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vcpinheiro14

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Everything posted by vcpinheiro14

  1. My english may not be the best. In that spreadsheet I just put the game`s data, like key attributes for the roles, or roles used in the 3 suggested tactical formations for each style. It`s actually SI`s data that we can order and filter as we want to learn more about the game.
  2. I've written a spreadsheet so that i could compare role and duty's instructions, attributes and on what default tactical frameworks SI uses them. If anyone else wants to use it, feel free to make a copy. https://docs.google.com/spreadsheets/d/1ouE5lQZhEgD6UeGMujak88tS7m_5SyVfUvbF_w9aklI/edit?usp=sharing
  3. Btw... This bar used for PASSING DIRECTNESS and TRIGGER PRESS is very confusing, sometimes it's described as Less or Shorter when the bar is full, or High and Direct when the bar is half filled. What is supposed to be the Ball Playing Defender's passing directness tweak?
  4. What are these white dashed lines supposed to indicate?
  5. Yes. In real life everything trained has a short-term effect because of muscle memory, and memory in mental tasks. SI claims to be in contact with real managers to implement realism.
  6. I raised a similar question in another thread based on the default training schedule for "Big Match Preparation", which makes sense if you think about short-term benefits. There was precedence for "upcoming match effects" before and we never know if SI forgets to change their descriptions (like now with Set Pieces familiarity) or doesn't explain some mechanics of the game. Match Focus sessions last for a week, there is even a bug related to this that I already reported that you can't change preparation for the second game in the week. Training ratings are also weekly, Aggression is mentioned on a few sessions but is never developed. Maybe there are weekly short-term benefits that are consolidated monthly. As always we depend on SI staff to be sure.
  7. I wasn't satisfied with the game's information about these and decided to do some controlled testing for familiarity, for attribute development is impossible to control. The conclusions I'm posting here are by no means infallible and other people's tests and SI staff replies or confirmations are welcome. Tactical Familiarity is very specific, if you change the Duty for the same Role and Position it can be different, also if you add players instructions, and even the sides of central positions might not have the same familiarity. - There seems to be diminishing returns, if the familiarity is Awkward it will develop relatively fast, Competent slow, and Accomplished very slow. In this latter case, Match Experience is the solution, and in general it gives much faster progress than training. - Training rating is key. Below 6 means the player is not progressing. You should aim for at least 7. - There is some randomness in this development that I think relates to the players' preferences for role (attribute combinations) and versatility; If you do Individual Training (IT) usind Position/Role/Duty (PRD): - The progress is almost the same even for different playing positions and roles. If you train an AML Winger Support he will familiarize as Winger Attack and as an ML Winger; - If you add Player Instructions in the Tactics, the progress will be slower; - Has a higher workload than PP IT, but I didn't notice a higher progress than all PP IT Roles combined, maybe they are better for attribute development or this is just a penalty cost for training "apart" from tactics. If you do Individual Training using Playing Position (PP): - The player will train in the Roles assigned to the Position he most played in (can be checked in Development - Tactics - GAMES PLAYED IN POSITION) in your 3 Tactics. If you leave the IT to STC PP and have Complete Forward, Target Forward and Pressing Forward in your tactics, he will progress in those 3 roles. As stated by the manual 60% for the primary tactic and 20% for the others; - You can acumulate progress using the same Role in all 3 tactics, in this case it seems similar to PRD progress; - If you have more than 1 player slot in that PP (like 2 CMs), he will familiarize in the Roles of all those slots; - You can progress slowly in Roles that have some similarity with the ones in the Tactics in the same PP; Conclusion: - If you use your player only in 1 Role, use PDR IT. You can still change his Position and Duty between Tactics. - If you use your player only in 1 Position, use PP IT. You can still change his Role between Tactics and have a lighter Workload.
  8. I wonder if this message is not related to a hard cap but to the difficulty to raise an attribute due to age or fulfilled PA, in that case it would be a "soft cap".
  9. Have you tried testing interactions to change Aggression (and maybe other attributes?) I didn't do it because it requires a decent methodology and manual labor but those interactions that you can praise or criticize isolated aspects of a player's game could have additional effects besides Morale and Relationship management. On another thread I raised a question that expectedly wasn't answered about short-term training benefits being a thing because of precedence (upcoming match sessions) and some discrepancies between the UI and the results of training sessions (like aggression). This was an idea I had after reflecting on the "Big Congestion" SI schedule, which can be a "light" workload sessions but doesn't make much sense if there aren't shot-term benefits (weekly?).
  10. Do you have more informations about these hard caps? I suspect they're tied to Height/Weight
  11. It seems that I can only change the Match Focus sessions' options once a week. If I have another game in the same week I receive the inbox to make changes but with the options locked, and these options are locked in the Match Preparation tab also. I didn't test the exact amount of time these options unluck again, but it seems to be one week. There are instances where I receive 2 inboxes about the same game.
  12. This problem is still an issue. The substitutions can occur but very rarely, almost always after 90 minutes when players are absolutely exausted.
  13. I agree that the low intensity of the Tactical sessions is part of this schedules' logic. However, they removed the buff label "Upcoming Match" that was written on the Set Pieces' sessions in FM23, if the buff is still there why remove the label? This confused me because I also agree that the Match Focus session was supposed to be the only one with short-term buffs. If they don't have the buff anymore, I wonder why would they leave that session there, since those have standard values for intensity, in that case cohesion or familiarity sessions would be better if no other short-term effect could be taken into account. Furthermore, Agression on Defending Engaged, or Rushing Out on Goalkeeping One-on-Ones (and some others) are still there, and those attributes are never developed through training. Maybe SI is not consistent with the game's documentation, maybe there is a mechanic that I'm contemplating in this thread.
  14. I was analysing the game's built-in training schedules to understand how the system works according to the developers. Then I saw this: How can these sessions be effective for the big match on Saturday if these sessions are supposed to generate mid-term familiarity and/or long-term attribute effects? In real life training sessions obviously have short-term benefits and on previous versions of FM there were "upcoming match" benefits that apart from the mistaken label lasted for a week. This made me think that attribute training in general may have a (weekly) short-term effect. Maybe someone can mark a good SI staff soul that knows the Training module to give us an answer, as this has a huge impact on weekly training planning. That would explain some things like Aggression and Eccentricity present in training sessions, but never growing in players.
  15. What happens if I send a scout to a league that's not loaded in the game? To make it clear my game is only loaded with Brazilian leagues, if I send a scout to Argentina will it find players there?
  16. I can confirm this is also an issue for my save in Brazil. Playing as Atlético Mineiro and the Reserve Team (under 23s) never plays and the Reserves Manager never schedules a Friendly (I'm doing this manually). However, the Under 19s is working as intended
  17. I think the game works with independent General and Individual training sessions, an then sums up the results. Sometimes I get injuries with players that are supposed to be resting on at least one of the training types. If this is the case, the General resting sessions' fatigue calculations are not taken into account (as it should) as the team is training normally and that's why the recovery is worse. This could be a much bigger problem than fatigue alone. Btw, in FM23 Sharpness sections were not resulting in any effect in the Editor, if you are willing could you test if it's working now (I don't have the editor for FM24)?
  18. I have an instance where my natural CM plays as an accomplished DM, and on his Individual Training Position/Role/Duty screen he is marked with DM (playing position), so this field isn't always set as the natural position, maybe it recognizes where he is playing. Edit: I can confirm it defaults to the most played position in the season in the Development - Tactics screen of each player.
  19. For mentoring younger players from the Reserves'/Youth's Squads by a Senior player, without changing their Squads, we are supposed to use the "Add/Remove Reserve or Youth Team player to First Team training" button on the Senior Squad's Units page on Training, this seems to be working as intended. However, when I try to add them through the "Add Player" to a mentoring group at the Mentoring tab, they don't appear there. But when I click on Ask Assistant to Assign, they are assigned to the groups automatically. That's why I think its an UI error, and because it resets all mentoring groups on the screen, It's not a useful workaround option. I'm re-uploading this post because it's an old issue that wasn't fixed yet, and I think it messes squad management and interactions for youth players. The link for the old post follows:
  20. This is absolutely a bug. The players didn't follow the defensive line, that could happen in some ambiguous circunstances but not in this obvious one, even players with the worst decision making attributes should see what to do here.
  21. Hi @Neil Brock . Is there an interview or statement about SI's documentation policy of the game? I assume everyone involved is acting in good faith so i'm not complaining about anyone's character, but i wanted to raise an issue that is unanimous in the hardcore player's communities i'm involved. There is a perceived excessive secrecy about the game's mechanics. This wouldn't be a great problem if the game was at a state of polishment where bugs were rare or the texts about a mechanic corresponded to its actual behavior. He have a lot of posts, blogs, and social media channels dedicated to clarify what concepts actually mean in the game and what is or not working as intended. Thus i suggest that the team reviews the in-game text and off-game documentation and manual to make things more clear and complete. This can be good for gamers' comprehension of what is actually an error and not a misuse, bringin forth better feedback to SI.
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