play out of defense, hit early crosses, compare players stats with various roles and duties). I used an unoficial ingame editor to do this. It turns a player to superstar by setting all his atributes (including hidden except injury proneness and controversy) to 20, and his CA and PA to 200. Anyway I already know that this is not needed and actually ruins my tests. Of course all of these are great guides, but, you know, you learn something much better when you try and see it yourself than just read about it. I'd like to see an exact effect of some tactical instructions. I'm laso struggling with understanding some player roles and their differences and that's something I'd like to test in this experiment as well.
  13. Yes, it was the only solution which replicates the correct attacking movement, but it doesn't replicate his defensive behaviour. If I move him to ST position - he just stays forward, while IRL he comes back when the team loses the ball (not always of course, but if there is a dangerouls attack coming - he drops back to his defender position). So in terms of FM it's more like a box to box midfielder but with larger roaming range. So, it seems there is no way to replicate this precise behavior in FM.
  14. I enjoyed the latest PES demo, and noticed they implemented something I tried to replicate in FM without any success. I'm talking about a defender going forward like a stiker when the team is on attacking mentality and needs to score. IRL Pique does it quite often closer to the end of the game when Barcelona struggles to score and there is nothing to loose. In FM I couldn't replicate it - I succeeded to make him dribble with the ball to the opposition area, but then he passes it to somebody and gets back. Does anybody know, is it possible to make him do what he does IRL, without changing his position?
  15. Oh gosh, my whole post was about completely different thing, and you took the least meaningful sentenсe out of it... Of course not. I explained why it's not always relevant to make experiments against AI team - they can react to your tactic and what you'll see - might be a result of AI changes but not yours tactic. You need to create more "sterile" conditions for the experiment, and I tried to make them. But it doesn't seem to work.
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