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Found 36 results

  1. Hi, i created two world class players. Their happiness shows fine (green). But their attributes keep dropping at constant rate and I keep seeing messages that player disrupts training session. Is that due to training? I setup an intense training workload. Followed the training mentioned here - https://vibe.community/forums/topic/38482-intensive-training-for-fmm17/ or is it due to tactics?. I bought in game editor as well. Every time I try to edit the player attributes, it keeps showing potential to international even though I set up to world class before due to decrease in attributes. Can anyone suggest what should I do ? I am using default 4-1-2-2-1 tactic with added counter attack and attacking mode. Would be great if anyone can suggest how to stop this.
  2. I've recently tried to create tactics for spurs and liverpool which mirror their real life playstyle, and I began to notice something weird. For players like adam lallana and dele alli, in real life you often see them making frequent runs beyond the other attackers, however, i can't get them to do so frequently and I'm certain it's because of their high levels of teamwork. I'm sure because I've experimented with altering nothing else except their teamwork (lowering it) and the number of runs they make afterward as well as the aggressiveness of their runs is greatly increased. Question is, is this working as intended? Because I've always thought that higher teamwork should mean trying to adhere to manager's instructions as opposed to simply coming deep for the ball and wanting to be closer to it at all times. Which should follow that if i tell a player with high teamwork to get further forward, move into channels, AND he has gets into oppo. area ppm, he should be making these runs diligently every other minute for the good of the team (as you often see lallana and alli do irl). I was also wondering if the s.i researchers are aware that this is what high teamwork does, because i believe if they were, a few players would have lower teamwork in the database so that they can make more frequent runs mirroring their real life playstyle.
  3. If I understood it well, the Leadership/Influence affects how that player will motivate the other players (having said "influences other players" or "leads the other players" would be redundant). And determination is how much that player will believe in the positive result, and how far would he go to achieve it, etc. So, if a player has Leadership 20, and Determination 1, will he pass his low determination on to the other players of the team? I mean, it would make perfect sense, that a player could be a highly charismatic demotivator, as there is such a thing, but I'm not sure if that's taken into account in the match engine. Thanks
  4. This was mentioned in the old "wishlist thread", but now there's a sub forum just for feature requests, I'd like to pick up this suggestion again, and hope to have a healthy discussion around it. As of now, the way we "measure" players in FM is by specific numeric values, i.e. "Pace - 17", "Strenght - 14", "Stamina - 12" and so on. Instead of quantifying the attributes in such a way, I'd suggest (it's been mentioned before, so I'm not taking credit for the suggestion as is) that the attributes are replaced by text, a report from the scouts/coaches, with real-life numeric values where applicable. This would mean that for instance, the physical attributes would be "replaced" as follows: Instead of "Pace - 17", you would have the players result on a 100m running test (or 200m fwiw), for "stamina", a 5.000m run, for "acceleration", a 40m dash, for "strength", a couple of weight-lifting results (or other applicable measuring instruments). Same for "jumping reach", a high jump test. The mental attributes would be "replaced" by a coach's (or scout's) report on the player, i.e. "tends to be very aggressive and brave, but shows great composure and concentration. His leadership skills are very poor, but he's got good vision and has a very high work rate, while being a team player." Likewise, the technical attributes could be combined by a textual report and test results, "Penalties" can be tested in practice (i.e. "has scored 20/20 in practice shoot outs for the past five weeks" or something, and could also be combined with other relevant attributes.), "dribbling" means running a test course on the field, with the ball, and getting a time score. Same goes for "technique", while "marking" and "heading" needs text reports. I don't have the exact solution for how to "replace" each and every one of the attributes, but I figure that once the discussion is on, suggestions are free to be made, and if - if - SI would someday find this interesting, I'm sure they could find even better ways to do it. Please, do notice that I've repeatedly written "replace" just like that, because, of course, the real attributes shouldn't be replaced in the database. All players in the database should keep their attributes as they are, what I'm after is to replace the "visual representation" of said attributes in the player profile screens within the game. I just feel that having Adebayo Akinfenwa's bench pressing results would seem more "real" than just listing his strength attribute (20, I'd presume, don't have his attributes available right here, right now), or Theo Walcott's 40m/100m sprint times instead of "acceleration 19" and "pace 17" (as of october 2020). Feel free to pick my suggestion apart if it deserves it, but constructive feedback would be appreciated. -M
  5. The recent suggestion on player positions re-ignited my bug bear of the Mental stats, I think it's about time this group of attributes got sorted better and split into two groups: Tactical and Psychological Tactical attributes should be everything that relates to tactical thinking (game intelligence), such as the following: Anticipation Decisions Positioning Off the Ball Teamwork Vision Psychological attributes are the ones that affect the individual, such as: Aggression Bravery Composure Concentration Determination Flair Leadership Work Rate This would make more sense in football terms then lumping them together as they have been for ages. Sure there would be no changes required in the actual code, just how they are presented in the interface. Time for a bit of evolution.
  6. Hi everyone, I'd like to monitor history of attributes of changes of each player in the squad. For example, let say we have a 16 years old wonderkid. 10 years later, I'd like to see his previous profiles, i.e. when he is 18, 20, 22, 25 to make conclusion about player development. Maybe when he became 21, we would be able to make conclusion that "this player has not improved as much as I expected for 5 years" and change our minds. This will also let us to learn more about the player development process, how aging affects it, how the physical building affects it, etc. Cheers.
  7. Currently, we can see a player's stats (goals, assists etc) from previous seasons in their history page. I want to be able to see what a player's attributes were each previous season. For example, my 30 year old superstar who currently has great attributes... I want to be able to view in his player history what his attributes were at 25, 21, 17. I see this being of benefit in two ways: 1) helping with scouting... If I can see what attributes my current older star players had when they were younger, I can look out for young players with similar attributes in the transfer market. 2) player development... I want to be able to see exactly how my players are developing year on year. If I can see their current attributes and compare them to their attributes for the previous year, or 2 years ago or 5 years, whatever you may wish, then I can monitor and improve player development more closely and efficiently. Interested to hear any thoughts on this.
  8. luiseitor212

    View hidden attributes

    Hi, I want to know if exists any panels for seeing the hidden attributes in the player profile. In FM16 there was some panels but now I cant find it. If anybody has created this panels for FM17, if someone explains to me how to do it, I will create the panels. Thanks and sorry, my English isnt very good
  9. What is people's approach to player attribute values. Historically if signing a winger for instance, I would create my search with a basic start of point of; dribbling, crossing and pace 15+. if the results were large I would either increase to 16+ or add in acceleration, finishing, flair. So on until the search brings back just a few valid options. I very rarely care what the players other stats are outside of my search criteria (a bit like the 'moneyball' approach, I want the players for the best stats in their position -> if I have a winger that can dribble and cross then I don't care if he has tackling 3 because I will have a full back that can tackle and head). However, I'm noticing very few 'wonderkids' come with stand out stats so I see them in the future having many 12-16s across the board but very few 18-20s. Are well rounded players better than people whose key stats for their role are higher? to put this in greater context... Cleon's art of counter attacking specifies (paraphrase) in long term search for players with... crossing, dribbling, first touch, technique, aggression, bravery, off the ball, work rate, teamwork, pace, acceleration, stamina, strength. (for counter attacking formation) If I use all these attributes and search for maybe 10/13 as 15+ I will get no results... I would probably at best get a few players at 11/12 + so should I look for 13/13 of the above attributes with 10+ value... or cut it to 6/7 out of the 13 attributes but look for higher scores? what is your approach?
  10. Hi Was just wondering if I edit a player's attributes without editing his CA, would that mean that the edited attributes would (fast/slowly?) decrease to fit the CA? Because, afaik, the CA "overrides" the attributes, am I right? And if I edit a players CA (raising it) without editing the attributes, would that lead to a (fast/slow?) increase in the attributes, and if so, which ones? All? Those fit for his positions/roles?
  11. Making the assumption, which I know is wrong, that average rating is influenced by our player attributes. Is it possible, and how exactly, to do a statistic regression to estimate what the average rating of any player is going to be? I am not interested in the accuracy of the prediction, because the predictions is more likely going to fail, because there are other factors influencing the outcome. What interests me, and I don't know if that makes the question off topic sub forum material is the how to. For example is it going to be a linear regression? Is it going to be a logistic regression? is it going to be an ordinal regression? If it is a linear regression how do we explain negative coefficients if there is no negative effect on attributes? How much data sample size do we need for such a regression? Eventually, it is not the average rating I want to predict, but to find a way to estimate Y to create a "score" or "rating" for any given player, if I know their attributes, so that I can say player A is most likely better than player B. Has anyone attempted anything similar? Give details.
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