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yevinand

Overhaul The Regens' Template/Database

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Agree to everything!
 

1 hour ago, yevinand said:

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.

:lol: do you know how many times I tried to enlighten the people? Check this and all the posts from FmPeace that follow this (yes, FmPeace was my alias, the staff know about it, was banned, old story).

Mate I'm sorry to say this, but don't expect any major improvements. To them, "everything's fine".
The newgen attribute templates are at least 75% different than the original players attribute templates. But no, to them it's "diversity that improves experience"...
I tried to improve the situation with this, but eventually got banned again for "abusing the staff" and lost all interest in that experiment.

Edited by ilkork

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Agree.

Аnd strikers (talented) with low work rate, teamwork and vision.

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Agree with this, I've found regen quality to be poor, especially in England for some bizarre reason :(

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Maybe, as a suggestion, SI should consider creating a somewhat basic "template" that looks at the player's position and preferred role, before creating their skills by looking at the preferred roles Primary skills, Secondary skills and then the rest of the skills.

Based on the players CA/PA, the skills will fill in starting with Primary skills, Secondary skills and then the rest. Now, you can't expect all players to be perfect so an out and out winger might have 16 dribbling but only 12 crossing, however, he has an exceptional first touch and so that is 17. The player could then have a PPM that suits something along those lines... okay not the greatest of examples, but I hope it makes sense.

This being said, they could already have this sort of "template" in place which means it might need some small tweaks here and there.

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27 minutes ago, Jaffa said:

Agree with this, I've found regen quality to be poor, especially in England for some bizarre reason :(

Are you talking about your club, or are you talking in general throughout England?

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8 minutes ago, Schmidy said:

This being said, they could already have this sort of "template" in place which means it might need some small tweaks here and there.

They say that they do have templates. Even the pre-game editor has "Fill in attributes based on role" or something like that.
And I'm like this ---> :eek: , cause their templates are awful.

Edited by ilkork

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11 minutes ago, ilkork said:

They say that they do have templates. Even the pre-game editor has "Fill in attributes based on role" or something like that.
And I'm like this ---> :eek: , cause their templates are awful.

haha, I haven't looked at the database at all this year... going to have to go take a look now

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1 minute ago, Schmidy said:

haha, I haven't looked at the database at all this year... going to have to go take a look now

Well, don't waste your time, they don't show the attribute distribution (% or something like that).
You only get to see the end result once you play the game.

These templates are for players who have 0's pre-game (and I guess they use the same templates for the newgens). You know.
You can have a look here cause I did some comparisons.

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7 minutes ago, ilkork said:

Well, don't waste your time, they don't show the attribute distribution (% or something like that).
You only get to see the end result once you play the game.

These templates are for players who have 0's pre-game (and I guess they use the same templates for the newgens). You know.
 

1

I see that, I can understand why it's created like that... but it's annoying knowing that you have to start a game know what range those attributes will be.

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17 hours ago, ilkork said:

Agree to everything!
 

:lol: do you know how many times I tried to enlighten the people? Check this and all the posts from FmPeace that follow this (yes, FmPeace was my alias, the staff know about it, was banned, old story).

Mate I'm sorry to say this, but don't expect any major improvements. To them, "everything's fine".
The newgen attribute templates are at least 75% different than the original players attribute templates. But no, to them it's "diversity that improves experience"...
I tried to improve the situation with this, but eventually got banned again for "abusing the staff" and lost all interest in that experiment.

Well hello stats guy:lol:

I'm still hoping that there will be changes in FM18 regarding this issue tbh

Maybe people are often overlook this kind of thing in the game because they don't pay attention enough to the numbers, kind of ironic considering FM is essentially a statistical simulation game.

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16 hours ago, rimisark said:

Agree.

Аnd strikers (talented) with low work rate, teamwork and vision.

I forgot that! and that is not quite good too because the complete forward-type or false nine will be rare in the game's future because most of the regen ST are either target man, poacher, or defensive forward.

And most of them are poorly rated in passing.

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11 hours ago, Jaffa said:

Agree with this, I've found regen quality to be poor, especially in England for some bizarre reason :(

Fun Fact: in FM17 United will always have the best regen in England who gonna end up in reserves with their potential wasted because United always have 1-2 big transfers every summer:applause:

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11 hours ago, Schmidy said:

Maybe, as a suggestion, SI should consider creating a somewhat basic "template" that looks at the player's position and preferred role, before creating their skills by looking at the preferred roles Primary skills, Secondary skills and then the rest of the skills.

Based on the players CA/PA, the skills will fill in starting with Primary skills, Secondary skills and then the rest. Now, you can't expect all players to be perfect so an out and out winger might have 16 dribbling but only 12 crossing, however, he has an exceptional first touch and so that is 17. The player could then have a PPM that suits something along those lines... okay not the greatest of examples, but I hope it makes sense.

This being said, they could already have this sort of "template" in place which means it might need some small tweaks here and there.

Couldn't agree more with this.

Especially the mental attributes, i just realize that even any best regen, example: a defender regen is compared with a real life defender who's only decent or fairly good then the regen is easily have the worse mental like lower aggression, concentration, and/or composure.

All the regens in the game only have upper hand on physical attributes than their real life counterparts, and that is kind of useless because strong players will easily get outsmarted by more creative and mentally-able players.

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Something that could possibly combat the "poor" mental attributes is how they improve. They do improve over time, but should a youth player be part of the Senior squad (so actually in the First team Squad), training with the first team and being around the experienced players should see their attributes improve a lot quicker than those who are in the u18/19/20 (in their respective leagues). If players start to play for the u23/Reserve squads then they should get a boost based on the players they play with.

Again, this could be in the game. I have mostly only played a Gibraltar game and so my u19's and Reserve squads aren't great. I haven't had many players coming through either. Most players are bought at a young age and so are already established.

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I support the idea. I think it could be resolved by simply by addting in staff descriptions "prefered roles" to prefered tactics, etc. That would influence many aspects of game engine. First of all managers will seek to buy players who suit their prefered roles, making their tactics more effective. Secondly, for youth coordinators they will generate players mostly for their prefered roles, which will resolve the problem that author described.  For scouts this could work as an area of expertise (they would recommend players mainly for their prefered postions). Coaches would be most effective in training attributes connected with their prefered roles, etc.

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Yeh agree from what I've found, very rare to find a regen who you don't have to mould A LOT to actually be useful and they still have many weaknesses. 

it should all be linked, or at least should be influenced by club, the staff, how they play etc.  Because these players IRL will be training with the clubs from the ages of 8 or 9, I can't see say Arsenal who play technical possession based style of football and likely IRL replicate this throughout their youth teams, produce a Wes Morgan like limited defender. 

I know Southampton IRL very specifically have all their youth teams playing the same formation and in a similar way to the first team and focus a lot on technical attributes, passing, movement etc. rather than physicality. You should be able to instill this sort of template onto your teams and see it reflected in your regens, if your U18s play with wingbacks then some wingbacks should come through etc. 

 

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