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Found 41 results

  1. Hi, apologies if this is common on this year's game, but its the first time I've come across it. My manager attributes have increased gradually over time as expected, in appropriate areas, based on my management, however it is the first time that I have seen any coaching attribute above 20, which I would have assumed is the limit as per playing attributes and attributes of all other coaches in the game. It seems my Working With Youngsters is now at 23? I was just wondering if this was a form of bug or it is possible that human managers' attributes can go above and beyond what the AI is capable of in-game in terms of coaching? Also thought I'd point out before it's raised that the in-game editor usage is disabled from my game and I also don't own it. Thanks. https://steamcommunity.com/sharedfiles/filedetails/?id=2077541127
  2. Hi, apologies if this is common on this year's game, but its the first time I've come across it. My manager attributes have increased gradually over time as expected, in appropriate areas, based on my management, however it is the first time that I have seen any coaching attribute above 20, which I would have assumed is the limit as per playing attributes and attributes of all other coaches in the game. It seems my Working With Youngsters is now at 23? I was just wondering if this was a form of bug or it is possible that human managers' attributes can go above and beyond what the AI is capable of in-game in terms of coaching? Also thought I'd point out before it's raised that the in-game editor usage is disabled from my game and I also don't own it. Thanks. https://steamcommunity.com/sharedfiles/filedetails/?id=2077541127
  3. I just got headhunted by an English Championship club and need to rebuild my coaching staff. My assistant from my old club doesn't want to come with me, could be due to the fact that he's less than 6 months into a new contract, could be that he has designs on succeeding me, who knows? Anyway my shortlist of assistants is compromised of a couple of good solid assistants at this level (Steve McClaren, Eric Black), a couple of outsiders plus a guy who was my defensive coach at my old club before he quit for an assistants role elsewhere. I'm officially allowed by my board to hire seven coaches, though I tested it and I can get away with eight. If I hire tried and trusted assistants, essentially both have good attributes to be assistants, i.e. good man managers, determination, level of discipline, tactical advice and motivating, but they're only average at coaching. If I give them more than one coaching assignment they drop below three star rating in one area, meaning I have a bad rating in one coaching category. If I sign my old coach however (who refuses to be a coach again) he is a superb defensive coach and guarantees that I have minimum three star rating in all coaching areas, BUT his man management is bang average (10/20). Given this is supposed to be a key stat for an assistant, I'm wondering what this would mean in practice; will he give me so-so advice on contract renewals or practical stuff? Essentially what would make him a bad assistant in this sense?
  4. An old problem, but I thought it should be fixed already in some update. Unfortunately, it has not been repaired yet. When I filter players / training staff, when I reduce attributes, only those that are not selected drop. But if I increase the attributes, they will all increase. Can you fix it? Thanks Nagrywaj_2020_01_30_01_10_42_803.mp4
  5. I play Football Manager is phases, have done so for the past 15 years. I play and get into it for a few months, find a working tactic, understand my squad and have the success i want, and then stop playing for a few months and come back to it feeling almost completely lost and far behind the knowledge of my previous managerial in-game self. When this happens i am able to somehow claw back the knowledge from scouring this specific forum for hours, but sometimes i need just a quick, concise reminder to get me back on track. Disclaimer : I will most certainly get some of these wrong and want this to become more of a collaborative effort with people joining in and giving their battle worn advice. So, what are these attributes, (and attribute clusters) and what do they simply mean in terms of gameplay. Really. So you got a striker who seems better than the one you previously had but still can't seem to score the goals the previous one did so easily ? Same with a star midfielder, or defender. A tactic not working even though it seems good at face value ? There's a good chance there's an important attribute you are overlooking .
  6. I love playing with attribute masking but I also have a slight case of OCD and seeing numbers like "11-14" really bothers me lol... At this point its probably unlikely that attribute bars will make a return so I am suggesting a Letter Grade option. Where a range of "16-20" would be considered an "A+" for example...
  7. Would love to see attributes to be masked or even better to have “textual description” by the scouts. As the grades and graphic can lead to be something that is decisive for selecting players. With this the scouts and scouting would be useful. Like it is now i’m completely ignoring what they are saying and only using the “scouting for hidden attributes” Would be great to get textual description of the grades for example if the grade is in certain range (pace from 16-20 can be given as the super fast player) or (finishing 10-15 as the good finisher with some improvement to be done) with this you would pay much more importance to current form or the scouting report... to see if the player is worth including in first team or worth investing in. Im often selecting the players based on the grades (17 finishing is light years away from 15 finishing - - - i just cant help myself) Also for youth players would be great for first year just to get short report why are they promoted from the academy... and what the head of youth dev think what could be improved or something... could be great if we can have these reports from head of youths to see what we can expect from the youth academy and not just to realize what we got on a certain date. TOTAL attributes masking could be feature that you can chose on the start of the game and the youth academy should be something included as you can track it whole year and play around it.
  8. Okay guys, so I was thinking to upload about this issue from many days but didn't get time for it. In the last season when I got promoted from Skybet Championship as Barnsley, other Premier Division clubs released the players as usual but the players were unusual. One of them was luis Suarez, a 22 year old one and other was Thomas Muller, again a 22 year old one and their stats and playing position also matches the original players(not exactly). Thomas muller isn't that great but Suarez really is. Here are the attributes screenshot of two players. Is it a bug or something and where can I find more of these duplicates as they are cheap enough for Barnsley
  9. - I don’t know if this already mentioned, but what I’m missing in my fm saves is when you enter the comparison page you can only compare your stats with the competition you are managing. In my saves I want to create a team who can challenge the European top teams in the champions league, but I can’t compare the attributes for the Champions League. - I also want to add if you can select custom attributes to compare. For examle I want to compare first touch , passing , technique, vision, determination with the rest of the teams in the competition im managing.
  10. I just noticed similar with a goalkeeper coach (jani paananen) had in 19s in staff search hired him few weeks later checked my coaching and only 2 stars, so checked it out and now he only has 13s, can't fire him because he's just signed fortunately board request allowed another coach but for now I have wasted a valuable coaching spot. Posted this in the beta topic, I'm playing as Everton pretty much culled my staff and went recruiting when the above happened an well into game now so haven't got a save now. I know you can't fire hired staff, it's only the attribute change the bvugged me. Couldn't work out which bug forum to post this in, if this is wrong please feel free to move me.
  11. So I have a different question here. As I was trying myself as a more, lets say Benitez type of a manager (being concerned with all kind of details and micromanaging the hack out of every team) I came across an understanding, that Determination, Workrate and Pace are among the most rewarding attributes in this game. I mean, I always build my team based on those 3 attributes. Never under 15 in determination. Ive been doing so for the last 10 years at least (in FM era) and always had success. But the question is how do you create a tactic based on average players attributes in a team. I mean if my strikers are among the strongest and tallest strikers in the league, how do I channel that info into action tactically speaking? Do I play a more longball oriented style of football? Or for instance, if my players have the best conmposure in the league? Or Anticipation? How do I use that as my teams strenth? Any help?
  12. Good Evening Everyone - I'm looking for a skin, that doesn't show attributes, something that would make the game a lot more challenging. You would have to look towards dynamics, training, and coach reports a lot more. I've been looking for a skin for a while now, however I haven't been able to find anything anywhere. I asked @Cleon on Twitter however I'm still very much searching. - Here's what I'm looking for https://teaandbusquets.com/blog/no-attributes-no-problem If anyone can link me a download link I would be over the moon. Thank you, rob.
  13. The order of player attributes changes depending on the game language. I'm used to the Norwegian player attributes order, but I will be playing with English language this year, but I find the player attributes to be kinda all over the place. I'm sure I could eventually get used to it, but it would be nice if we could: Click+hold, and drag player attributes vertically to change the order. I have wanted this for years, and I have previously tried to change from Norwegian game language to English, but I gave up after I couldn't get used to the English player attributes order. I also think that this feature would be easily implemented. If this gets implemented, I'm sure that it will feature in the full version of Football Manager, but as Touch user on PC, I would appreciate if this feature could also be implemented on Football Manager Touch for PC.
  14. New Attributes: TECHNICAL Premise: the last FIFA I played was ‘98 (RtWC) but i think that they have now some attributes that FM should stole: Volley. it would depend from "tecnique", "agility", "balance" and "finishing" or "passing" Sliding tackle - standing tackle. That’s in particular can give defenders more variables and you, as a manager, can (e.g.) play with an higher defensive line also using slow defenders but with good sliding tackles (and good position of course) Skills. I starting love football thanks to some old tv program about Pelè. When WC94 arrived i just turned 10yo and in the final i, italian, supported the opposing team ‘cause there was Romario. Then in 1996 i saw Ronaldo in tv and it was amazing. All this premise to say that ‘skills’ and ‘flair’ are important part of football for me. This attribute would be not a stand-alone, but it will depends from ‘tecnique’, ‘flair’, ‘agility’ and ‘balance’. It would be both an aesthetic attributes (that some fan love and boosted merchandising, support etc... for some teams the show of a game has the same importance of results), both a way to distinguish player that can can thrash a man marking for example. Long Passes Short Passes First time passes - it would depends from 'tecnique' and short or long passes New Attributes: MENTAL Reactions/reflex: i think that should be an important attributes not only for the goalkeepers Awareness: how a player knows his own ability - that would be important to determinate his role in the team (e.g. if think to really deserve more app, or in the team meeting before a matches in response the possibility of victory etc..) New Attributes: PHYSICAL Explosion: it determines the explosion speed in the first few meters. Different from acceleration that is a) a speed-dependent parameter (e.g. how can we know who player is the faster in the first few meters between one with acc 20 and speed 10 and one with acc 10 and speed 20?) b) act in 20-30 meters
  15. So, a week ago I was playing fm16 as Bharat FC (Indian National Football League). In my team, there was one thing I noticed most was that stats didn't really matter! For example- A ball playing defender with defend duty has stats like - Tackling-8, Marking-6 Anticipation-10 and other attributes even worse plays better than another defender with same role and duty and attributes like Tackling-11 Marking-13 Anticipation-15 and other attrubutes also better than the above. Similarly, in Forward, two deep lying forwards play together, one has stats like Finishing-4 Dribbling-5 Acceleration-11 Stamina-10 Pace-14 and the other has stats like Finishing-9 Dribbling-6 Acceleration-10 Pace-12 and former has scored around 30 goals this season whereas the latterhas scored just 8. Notice that in both the cases the age of the players are same
  16. Hey! Aren’t there no longer available the players’ weight and height in ‘19? 😱 Thanks!
  17. Does anyone find the jumping reach of regens quite odd? One of my regens had a height of 183cm but a jumping reach of 7 while another had a height of 175 and jumping 12. Did that ever happened to you guys and is it possible to improve it drastically?
  18. 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
  19. Before I acquired a regen recently via transfer, the scouting report said that he "enjoys big matches". Now that he's part of my squad, this attribute has disappeared from his report. He's only 24. Is it possible the scouting report was inaccurate or has his mentality changed? Thanks.
  20. I'm trying to construct a pressing team in the Scottish Championship and I'm finding it really hard to buy good players with high work rate. Should I prioritise players with good general attributes but with ok workrate (say around 10-11) or try to purchase ok players who have good workrate (14+)? Also, a bonus question: Do those of you who play a pressing-focussed game set tackling to hard? Or do you just leave it at the basic level?
  21. I have a few questions and I'd really appreciate if someone could answer them for me. Scouting Packages - why can I keep changing them multiple times a season? How does it make sense that I can select the expensive one, shortlist any players I want and then change to the cheaper one, before even being charged for it (my scouting budget doesn't change at all when I select a package)? Assignments - in previous FMs I would send my scouts on ongoing missions all around the world, but apparently that costs a lot of money now - I can't actually see the price of it anywhere though. I'm managing a club with low finances and I'm worried that if I do that, I'll end up being bankrupt without even noticing. I'd be way less worried if all scouting costs went directly from the scouting budget, but apparently it goes from your club balance, unless you're scouting players outside your scouting reach - makes zero sense to me. Scout attributes - what I used to care about in previous FMs, was that my scouts had good scouting knowledge. I didn't care about their JPA/JPP, because I had one or two ~20/20 scouts that I used for scouting players, the rest was just to build up my scouting knowledge. Apparently these attributes matter more now, apparently scouts with better JPA/JPP send more reports than the poor ones, is that true? Thanks!
  22. Right now you have the option to set 3 thresholds in the game (by default at 16, 11 and 6) so in the player profile screen there are 4 different colours dividing the attribute grading. I would like to have at least one more threshold to divide the attributes. That way I can divide the attributes in 1-9 (bad), 10-12 (average), 13-14 (good), 15-16 (very good) and 17-20 (exceptional) for example. As I said by default you have the some colour for 11-15, but for me 15 is way better than 11 so there should at least be one extra colour to number of attributes per group. Like to hear what others think
  23. Hi guys, i love playing FM especially when it's in the future (e.g. 7-10 years from original database) where the regens/newgens are beginning to take the football world, the reason i like this type of game is because i love developing those hideous looking kids into some WC players if they have the talents needed, or in this case, sufficient Potential Ability. But somehow until FM 17, the "template" (i don't know how to call it) used to generate all the random numbers so the regens have their related attributes when they're appearing on the youth intake day so they can be perceived on their natural position, well the "template" is kinda obsolete and does not represent/recreate the original database and (it's always been like this since past FM). Here are the problems i found that need to be addressed: 1. Lack of Natural Inside Forwards (well, "lack" is a bit understated, maybe "rare" is the correct term): 9 of 10 AMR/AML regens is a Classic Winger, the right footed on the right and vice versa with their Classic Winger stats as well (RUN, CROSS, RUN) so the chance that they can be retrained to the opposite flank is not so good because they can't shoot the ball, it's better to retrain some fast strikers to Inside Forward role, i mean, most of the teams in the world no longer/rarely use the Classic Winger on their attack, we all know 2 of the GOAT right now are Inside forwards and other WC players like Hazard, Neymar, Alexis, so please do update on this AMR/AML newgens because i feel a bit annoyed if i found a WC potential AML/AMR regens who's only good at crossing and running but ***** at direct penetrating. 2. Lack of Natural Wing Backs: Still related to No. 1, because of the Classic Winger role is considered as not-so modern role, the duty of winger to cross the ball from wide is now become the usual work of the full backs (on the Wing Back role in the game), so the IF will cuts inside, then the Fullback bombs forward to provide width and anticipate to cross the ball from out wide, the problem is the full back regens generated in the game are MOSTLY a Classic Full Back, most of them have ridiculously low attributes on dribbling, crossing, quickness because they are born to be classic full back who always stays at the back and try to clear the ball, and if somehow a FB regens who have potential to be WC player then it's absolutely disappointing since they'll eventually have only fairly decent attributes of a modern wing back and will never be a great attacking full back like Marcelo or Dani Alves. 3. Lack of Central Defenders who can pass: The central defenders are no longer an ultra defensive unit in the team, right now the central defenders considered as a first line in the build up play, but in the game, it's more of the same like issue number 2, most of the CD regens is a Classic CD who have very low attributes on passing, first touch, and even lower on technique, THAT is NOT how modern defender play, they need to be all-rounded, not just tall and strong. 4. Too many player who has great potential gonna choke on big games): This is the issue that make me realize that i have to play god by using FMRTE because of the Important Matches Attributes are frustratingly low on some great regens, and this is painfully disturbing because if you have some Messi-esque regen who regularly bang goals in the league but he'll never score or have low match rating when he is playing a derby or some final stages, i get it that not all player can handle pressure of a derby day, but come on, i've seen in the FMRTE that way too many players who have potential ability above 160 only have 5-7 important match attribute, and you should know that this attributes is fixed and won't improve. 5. Too many Inconsistent but somehow talented players. 6. All Regens only have 1 natural positions. Maybe you're thinking that i'm just don't understand the basic principle of statistics, the normal curve or stuff, but when i said too many, then it's true, that "too many" is another form of "It shouldn't be too many". And go find yourself about this issues, use FMRTE or Genie Scout, i know that i'm not alone in this because i've read the few same threads on the bugs forum but never got the proper attention. Heck, even there were a guy who do statistical research on that low important matches attributes and he compared the regen on his database with the original database and find out that the "template" needs to be revamped. And yeah, i know that Training in the game can change one or two things above, but it won't help much, i assure you that. So that's all what i've found, and i get it that not every player is the same, but i just want the regens to be accurately depicts the real-life modern football, and i believe that most of the FM players doesn't want to have a team full of great players but can only do 1990-ish playing style.
  24. training is FMs biggest weakness. Managers often refer to the quality of weekly training and how a player has performed. I also want to marry this up with attribute scoring. Why not make attributes much more fluid. Eg its possible (Spurs are my team btw) that Dele has a week where his shooting was 20 out of 20. Maybe play him up front that week. Later in the month it could drop to 10 when hes had a bad training week. Attributes then become an average based on a series of training sessions. Ie Unless dele is shooting at 20 out of 20 every week, actually his real score is more like 15. This will also help spot rising talent. Eg a 17 yo CB who suddenly hits a 19 out of 20 week on passing suggests you have a Beckenbauer on your hands. This will also make decisions for the big games more exciting. Do you pick the best player or the best trainer? I think this makes attributes much more realistic. Obviously your height will only change when growing up and your speed will always be pretty consistent. But the other metrics would be much more fluid in real life.
  25. Dear fellows from Sport Interactive My name is Rômulo, I live in Brazil and am a proud Virtual Manager since 2007. I've been developing a Excel sheet for personal use, and I have a little doubt. What's the difference of weight between primary and secondary attributes to calculate the best role and duty for a player? For exemple, primary attributes counts 2 times over 1 time for the secondary? I'm using the excel sheet to see the best position/role/duty for my players and to train them to better perform at a new position. I hope I've made myself clear enough about my logic here. Thanks for your time and a huge Thank You for the best game ever made that keeps my wife happy I don't waste her time on crappy action movies. Best wishes, Rômulo
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