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Found 3 results

  1. It'd be good to be able to have more of an influence on a players attributes through training, matches, interaction with players etc. I'll use work rate in this example, but it could also apply to things like determination, teamwork etc. Whether this could be applied to things like Pace / Strength if you'd like your player to develop into a different role (e.g. Calvert-Lewin's development into a target man by working with Duncan Ferguson, bulking up, improving his strength, jumping reach, trait: play with back to goal) etc. For example, Everton were on a poor run of form before the last international break (from mid Jan to March, Everton only won twice in 9 games, losing 6). Since that break, the players have now won 3 games in a row and not conceded, with the biggest change of all being in tricky wingers Bernard and Richarlison showing a workrate like never before. On FM, Bernard's work rate is fixed at 10, whereas this season (& especially recently), his workrate has been much higher (more akin to a 15/16), with him tracking opposition full backs into his own penalty area. Richarlison has been the same on the other side, showing an appetite for defensive work like never before. Credit has to go to Marco Silva for eking this out of the players, whether it's through interactions with the player (telling them off / convincing them of the need to work harder) or hard training, the results are playing out. Calvert-Lewin is suddenly playing like a man possessed, occupying 2 defenders at once with his strength, jumping, heading, work rate and pace (all stats that would be markedly better than the game's default setting). It would be great to be able to have an influence on stats like these on football manager by setting various training schedules, via the side's tactical approach, and by interacting with the player to get them to work harder for the team.
  2. I have recently read a few posts on researchers using '0 attributes'. This basically means that the attribute can be anything in a different save, 1-20. I don't think this is very realistic, let me pose a real scenario to show why. I think that using 'attribute ranges', would allow researchers to be more specific, whilst also ensuring some randomness and variety between saves. Let's use Marcus Rashford as an example. Let's say it is clear that he is a determined player. He is still young, so it is not clear just how determined he is. Since the researcher can see he is at least fairly determined, they can use an attribute range to model this in-game. Rather than setting the attribute to 0, they can set it to say 12-18. This could be done for other attributes too, for example, free kicks. Rashford has taken one or two, really good free kicks so far in his young career (eg. v Celta Vigo). Is this going to be a consistent thing or a one off? No one knows, so rather than setting the attribute to 0, meaning Rashford's free kicks could be anything as low as 1, they can set it to say, 8-18. This is a wider range, but at least it means that Rashford free kicks are not terrible, which they are not in real life. It could be used for a player's potential too. Using Rashford again as an example, let's say the researcher thinks that Rashford is going to become a very good, but not world class player. Using a custom range, the researcher could set his potential to 150-165, say. I'm not saying this should be Rashford's potential or anything, just showing how it could be used to allow a researcher to be more specific whilst also keeping variety between saves. Any feedback as to why this would not be a good idea is welcome.
  3. I really like the new preference to display player attributes as horizontal bars, however I'd love to see the option to also see the attribute value at the same time. There is certainly room in the Players Attribute screen to have two columns of information.
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