DM position, the impact of the pass on the details

by 14cm, Mar 8, 2024

Hi Guys. I learned about FM by watching the results of people experimenting in the FM Arena. Please understand if my English is not good. I have a few questions. I need the help of my seniors in the FM


https://fm-arena.com/table/26-player-attributes-testing/
I've seen about this experiment. And I wondered. How much of an impact does each attribute have on the game? Some things are meaningless, and how meaningless they are?

I started by looking at how the pass-related attributes would affect the game

I adjusted the passing, vision, and technique values of one of the two teams using tiki-taka in a variable suppression environment that will be explained later. 52 times each

As a result, lowering or increasing the number at 14 made the results even worse. If high or low numbers are detrimental to a short passing environment, what about long passes where pass-related attributes can be beneficial?

In a previous experiment, I found that the lower the position, the more long passes make, so I experimented with DM-DLP with plenty of space




The experimental conditions are as follows



- The user controls each team directly and does not intervene during the match

- Wolves vs Tottenham. Wolves Home

- To create space, Wolves used the Gegenpress template, while Tottenham used the fluide counter-attack template

- change all morale perfect
maximise existing tactical familiarty
improve team cohesion
remove all injuries
remove all unhappiness


- assistant manager of equal ability raise morale with each team's locker room speech




- All players, except DM, have equal stats


- I gave DM personal instructions to more direct passes. After that, I modified the pass, vision, and techniques moves from 10 to 20, experimenting with each process 30 times. In addition, personally checked and recorded the highlights of all long pass situations


This is the result


DM doesn't try and doesn't make many long passes. 20's pass-related attributes were rather bad. In the DLP roll that instructed more direct passes




After checking the highlight situation, the player does well to complete mid-length passes, regardless of the attribute

The difference comes from the frequency of passes and long passes. From 10 to 14, there is no difference in arithmetic stats, but from 12 onwards, it is noticeable that the ball bounces after receiving the passer's ball. 10 is even more so

Passes to the head, knees and waist, not to the feet. Or a pass that bounces the ball. This is the case, but it's not a significant number from 20 to 10, so I'm not sure how technique affects the quality of the pass



I can also see that even if there is a player to penetrate, the ball is not sent into the middle or into the half-space

I suspect this is a deliberate suppression of long passes by SI in order to prevent the FM Arena tactical table from being overrun with counter-attacking tactics

I wonder if this phenomenon and efficiency also occur in MID and AM. I'd like to experiment with the efficiency of defensive attributes such as tackles in the future

I'm curious to know how the pass affects the game, and what about the other attributes.

When I introduced these experiments to the FM community I use, some user said that already done these attribute experiments hundreds of times over the past 10 years. Is that really the case? If so, I don't see any reason to do further experiments. Can tell me the results of people who have already tried the same thing as me before I do more experiments?

I need the help of those of you who have more knowledge than I do.

3

0

More and more Data Analyst come to this game xD. Thanks for the work !

0

14cm said: Hi Guys. I learned about FM by watching the results of people experimenting in the FM Arena. Please understand if my English is not good. I have a few questions. I need the help of my seniors in the FM


https://fm-arena.com/table/26-player-attributes-testing/
I've seen about this experiment. And I wondered. How much of an impact does each attribute have on the game? Some things are meaningless, and how meaningless they are?

I started by looking at how the pass-related attributes would affect the game

I adjusted the passing, vision, and technique values of one of the two teams using tiki-taka in a variable suppression environment that will be explained later. 52 times each

As a result, lowering or increasing the number at 14 made the results even worse. If high or low numbers are detrimental to a short passing environment, what about long passes where pass-related attributes can be beneficial?

In a previous experiment, I found that the lower the position, the more long passes make, so I experimented with DM-DLP with plenty of space




The experimental conditions are as follows



- The user controls each team directly and does not intervene during the match

- Wolves vs Tottenham. Wolves Home

- To create space, Wolves used the Gegenpress template, while Tottenham used the fluide counter-attack template

- change all morale perfect
maximise existing tactical familiarty
improve team cohesion
remove all injuries
remove all unhappiness


- assistant manager of equal ability raise morale with each team's locker room speech




- All players, except DM, have equal stats


- I gave DM personal instructions to more direct passes. After that, I modified the pass, vision, and techniques moves from 10 to 20, experimenting with each process 30 times. In addition, personally checked and recorded the highlights of all long pass situations


This is the result


DM doesn't try and doesn't make many long passes. 20's pass-related attributes were rather bad. In the DLP roll that instructed more direct passes




After checking the highlight situation, the player does well to complete mid-length passes, regardless of the attribute

The difference comes from the frequency of passes and long passes. From 10 to 14, there is no difference in arithmetic stats, but from 12 onwards, it is noticeable that the ball bounces after receiving the passer's ball. 10 is even more so

Passes to the head, knees and waist, not to the feet. Or a pass that bounces the ball. This is the case, but it's not a significant number from 20 to 10, so I'm not sure how technique affects the quality of the pass



I can also see that even if there is a player to penetrate, the ball is not sent into the middle or into the half-space

I suspect this is a deliberate suppression of long passes by SI in order to prevent the FM Arena tactical table from being overrun with counter-attacking tactics

I wonder if this phenomenon and efficiency also occur in MID and AM. I'd like to experiment with the efficiency of defensive attributes such as tackles in the future

I'm curious to know how the pass affects the game, and what about the other attributes.

When I introduced these experiments to the FM community I use, some user said that already done these attribute experiments hundreds of times over the past 10 years. Is that really the case? If so, I don't see any reason to do further experiments. Can tell me the results of people who have already tried the same thing as me before I do more experiments?

I need the help of those of you who have more knowledge than I do.


Some good analysis pal but here is the attribute testing table - https://fm-arena.com/table/26-player-attributes-testing/

0

CBP87 said: Some good analysis pal but here is the attribute testing table - https://fm-arena.com/table/26-player-attributes-testing/

Yes, I have already seen the results of the experiment, as I have already said in the article. However, there were those who denied it on this basis.  "That's not valid because it only changed a single stat while ignoring the associated stats" "It's only valid because it's the result of research on a specific tactic."

0
Create an account or log in to leave a comment