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Lesnarking

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Posts posted by Lesnarking

  1. On 15.11.2020 at 16:58, Daveincid said:

    I realized, that many people don't really understand how the setup works exactly. So I made this guide to give you some kind of overview  how it works.  Any constructive feedback is welcome. 

    It's impossible to show everyones different way of play. This is only a rough guideline for a orientation.This is my view of fm, so if you are seeing it different, that's completely fine.  Maybe some mechanics changed in fm21 which I haven't tested yet, I will update the guide if necessary.

    I created a short video version. It's not as detailed as the thread but it gives you a short overview:

     

     

    General:

    There are differences between unloaded Nations, view-ony, playable and playable with full details. In a Nation, you can select some leagues playable, view-only, or unloaded. The effect is roughly the same as for a whole Nation:

    unloaded Nation 

    • No schedule, games are fully simulated in background
    • No visible league table
    • No full squads (only if you load them via the advanced db)
    • No staff (After the first sacking of the real manager, there will be in most cases no new head-coach and other staff members)
    • Low transfer-activity
    • Games will be simulated with the quick Match-Engine
    • Less injuries

    Nation view only

    • League-schedule
    • League table
    • No full squads (only if you load them via the advanced db)
    • No staff (After the first sacking of the real manager, there will be in most cases no new head-coach and other staff members)
    • Low to medium transfer-activity
    • Games will be simulated with the quick Match-Engine
    • Less injuries

    Nation playable

    • League-schedule
    • League table
    • Full Squads
    • Existing Staff
    • Realistic transfer-activity
    • Some games will be simulated with the Full Match Engine.
    • increase of injuries

    Nation playable + full detail

    • League-schedule
    • League table
    • Full Squads
    • Existing Staff
    • Realistic transfer-activity
    • Games will be fully simulated
    • More injuries than only playable

    What is the benefit of simulating Leagues in full detail?

    You will get more realistic stats and results. The player development takes more calculations into account.  If you simulate other Leagues and Nations with full detail you will get a stronger AI, especially when you play against them.

    What slows the game processing speed down the most:

    • Setting leagues to simulate in full detail uses multicore pretty heavy. 
    •  A lot of leagues playable 
    • custom data in general slows down performance. There are big differences what kind of custom data is used. As orientation you can go by file size. Larger files need more processing time. LLM-files for example are quite heavy.
    • Incredible amount of players loaded also affects performance. Down to my experience, if you don't load 200k+ players, this effect is not that big compared to the others
    • All custom graphics loaded do not have any influence at game speed at all. As far as I know it has some influence in terms of RAM usage

    Extra Tip:

    As a human manager you have some "benefits" over the AI. You can be much better in transfers because you don't "feel" pressure or concerns which teams have IRL. I think that's a reason why the AI is not that aggressive vs a human player fighting against a specific talent. It looks like a weak programmed AI, for me it is just insane programming-skills by SI-devs.  WIth that in mind, you might not just buy a  wonderkid for 20 million while managing a team that would never do that IRL, even if it would be possible. This gave me a much more immersive game-experience.

    Most important Nations to load according to my database for a balanced world (1 highest, 4 lowest)

    I usually set number 1 and 2 as playable, 3 view-only and number 4 I don't load at all. This guarantees you a balance between Continents aswell

      Reveal hidden contents

     1. Most Important (Worldwide Balance)

    Egypt
    Algeria
    Argentinia
    Australia
    Brazil
    China
    DR Kongo
    Germany
    England
    France
    Iran
    Italy
    Japan
    Qatar
    Marokko
    Mexiko
    Portugal
    Russia
    Saudi Arabia
    Spain
    South Africa
    South Korea
    Tunisia
    USA
    UAE

     

    2. Important (Worldwide Balance)

    Angola
    Aserbaidschan
    Bahrain
    Belgium
    Benin
    Bulgaria
    Burkina Faso
    Chile
    Costa Rica
    Denmark
    Ecuador
    El Salvador
    Ivory Coast
    Finnland
    Ghana
    Greece
    Guinea
    Honduras
    Irak
    Israel
    Jamaica
    Cameroon
    Kasachstan
    Columbia
    Croatia
    Libya
    Mali
    Nee Zealand
    Holland
    Nigeria
    Norway
    Austria
    Paraguay
    Peru
    Poland
    Republic of  Congo
    Romania
    Zambia
    Scotland
    Schweden
    Switzerland
    Senegal
    Serbia
    Slowakia
    Slowenia
    Syria
    Thailand
    Czechia
    Turkey
    Uganda
    Ukraine
    Hungary
    Uruguay

    Usbekistan

    3. Important (Worldwide Balance)

     

    Albania
    Equatorial Guinea
    Armenia
    Bolivia
    Bosnia and Herzegowina
    Botswana
    Estland
    Gabun
    Gambia
    Georgien
    Guatemala
    Haiti
    India
    Indonesia
    Irland
    Island
    Jordania
    Canada
    Cap Verde
    Kenia
    Cuba
    Quwait
    Lettland
    Libanon
    Litauen
    Luxemburg
    Malawi
    Malaysia
    Montenegro
    Mosambik
    Nordirland
    North Corea
    North Mazedonien
    Panama
    Ruanda
    Zimbabwe
    Singapur
    Sudan
    Togo
    Trinidad and Tobago
    Turkmenistan
    Venezuela
    Vietnam
    Wales
    Belarus

    Cyprus

    4. Less Important

     

    Afghanistan
    American Samoa
    Andorra
    Anguilla
    Antigua and Barbuda
    Aruba
    Äthiopien
    Bahamas
    Bangladesch
    Barbados
    Belize
    Bermuda
    Bhutan
    Bonaire
    British Virgin Islands
    Brunei
    Burundi
    Cayman Inseln
    Cook Islands
    Curaçao
    Djibouti
    Dominica
    Dominikanische Republik
    Eritrea
    Eswatini
    Färoerinseln
    Fidschi
    Franz Guyana
    Gibraltar
    Grenada
    Guadeloupe
    Guam
    Guinea-Bissau
    Guyana
    Hong Kong
    Jemen
    Kambodscha
    Kirgisien
    Kiribati
    Komoren
    Kosovo
    Laos
    Lesotho
    Liberia
    Liechtenstein
    Macao
    Madagaskar
    Malediven
    Malta
    Martinique
    Mauretanien
    Mauritius
    Mayotte
    Micronesia
    Moldawien
    Mongolei
    Montserrat
    Myanmar
    Namibia
    Nepal
    Neukaledonien
    Nicaragua
    Niger
    Nördliche Marianen
    Oman
    Osttimor
    Pakistan
    Palästina
    Papua New Guinea
    Philippines
    Puerto Rico
    Réunion
    Saint Barthélemy
    Saint Martin (France)
    Salomonen
    Samoa
    San Marino
    Sansibar
    São Tomé and Príncipe
    Seychellen
    Sierra Leone
    Sint Maarten (Netherlands)
    Somalia
    Sri Lanka
    St Kitts and Nevis
    St Lucia
    St Pierre and Miquelon
    St Vincent and the Grenadines
    Südsudan
    Suriname
    Tadschikistan
    Tahiti
    Taiwan (Chinese Taipei)
    Tansania
    Tonga
    Tschad
    Turks and Caicos Islands
    Tuvalu
    US Virgin Islands
    Vanuatu
    Wallis and Futuna
    Zentralafrikanische Republik

     

    My recommended setup for a longterm or just a balanced savegame:

    recommendedsetupbyDaveincid.fmf 21 kB · 843 downloads

     

     

    1988813418_setuppart1.thumb.jpg.11fa8ca5a829c0e0596390d0bdd4b408.jpg718122717_setuppart2.thumb.jpg.f9e82282abc3729575b32e31a981830c.jpg1348562037_setuppart3.thumb.jpg.57d0e8811dd99563eafe8b9e7925a47c.jpg

     

    detail level

    I recommend to set all national teams simulated in full detail as well as the european competition if you play in Europe. You can change this to every other continent if you play there. Also the top 20 leagues. I would set at least the top division and the cup as simulated in full detail.

    1200084714_detaillevel2.thumb.jpg.476e71d1d2ab94ed1c4e3ee99aac8b98.jpg

     

    These are some examples of setups that I think people use most. It's not that easy to create a compact overview. I hope it's not too much info:)

     

    - Loading top 5 nations and top 2 in South America playable and top 20 as view only with a small/medium/big db: 

    This is the lowest setup I recommend

    - Loading top 5 nations and top 2 in South America playable and top 20 as view only with players loaded from the top 20 nations with the advanced-db option: 

    You will have a higher player count, and these players from the top 20 will be newly generated in the future. This leads to a more balanced gameworld. It will give you a decent db for low to mid-range systems.

    - Loading top 5 nations and top 2 in South America playable and all others as view only with players loaded from all nations with the advanced-db option:

    It gives you a big db an a overview of players around the world. IMO it feels much better than the setup above, because there is a wider variety of players from different nations. The loss of processing speed is little but maybe already too much for low-end systems.

    - Loading top 20 nations playable, all the others leagues view-only, international games, games from National-Teams and the games in your league simulated in full detail, with small/medium/big db:

    This is the start of a balanced world for longer saves. It depends how many playable leagues your system can run at a decent speed. For some it's 15 nations for some 30.

    - Loading top 20 nations playable, all the others view-only, international games, games from National-Teams and the games in your league simulated in full detail, with the advanced db-option for all players from first divison and national reputation

    This setup Is IMO the general sweetspot for a realistic longterm-save. Mid-range processor recommended.

    - Loading all nations playable, international games, games from National-Teams and the games in your league simulated in full detail, with players loaded from all nations with the advanced-db option (ca 194k players):

    This setup guarantees you a balanced game world and high transfer activity around the globe. Leagues which aren't available with the vanilla version will have problems in being competitive in the long run. As soon as you are setting games to simulated in full detail, I recommend a modern 8-core 16-threaded processor

    - Loading all nations playable, all games simulated in full detail:

    Without a monster CPU or plenty of time, I do not recommend this setup. Processing-speed is very long and the gain of realism doesn't really weights up the time of processing compared to the setup above. But if your CPU can handle it, it really does make a lot of fun!

    - Loading all nations playable, all games simulated in full detail with all players in the db(ca 500k players):

    This setup will give you all players in the db. So there will be a player from 6th. division in sweden without seeing the league being active in the game. This slows down your system pretty much in relation to what you are getting for. I do not recomend this setup.

    If you want to improve realism with a special skin, take a look here:

    If you don't know if your PC/Laptop is low/mid/high-end you can check the following thread:

    https://community.sigames.com/topic/539412-fm21-performance-benchmarking-thread/

     

    To discuss about realism in FM21 @Junkhead has created this wonderful thread. Sharing ideas, your own and all other stuff that can be linked in this area.

    https://community.sigames.com/topic/539688-fm21-realism-thread/

    I have created a megapack to increase the realism of Football Manager 2021, you can find it here:

    https://community.sigames.com/forums/topic/545609-fm21-increase-realism-megapack-by-daveincid

    There is a great megapack from @davie77 which makes all Nations playable ingame. I worked close together with him and tested his files, so I know about the high quality-standard.

    https://community.sigames.com/forums/topic/550750-fm21-around-the-globe-megapack-by-dave-46-completed

    I also recommend the data-updates from @pr0

    https://community.sigames.com/forums/topic/539013-fm21-transfers-data-update-packs-by-pr0-fmtu/

    I finally found my way on social media, feel free to take a look in here to get more informations about my projects for Football Manager 2021

    https://community.sigames.com/forums/topic/546553-daveincids-info-channels-for-the-increase-realism-megapack-and-more/

     

     

    Cheers

    Daveincid

     

     

     

     

     

    2022 realistic player attributes update pls

  2. On 27.08.2021 at 03:56, santy001 said:

    It is just watching the players. On my time off work I will often watch as much back as I can of games as well.

    There's a loose guidelines of what SI would expect players at certain levels of the game to be within but this is simply just a framework and is in no way a defined limit or something that you must adhere to. In my experience SI have always been incredibly accommodating of my reasoning whether I've wanted to go above, or below, their guidelines. 

    In more recent times, before Michael O'Neill, there was a rather prominent issue I had to point out to SI that I couldn't keep cutting player CA's the way I was. It was reaching a point where Stoke would sign a player and the first thing I'd have to do is cut their attributes which was usually resulting in around a 10+ CA reduction. In some cases they were barely playing for Stoke and yet were the best players in the team. Stephen Ward came from Burnley at a higher CA than Erik Pieters went there with. Ward was also better in terms of his attribute spread to go with it. 

    Thanks

  3. 14 hours ago, LazyEnganche said:

    There are a few attributes that spring to mind for interceptions:

    Positioning, decisions, anticipation, marking, aggression, work rate 

    I think some are more important depending on the player’s position - positioning/marking for a centre back and perhaps work rate/aggression for a ball winning midfielder

    If I had to go with one I’d pick positioning

    So the closest attribute is positioning?

  4. 2 minutes ago, XaW said:

    @Sloak - I agree the lack of clarity is something that should be addressed, but I'm also not sure how it can be done in a way that is accessible for everyone without making it tedious or too complicated or giving away too much under the hood. I mean, hovering over most of the things in the game will provide a text explaining them.

    image.png.bf6ad0e581dfe3dcc646231e62b53578.png

    That one is attributes, and for training the same goes for more "concepts":

    image.png.46831ff0644bab01f54b65b9a5e13cb2.png

    If you have any ideas or suggestions to how it could be improved, feel free to add it in the suggestions section on this forum.

    where can i look at this place here?

  5. 10 minutes ago, santy001 said:

    I don't know if you're new to FM overall, or if you're just new to the forums but the best advice I can give @Lesnarking is that playing the game really is the best way to figure it out. 

    Sometimes you just need to play the game and look at two or three players you have for one position and see who does best. Despite the huge advantages I get as a researcher in terms of information about how attributes work, I will still stumble across players who take me by surprise. 

    Thanks.

  6. 3 minutes ago, santy001 said:

    As @XaW mentions, the manual is the best place to start. 

    In general though its worth pointing out that the context of attributes are purely on the basis of professional footballers. Therefore, a rating of 1 in an attribute is still far superior to the average person on the street and the gap between 1 and 20 is less than you might otherwise think.

    For physical attributes like strength and pace these aren't universal either. So Usain Bolt at his 100m prime wouldn't necessarily be a 20 pace player if he did transition to football. Not because he isn't fast enough to be, but because he may have lacked the footballing intelligence to employ it correctly in a game. 

    Overall a "higher" quality player (which really is something you have to decide on your own metrics for the position, the role and so on) the greater their chance of succeeding at what you want them to do. Higher quality players are more likely to be capable of a difficult role, or a role that gets greater pressure on it from opposition teams. 

    thanks

  7. 12 hours ago, santy001 said:

    Well the FM data is done by the enormous (over 1000 strong) group of researchers. We can all kind of have an input on each others work as well, and there are head researchers who oversee what we do. Then the data we submit gets tested and any oddities that come along the way are subsequently reviewed.

    You're never going to be able to imitate that on an individual level, but it is just our opinions based on the players we know. There is a huge advantage of doing this in a vacuum though for one club, because you aren't rating Player A in your team against Player X in another team. Although sometimes that does get lost on researchers as well, I've had a few down the years who say "I think my player X should be rated better than your player Y" to which the only response is, rate your player better then. As it's of no concern to me what they think. 

    sorry, I do not understand you
  8. 31 minutes ago, Marko1989 said:

    Oh.. That is a very complicated question :) Maybe you could do a research on some webistes where they have all the statistics through the season. For example whoscored website has statistics on "key passes per game" , "dribbles per game" and so on.

     

    How can I tell by watching the players? is it bad or good?

  9. 5 minutes ago, Marko1989 said:

    If you are asking how to know which player should have 16 for passing for example, there is no formula for that, you must decide that on your own opinion. But my answer is similar to what Baodan said so maybe that is not what you meant

    My ability to observe is very bad, how do I know if a player's attributes is good or bad?

  10. 25 minutes ago, Baodan said:

    You score them by looking at how the players play in real life and then typing in that number in the corresponding attribute box.

    A question, if I may, when you say patch do you actually mean database or some kind of mod?

    What I mean by the score is: How do I know if a player's passing attributes are 16? and  yes kind of mod

  11. 30 minutes ago, Mr_Demus said:

    I rarely manage in the PL, but my guess would be to look at other players in the league. I would say that they at least need 15 or 16 in key stats.

     Does it make a general slave ranking?
    1-5 is very bad
    5-7 is bad
    7-10 medium
    10-14 is good
    14-18 is very good
    Like 18-20 world class?

  12. On 07/08/2021 at 21:03, Lord Rowell said:

    I don't think its as simple as one attribute.

    But one other suggestion I'd make is Agility. Its not quite mental reaction speed, but it is about the ability to adjust your body appropriate in as short a time as possible.

    Well, can you tell me the nearest attributes?

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