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Found 8 results

  1. Good day everyone, I'm not sure if this belongs here or in the General Discussion Forum but - well, here we are. Suppose you create a brand new competition in the Editor (whether it's an 8th tier in England to add to the existing tree or a division in an entirely new league structure) and fill it with clubs but don't populate the club with any players. Instead you rely on the game to add players to playable clubs. Which factors then determine the (current) ability of those generated players? I assume league reputation factors in but, based on the players I've seen generated, it might be based mainly on Competition Level. Then again I assume a Latvian 3rd level division will have a lower average player ability than, say, a Spanish 4th level division. Is there a quantitative rule? Or at least a semi-quantitative guideline? Thanks in advance for any helpful replies!
  2. York City, Premier league, in Europe, Extensive Youth Recruitment, Exceptional Junior Coaching, Excellent Youth Facilities, Huw Jennings Resolute HOYD, Under 18 Manager, Assistant, 2 coaches, 2 Lower League Youth Intake Affiliates Currently Spawning 1/2 to 1 1/2⭐️ ability max And Spawning 1/2 to 4 ⭐️ potential Reloading on intake day to test it. Should I not be yielding any ⭐️ ⭐️ ⭐️ current ability? Like surely the boxes I’ve ticked I should have a desirable intake after 15-20 reloads?
  3. Hi, I have some questions regarding about Football Manager Mobile 2018. I have tried searching on the forum here but I did not find the information I need and I would rather have someone who works for SI to answer my questions rather than some random user (sorry user!). I have found some information on fmmvibe and fmmobile but I am not sure if those information are accurate or just user's opinions. Basically, these are the roles i have chosen for my tactic: Goalkeeper WingBack and FullBack (depending on the match) Central Defender Central Midfielder Deep-Lying Playmaker Inside Forward Advanced Playmaker Poacher So my questions are as follows: Question 1 Which are the key attributes and the preferred attributes for each of the roles mentioned above? Question 2 Which attributes does each of the focus (Fitness, Tactics, Attacking, Goalkeeping, Defensive and Motivational) training improves? Question 3 Which attributes CANNOT be trained nor will it increase by match experience? Question 4 Which attributes are hidden and affects the current ability or potential ability I hope you would be able to answer each of my questions. Kind Regards, Jon
  4. I know you can use -7 (110-140), -8 (130-160), -95 (160-190), etc., but can you also use numbers that aren't divisible by 5 and 10? For example -73 (116-146), -86 (142-172), etc.?
  5. 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?
  6. Whether it is through the FM Editor or something else, I would love SI to open the game up more for modding the actual game engine, ranging from things like how the scouting and attribute discovery process works, transfers, the AI, potential ability, etc. I know it's a stretch to open up the game to customization that much, but maybe there is a middle ground to that SI can leverage the community a bit more to fix certain issues that consistently come up. What do you think?
  7. For some time now, the scouting of potential ability has been far too precise IMO, particularly for younger players with less game experience. This translates to forward thinking FM players just scouting the hell out of young players and buying guaranteed future stars for pennies on the dollar in terms of their actual value. This is an incredibly OP strategy since developing players to their PAs is a pretty sure thing (this is an issue I've critiqued in another PA-related thread). I mean, think if this was the case in real life: if you knew a 16-18 year old player had the guaranteed potential to become world class if only given enough playing time, pretty much every big club would come running looking to purchase them and so his price would more closely reflect that of a world class player, albeit less since there is still risk of setbacks and time needed for development. I mean, sometimes this is indeed the case in FM, but I'd argue that they are often under-priced given the relatively unambiguous PA and certainty of growth. Nonetheless, this isn't how it works in real life at all. Even the best scouts and coaches can't predict who is going to be world class and who isn't. Sure, some of the more precocious players have expectations of future greatness, but even then there is a lot of variability as to which players actually realize that potential. Hence, why there are still players who become busts and many unknown players go on to be world class. So, what would a more realistic, challenging system look like? I think the solution is to have a system where scouting of PA is far less precise in general, and the degree of precision be more a function of age and game experience (which can be viewed by scouts) than it is now. This would mean that scouting young players only gives a very crude approximation of their potential; and that approximation can be only be honed gradually as a player grows (both in age and ability) and/or plays more games that can be scouted (the more competitive the game, the better). As a player matures and starts to reach that potential through professional experience, then you might be able to hone in on a more accurate PA assessment, perhaps within a star or so. This contrasts with the current system where you can predict within a star whether a player will be a 4-5 star player pretty much from the time he enters the game. That's just not how it works in real life and it results in abuse. The final result would be that it becomes very hard to just pluck young, world class talent, and attempts at doing so would result in far more "busts" than the current system (where that is pretty rare). At the end of the day, the focus should be on developing (or scouting) a player's CA, with only a vague idea of their true potential. This more shrouded PA scouting system would allow for young players with low initial CA and high PA to be "discovered" or just be late-bloomers, and inversely players with high initial CA and lower PA might have high expectations but ultimately become relative busts. That is ideally how the system would work, at least until they scrap the hard PA cap for a more flexible, organic growth system (my personal wish). P.S. if anyone suggests good ideas, tweaks, or refinements to this concept, I'll try my best to add them to this initial post (with credit, of course) for a more convenient, summarized view. I know it's easy for good discussion and fleshed out ideas to become buried deep in threads.
  8. I often like to switch young players' potentials from the fixed integer to the corresponding random integer range to add variability to my game saves (so I don't know which players are future stars as I do with the default database), but I found the 30 digit range to be a bit too broad in many cases. For players with very little professional experience, that broad of a range is suitable since it is hard to know how good a player can be until he's actually played some at the professional level. But for young players who have actually played some professionally but can still develop a fair amount (e.g. the Marcus Rashfords of the world), I think a range of, say, 150-180 is just too large. To give an example, sometimes I think a range of 165-180 is the most realistic for players who clearly have the potential to be good players in top leagues (165+) and may become world class players (~180), but not likely to be just decent (~150) or total world-beaters (~190). Regardless of the scenario, it would be much better if the editor allowed us to set the min and max to whatever values we deem appropriate. It would enable a lot more flexibility for those of us who like messing around in the editor, and it doesn't seem like a particularly difficult feature to implement in a database, either. I think the easiest solution would be to change the editor interface to have two fill in boxes that allow you to specify the minimum number and maximum number of the range. --- I know this is a stretch, but I think it would be even more awesome if the editor allowed us to set weights to the range of PA values. For example, we could set a player's PA range to be 165-180, but weight the random number generator to skew towards the 165 or 180 end, or just the mean of the range. This could be implemented in the editor by having another drop down option with three options: a skewed left, skewed right, and non-skewed normal distribution over the specified range (the lower and upper limits being the third standard deviatIon). Ideally, you could also set the mean of the skewed curves.
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