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FM2019 - The Unofficially Official Training and Mentoring Guide

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Question real quick: My understanding is that new signings won't be a team leader right away or have a heavy influence on mentoring. However Daley Blind only transferred this summer and is a Team Leader for Ajax. Why is this?

Edited by craiigman

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3 minutes ago, craiigman said:

Question real quick: My understanding is that new signings won't be a team leader right away or have a heavy influence on mentoring. However Daley Blind only transferred this summer and is a Team Leader for Ajax. Why is this?

He started his career at Ajax, went on loan, ended up in united, then came back. Played U-19 internationally and was part of the world cup squad ( I think, 2014) all that reputation could have influenced his dynamics hierarchy.  The returning prodigal son.

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So, just to clarify something that I think came up in one of the other training threads, there aren't any Goalkeeper training attributes that you can set as a specific focus.  So in order to see any substantial attribute increases for your goalkeepers, you should be setting up goalkeeper training during the week?  The various modules (attack, defense, etc.) will obviously have some goalkeeper training, but is that enough?  I don't think any of the default schedules that I've seen so far use specific goalkeeper training modules. 

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1 minute ago, Rashidi said:

He started his career at Ajax, went on loan, ended up in united, then came back. Played U-19 internationally and was part of the world cup squad ( I think, 2014) all that reputation could have influenced his dynamics hierarchy.  The returning prodigal son.

So if I signed Fabregas for Arsenal, he'd become a team leader/significant influence on training, for example?

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3 minutes ago, Rayista Geoff said:

So, just to clarify something that I think came up in one of the other training threads, there aren't any Goalkeeper training attributes that you can set as a specific focus.  So in order to see any substantial attribute increases for your goalkeepers, you should be setting up goalkeeper training during the week?  The various modules (attack, defense, etc.) will obviously have some goalkeeper training, but is that enough?  I don't think any of the default schedules that I've seen so far use specific goalkeeper training modules. 

Goalkeepers have their own bespoke schedules that are part of team training, so yeah :)

3 minutes ago, craiigman said:

So if I signed Fabregas for Arsenal, he'd become a team leader/significant influence on training, for example?

There's no guarantee but under the right circumstances then yes he could. Blind is a big named player returning to a club he started at and was at for many years. He's likely got a bigger reputation than most at the club. Hence why he was influential from the off. 

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2 hours ago, Rayista Geoff said:

[rant]

I understand your PoV but would like to add my conflicting thoughts on the matter. I personally love that we don't know. It was too easy gaming the previous tutoring system because we knew how to achieve the best results and it became more of a chore than actual meaningful interaction. Get 4-5 stars in training, get your best youngsters tutored by the best personality veterans, give them some matches and everything'll be fine. Also, I feel some common sense is applicable. If you have a lot of injuries, I want the player to think about possible causes and attempt to fix it. I think the game gives enough hints as is, with a lot of focus on potential risks of injury etc. If you wilfully choose to ignore those signs, then it's on you.

The new system, while, to me, is incredibly daunting, forces me to rethink my approach. I'm more of a min-max player, so I'm a bit hesitant starting a save game without knowing the optimal way to train and mentor young players. And I love the feeling, I'm ready to sink my teeth in a new Ajax save when the Beta finishes and figuring all this stuff out. I already started an Excel file to figure out the best mentoring groups for my squad. It feels amazing!

The current system seems very realistic, I love the synergy between the squad dynamics, training and mentoring. In theory it's so much better than the old system. Attention to small detail, such as needing a data analyst in order to match reviews. Or the new team bonding options. Or working with different units. It feels like an amazing yet extremely daunting new system to me and this feels like the biggest improvement to FM I've personally experienced in years.

On topic: I'm happy with this guide and also happy to notice that most of my own thoughts on the matter for the most part match this guide. There's some good stuff in this guide. A possible (future) suggestion could be to run a few seasons at a club and run a specialized training regime and show the improvements, both in mentoring as in attribute development. 

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2 hours ago, Seb Wassell said:

I take exception to that. 

We worked hard and closely with the community to produce this, before the game has released. We also put out a brief guide to accompany the Beta.

With the vast majority of copies of FM now purchased and played digitally, and people taking to the internet for their information rather than a manual, I believe this is a great way for us to both connect with and help inform the amazing community FM has around it.

With the introduction of the in-game inductions this year we have taken a step towards better informing new/returning Users from within the gameworld itself, if you have suggestions on how we can continue to improve this please do let us know in the appropriate place and we'll look into it.

Striking a balance between providing you guys with all the information you need but specifically not telling you how to "win" is something I am passionate about.

Yeah, of course.  I completely agree, and I certainly didn't mean to give the impression by talking about the community "doing this" that I meant in any way to downplay your input, Seb, or the SI input more generally in the context of this particular guide, which, to emphasize, I think is fantastic and exactly the right balance in terms of useful information all in one place without just being a victory guide.

Some of it is definitely just a philosophical difference of opinion.  Bitter old people like me think that "people taking to the internet for their information" is not always a good thing.  Maybe that's because we have less time because we're going to die soon.  I'm really glad that, as you say, we're here on the day before release with this information, rather than it being the result of six months, eight months, a year of people backing-and-forthing on this forum and others, having arguments, falling out, needing to weed out wrong guesses/misinformation about basic stuff about how things interact, etc.  (I'm thinking in particular of the whole Team Shape discussion, which naturally I finally felt like I was beginning to understand :))  And, you're absolutely right Seb that things are better than they have been (the in-game introductions, etc.).  That's a very fair point. 

Anyway, back to the thread....

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3 minutes ago, Rayista Geoff said:

Yeah, of course.  I completely agree, and I certainly didn't mean to give the impression by talking about the community "doing this" that I meant in any way to downplay your input, Seb, or the SI input more generally in the context of this particular guide, which, to emphasize, I think is fantastic and exactly the right balance in terms of useful information all in one place without just being a victory guide.

Some of it is definitely just a philosophical difference of opinion.  Bitter old people like me think that "people taking to the internet for their information" is not always a good thing.  Maybe that's because we have less time because we're going to die soon.  I'm really glad that, as you say, we're here on the day before release with this information, rather than it being the result of six months, eight months, a year of people backing-and-forthing on this forum and others, having arguments, falling out, needing to weed out wrong guesses/misinformation about basic stuff about how things interact, etc.  (I'm thinking in particular of the whole Team Shape discussion, which naturally I finally felt like I was beginning to understand :))  And, you're absolutely right Seb that things are better than they have been (the in-game introductions, etc.).  That's a very fair point. 

Anyway, back to the thread....

:thup:

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4 hours ago, Seb Wassell said:

Striking a balance between providing you guys with all the information you need but specifically not telling you how to "win" is something I am passionate about.

I respect and applaud that. 

Sort of like "you can take the horse to the river, but you can't make him drink the water". :D

 

@Rashidi

I asked couple of questions on your Youtube channel. I don't know if you seen them or had time to answer. Probably not. So perhaps I can copy them here. Here it goes:

I have a two part question regarding coaches workload.

1) Is it more important to have low workload for coaches or higher star rating? Meaning if I have to tick more boxes for a coach to cover in order to spread the workload, but that results in lower star rating for each category ticked. In other words, is it better to have 4.5 star rating with high (above average) workload or 3 star rating with low workload, for example? Which is more beneficial to training?

2) second part of the question is that some categories, especially during preseason (fitness and tactical), receive higher workload due to focus or needs, is that indication that I'm not balancing out my training as I should or is that normal?

For example, if my Possession Tactical and Attacking Tactical have higher workload compared to Possession Technical and Attacking Technical.

Btw, I always try to hire a coach with at least 4 star rating for one category and assign him to his best category. Then I have myself and my assistant manager cover as many categories as it takes to lower the workload on each category for each coach. "Average" is the highest workload I would accept. Of course, aiming for "low".

Sometimes however, with this new training module, some categories have higher workloads. Could that be indication that I'm focusing too much on them and need to adjust my training? And if I assign my 4.5 star Attacking Technical coach to also cover Attacking Tactical category to lower the workload, then my coaching quality suffers (cause now Attacking Technical star rating is down to 3 stars).

I hope my questions are making sense.

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14 minutes ago, yonko said:

Is it more important to have low workload for coaches or higher star rating? Meaning if I have to tick more boxes for a coach to cover in order to spread the workload, but that results in lower star rating for each category ticked. In other words, is it better to have 4.5 star rating with high (above average) workload or 3 star rating with low workload, for example? Which is more beneficial to training?

Both, ideally. Low workload means players get better attention, a high star rating probably means that they can work on the attributes in their specialisation more effectively. I would aim to try and achieve both as far as possible.

15 minutes ago, yonko said:

2) second part of the question is that some categories, especially during preseason (fitness and tactical), receive higher workload due to focus or needs, is that indication that I'm not balancing out my training as I should or is that normal?

its not uncommon to have a heavier workload in preseason. My preseasons would scare people, but if you manage them well, the payoff is good. Over the course of a season you will be intensity to manage your players and avoid injuries

My approach, is simple. I have focuses for different kinds of squads. If I were a LLM side, perhaps I want more physical and technical development. So I would focuses my coaches in that direction. If I were a top side that wanted to drive mentals then I would go in that direction. At the start of the season, I usually find that my fitness coaches are having the hardest time, so I shift my resources in that direction. I am pretty dynamic when it comes to coaching.

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1 minute ago, Rashidi said:

Both, ideally. Low workload means players get better attention, a high star rating probably means that they can work on the attributes in their specialisation more effectively. I would aim to try and achieve both as far as possible.

its not uncommon to have a heavier workload in preseason. My preseasons would scare people, but if you manage them well, the payoff is good. Over the course of a season you will be intensity to manage your players and avoid injuries

My approach, is simple. I have focuses for different kinds of squads. If I were a LLM side, perhaps I want more physical and technical development. So I would focuses my coaches in that direction. If I were a top side that wanted to drive mentals then I would go in that direction. At the start of the season, I usually find that my fitness coaches are having the hardest time, so I shift my resources in that direction. I am pretty dynamic when it comes to coaching.

Well of course both is the aim. I understand that. But sometimes due to restricted number of coaches and overloading certain categories, I have to choose between the two. So which one is more important. I'm guessing lower workload is better because players get better attention. Maybe @Seb Wassell can chime in one this - higher star rating or lower category workload is better? 

For me preseason training is about getting the fitness up and learning the tactic/playing style. This results in fitness and tactics category overload in terms of workload. I favor attacking possession playing style so you can guess which categories I'm talking about, plus I mentioned them already.

When do you start your friendlies? Right away or do you let the players train little bit first? How often do you play friendlies. In the past editions and training module I learned a lot about setting up preseason from Cleon.

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One of the things I'm still struggling to grasp about the new training system is how individual training interacts with team training.

I know that back in previous editions many people advocated for balanced team training so that, relatively speaking, individual training had a stronger effect on a player's attributes.

For that to be true, it had to be predicated on the idea that training itself was not a driver for CA growth, but just a template to apply CA growth coming from other sources. Individual training was supposed to be more focused version of this template and the two were competing with eachother to tug on a player's attributes.

I don't know if it was changed in FM19 or this has always been the case and the community had it wrong(or I had the community wrong, for that matter), but Seb mentioned on several occasions this beta that it's attribute growth that drives CA gains and not the other way around.

That's the case, then it begs the question, does the individual focus do anything for a player not doing individual training in any of their sessions? Does a Regista individual training do anything for a player doing solely endurance training?

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And a more straight forward question, does the happiness effect in a session refer to player morale or to happiness with training.

I understood it to mean the former, so I made sure to max it last week of pre-season or before big matches, but if it's training happiness then all we'd want from our schedules is for happiness to be even so that the players don't rebel.

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Em 28/10/2018 em 15:02, Rashidi disse:

Players need to be training together to mentor one another, as well as spending time together off the training pitch. This means the players need to be in the same squad. You can no longer have a first team player, mentor an U18 player unless they are in the same squad. So you’d either have to demote the senior player or promote the younger player in order to create a unit they both can participate in.

Before the last update I could make Reserve players to be mentored by Seniors using the Units to make training everybody together but after the updade I just can add Youth players to unit but I noted just it doesn't make the youth players to be mentored by seniors, I have to promote, add into mentoring group and move to Youth Squad. I liked the Units feature because I could choose players from Reserve/Youth without the need of moving them from their squads, making the players organized in their teams, only promoting/demoting when necessary. Will it be "fixed" or the new way is how it will be work?

 

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yeah they are supposed to be in the main squad in order for them to be mentored, the workaround u mentioned was probably a UI issue that created a workaround not meant for

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Is there a way to automate training intensity based on something other than (or in addition to) condition, like the physio recommendation or injury risk?  It doesn't seem like it, but I could easily be missing something.

"Automatic" just looks at player condition as you have it set up under Training -> Rest, but I've got a case now of a player whose  condition is fine (94%), but the physio recommendation is "half intensity" (I assume because he's coming back from injury). 

I've also got my default set up as "Double Intensity" when condition is above 90% (since at some point I think the physio seemed to be suggesting that, or I had complaints that there was too little training, or the training intensity for players seemed to always be on 'light', which seemed inappropriate for mid-season -- I forget which one), but some players are at high risk for injury (I think because of the number of matches I've had recently).

Is there an alternative to micro-managing this?  And what's the best thing to do if you don't want to micro-manage?  Just stick everyone on "Normal Intensity" and not worry about the complaints?  And is that effect on morale the better trade-off vs. potential injuries? 

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To me it's just overwhelming. Have no idea how to construct a year long schedule, so I just leave it to ass man. So it's possible to edit his schedules if you want but leave the majority of training to him? 

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3 hours ago, luka_ said:

To me it's just overwhelming. Have no idea how to construct a year long schedule, so I just leave it to ass man. So it's possible to edit his schedules if you want but leave the majority of training to him? 

Yep. He'll setup the schedules ahead of time, but you can edit these if you wish, changing the whole schedule or just one or two sessions if you prefer. 

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4 hours ago, luka_ said:

To me it's just overwhelming. Have no idea how to construct a year long schedule, so I just leave it to ass man. So it's possible to edit his schedules if you want but leave the majority of training to him? 

Even I don't do it one year at a time :lol:

The template schedules are a great starting point, just use those to guide what sort of training you might like and then when you're ready tweak a session or two. You'll get the hang of it if you take it at your own pace and give it some time. The template schedules are more than capable of carrying you through until you feel confident enough to create your own :thup:

My own preference in my personal game is to do it in blocks - pre-season, first month, second month, etc. I then just tweak as I go from the weekly preview news item. I haven't actually used anything other than the templates with some tweaks yet myself, but then I created the templates in the first place, so technically... :D
@Russell Hammant on the other hand has been all over creating his own schedules.

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One thing that is not very clear.

 

For instance, in FM19 we could choose with up to 2 days before a match to focus on a specific training (att or def movement, set pieces, team work) that would give a boost for the match.

Which are the training schedules now that give that?

Is that gained cumulatively from the training sessions you've had all week or?

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3 minutes ago, Lexis said:

One thing that is not very clear.

 

For instance, in FM19 we could choose with up to 2 days before a match to focus on a specific training (att or def movement, set pieces, team work) that would give a boost for the match.

Which are the training schedules now that give that?

Is that gained cumulatively from the training sessions you've had all week or?

Match Preparation is now rolled into the schedules.

The sessions that have an impact called "Upcoming Match" will influence the next match, the sessions that have an impacted called "Tactical Familiarity" will influence ongoing tactical familiarity for your current tactics.

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Not really quite sure how to ask this question simply, but in broad brush strokes, making whatever assumptions about facilities and coaching rating are appropriate, about how long or in what way should you train before you should expect to see attribute increases, particularly in the context of some of the more niche attributes?  Or, put another way sort of, how does Additional Focus training synergize with weekly team training? 

Here's the situation I'm thinking about:  Let's say I've got a free-kick taker who's OK, but I would like to see improve a little bit.  (Let's call it two points in game terms, just to pick some value.)  So I want him to work on his free-kick taking, but I probably don't want to have that come at the expense of any other significant training during the year. 

So obviously in terms of mechanisms, I've got the individual Additional Focus training I could assign, plus I've got specific free-kick-taking modules that I could insert into the weekly schedule.  How (approximately) should I be thinking about this?  The individual Additional Focus training doesn't take any time out of the broader team schedule, but is this useless or significantly less effective if you don't have sessions in the weekly training schedule to complement it or reinforce it?  Do I need to have several sessions per week to see any benefit, so one isn't enough?  And, in broad terms, how long should I expect to have to keep this specific training up? 

Obviously everything relates to everything else, and everything really depends on your facilities and coaches, but some kind of broad sense of how things work would be really helpful. 

Edited by Rayista Geoff

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22 minutes ago, Rayista Geoff said:

Not really quite sure how to ask this question simply, but in broad brush strokes, making whatever assumptions about facilities and coaching rating are appropriate, about how long or in what way should you train before you should expect to see attribute increases, particularly in the context of some of the more niche attributes?

Honestly, there's isn't a precise answer to this. Even running the exact same training twice over two identical saves would not yield the exact same results.

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51 minutes ago, Seb Wassell said:

Match Preparation is now rolled into the schedules.

The sessions that have an impact called "Upcoming Match" will influence the next match, the sessions that have an impacted called "Tactical Familiarity" will influence ongoing tactical familiarity for your current tactics.

Does the match briefing have any effects on the upcoming match?

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26 minutes ago, Rayista Geoff said:

Obviously everything relates to everything else, and everything really depends on your facilities and training, but some kind of broad sense of how things work would be really helpful. 

This is something I'm hoping as well. Unlike the new team training, individual focuses are abstract remnants from the old system and I'm still struggling to figure out where they stand in relation to the new system, especially since there are so many confounders in player development.

 

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5 minutes ago, Seb Wassell said:

Honestly, there's isn't a precise answer to this. Even running the exact same training twice over two identical saves would not yield the exact same results.

Yeah, I'm totally sure that's true.  I was thinking more along the lines of "yeah, making normal assumptions about lack of injuries, reasonable game time, decent facilities, morale, etc. etc. etc. you should be expecting to normally see some improvement after X amount of time (a few weeks/a few months/a season) and if you don't then you might be doing something wrong."

How about this as a simpler, more factual question:  Is there any relationship between individual Additional Focus training and weekly team training in terms of attribute increase?  Or are they just totally separate?  In other words, does Additional Focus training just add whatever (probability of) increase to the attributes being trained and weekly team training does the same (according to the percentages assigned to the different units)?  Or do you 'get a bonus' if you're not just training off on your own but actually in addition working (say practicing free kicks) with other people?  Like working with the team helps you solidify the individual training that you're doing so it beds in better?  I can imagine that either way could be considered 'realistic'.

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13 minutes ago, Rayista Geoff said:

Yeah, I'm totally sure that's true.  I was thinking more along the lines of "yeah, making normal assumptions about lack of injuries, reasonable game time, decent facilities, morale, etc. etc. etc. you should be expecting to normally see some improvement after X amount of time (a few weeks/a few months/a season) and if you don't then you might be doing something wrong."

How about this as a simpler, more factual question:  Is there any relationship between individual Additional Focus training and weekly team training in terms of attribute increase?  Or are they just totally separate?  In other words, does Additional Focus training just add whatever (probability of) increase to the attributes being trained and weekly team training does the same (according to the percentages assigned to the different units)?  Or do you 'get a bonus' if you're not just training off on your own but actually in addition working (say practicing free kicks) with other people?  Like working with the team helps you solidify the individual training that you're doing so it beds in better?  I can imagine that either way could be considered 'realistic'.

All else being equal, the relationship is not 1:1. But in game terms you're not going to be able to isolate it in that way nor repeat it reliably enough to identify the catalyst.

I would say that more is always better - providing the player has room/time to develop - keeping in mind that obviously team training influences a wider group than just the single individual influenced by individual training. If you are after one particular change in one particular player individual training allows you to to be more specific about this than team training.

Time-frames and the like are massively dependent on the circumstances.

20 minutes ago, SD said:

This is something I'm hoping as well. Unlike the new team training, individual focuses are abstract remnants from the old system and I'm still struggling to figure out where they stand in relation to the new system, especially since there are so many confounders in player development.

Individual focuses are an extra to team training. It is another way of influencing/informing development.

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@Seb Wassell can you provide some insight into the coaches category workload vs star rating question I had earlier? Which one is better if one must choose between lower workload and higher star rating?

 

 

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Senior Semi-pro Teams are limited to a maximum six training sessions a week if they are not playing a game, while the U18's in the same club have access to the full 21 sessions per week like the professional sides.

Is it actually detrimental from a development point of view to move potential first team youth players to the senior side? 

For example, I am in my first year of managing a LL side, and I have the grand total of one  U18 player on my books until the influx of new blood late in the season. This youth player has an unambitious personality, and I have promoted him to the firsts so he can be mentored by the club Captain who has a professional outlook. I'm also giving him first team game time here and there to help his development.  As this youth player now only gets 4-6 training sessions a week instead of 15-21, am I actually hindering him by promoting him to the firsts, or is the senior training sessions more intensive than the youth setup?

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14 hours ago, Taipan said:

Senior Semi-pro Teams are limited to a maximum six training sessions a week if they are not playing a game, while the U18's in the same club have access to the full 21 sessions per week like the professional sides.

Is it actually detrimental from a development point of view to move potential first team youth players to the senior side? 

For example, I am in my first year of managing a LL side, and I have the grand total of one  U18 player on my books until the influx of new blood late in the season. This youth player has an unambitious personality, and I have promoted him to the firsts so he can be mentored by the club Captain who has a professional outlook. I'm also giving him first team game time here and there to help his development.  As this youth player now only gets 4-6 training sessions a week instead of 15-21, am I actually hindering him by promoting him to the firsts, or is the senior training sessions more intensive than the youth setup?

That is something we are looking into. Cheers.

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18 hours ago, yonko said:

@Seb Wassell can you provide some insight into the coaches category workload vs star rating question I had earlier? Which one is better if one must choose between lower workload and higher star rating?

 

 

That would depend on the circumstances. The difference between 4*/4.5* and 5* is small though.

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I'm loving it. But i still waiting for some lights on how things are done to make your team get some cohesion quickly and don't compromise the individual development.

If there's a way to do so, ofc. :P

And i'm already loving that the TRAINING forum will be used to it too!

Cheers,
Bitner 

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Em 02/11/2018 em 04:23, NabsKebabs disse:

Thanks for the guide.

Does match preparation still give you a boost in attributes for the match?

I dunno how much exactly, but my team was with problems for defending CKs and that was solved, in addiction I start practicing offensive CKs and it improved even off FKs a bit. 

Em 02/11/2018 em 06:15, luka_ disse:

To me it's just overwhelming. Have no idea how to construct a year long schedule, so I just leave it to ass man. So it's possible to edit his schedules if you want but leave the majority of training to him? 

Yes. I dunno how that training works yet then I let all for my ass and i just edit when is necessary.

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Clarify me please!

If I use double intensity to players with low conditions

1791781441_Image6.png.47c2de311fdf77a608999f199f2462a7.png

Can I expect increase conditions of them?

Edited by Novem9

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2 hours ago, Novem9 said:

Clarify me please!

If I use double intensity to players with low conditions

1791781441_Image6.png.47c2de311fdf77a608999f199f2462a7.png

Can I expect increase conditions of them?

I would recommend the opposite.

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So just did two different seasons, same team, with the only difference being AssMan taking care of training, and me taking care of training.  

Biggest difference:  Match Sharpness for anyone not on the pitch at least 60 minutes every two weeks was a HUGE problem with the AssMan in charge.  For me, just long injuries had any measurable negative effect.

What has seemed to "work" for me, I simply assign a number to a color, so red is 1, orange is .75, dark green .5, light green .25 and little to nothing 0.  I then try making sure my weeks are in the 2.5 to 3 range.  So weeks with two matches, followed by two recoveries, means the other three days are a mix of Match specific training and Movement/Shape training, weeks with only one match have more General/Physical elements in them.

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For some reason I can't select a "match preview" in the block before a game. I have a chief data analyst, but do I need a regular data analyst as well? I needed a physio, in addition to a head physio, to select "recovery."

 

edit: Just used the editor to add a data analyst and that fixed the issue. Looks like the "chiefs" don't let you set these training sessions.

Edited by Leeadamp

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11 часов назад, Seb Wassell сказал:

I would recommend the opposite.

I noticed that assistant use opposite to this condition group. To reduce a risk of injury as I understand

But if I use double intensity, condition of these players will increase? 

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1 hour ago, Novem9 said:

I noticed that assistant use opposite to this condition group. To reduce a risk of injury as I understand

But if I use double intensity, condition of these players will increase? 

He just responded to your question.

 

13 hours ago, Seb Wassell said:

I would recommend the opposite.

At the end of the day its entirely up to you. I for example will check his medical reports and then assess how much of a risk it is for him to up his intensity. For some players I will up their intensity, and yes the risk to injury goes up. Does his condition ( I hope you are referring to his physical condition) improve? That's a function of attributes as well, and how you use the player. His attributes will also tell if he can handle that intensity. 

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51 минуту назад, Rashidi сказал:

He just responded to your question.

 

@Seb Wassell @Rashidi

I asked wrong question :) Sorry for confuse

Can I increase second number in trainings? (Sharpness)

If I set double intensity to players with 100% conditions and 56% sharpness, his sharpness increase?

1780917424_Image1.png.4437e781fcbe87cbee3c29659e4f597f.png

Edited by Novem9

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2 hours ago, Novem9 said:

Can I increase second number in trainings? (Sharpness)

If I set double intensity to players with 100% conditions and 56% sharpness, his sharpness increase?

Sharpness comes only from playing games

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