Attribute Testing - Football Manager 24

by Zippo, Jan 5, 2025

Possebrew said: I built a calculator based on these results. So far it's only on my local machine, and I'm unsure whether to upload it somewhere.

You use a specific Squad & Scouting view, then use Print Screen -> Web Page
It then calculates an aggregate score for each player based on this formula and the values in the screenshot below:

  const normalizedValue = Math.max(8, Math.min(20, value));
  const impactRatio = (normalizedValue - 8) / 12; // 0 to 1 ratio
  totalScore += impacts[calculatorKey] * impactRatio;






same here would be interested in trying it out

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Thanks for the interest, everyone!

The tool still has a few bugs to iron out, and I'm traveling for work right now,
but I will do my best to get it uploaded by the end of this week so you can give it a try.

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Any chance to run those tests some day for individual positions, focusing on the most relevant attributes?

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ZaZ said: Any chance to run those tests some day for individual positions, focusing on the most relevant attributes?

It's clearly the last missing part of all the perfect work done here from all the members.

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ZaZ said: Any chance to run those tests some day for individual positions, focusing on the most relevant attributes?

This would be perfect

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I put a link of the calculator in this thread, so as to not hijack this thread with it:
https://fm-arena.com/thread/15561-player-attribute-calculator-aggregator/

Alas, I will be traveling again next week, but I'll check as often as I can.

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Possebrew said: I put a link of the calculator in this thread, so as to not hijack this thread with it:
https://fm-arena.com/thread/15561-player-attribute-calculator-aggregator/

Alas, I will be traveling again next week, but I'll check as often as I can.


can´t open the link error 404

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BaZuKa said: can´t open the link error 404

Cheers for testing!

I'll have to look into that when I'm back.
It should work with this link though: https://fmarenacalc.com/

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Possebrew said: Cheers for testing!

I'll have to look into that when I'm back.
It should work with this link though: https://fmarenacalc.com/


could you make a calculator for overall attributes? excluding corners, free kick taking, long throws and penalty

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Listen. What are the chances we stop changing the attributes for the entire team and then just on one position at a time and then run sims for each attribute change until we have a large enough pool to average out the difference? And then we do per position change ratings? Because here’s my thinking about some of these attributes that are “for show”. Decisions, Off the Ball, Vision and the like… that maybe they have less impact on the result, but more impact on how well a player performs per the game’s ratings engine. I’ve had a few test runs of Decisions in my recent RMadrid save. I run Bellingham as a CM-A. I then change his Decisions up and down. What ends up happening is when his Decisions is low, I’ll likely still win (because I’m RMadrid and I have a solid tactic (personal tactic that actually appears like the World Cup winner’s tactic but with a CM-A instead of an AM-A. Pretty much the same… and my FBs are support). But anyway. Solid tactic. Anywho… I’d usually win anyway… but Bellingham’s ratings average out to be poor/good per his Decisions attribute. Even when I win, he might still have a lower rating because he made poor “decisions”.

It looks like the match engine understands my team’s superior and my tactic is superior (tested with Elche and got top 10 two seasons in a row). But Bellingham may, or may not, be good in those matches. And I often see highlights where Bellingham loses the ball randomly that leads to an opponent highlight counter. They may not score, but they get close enough because of him. And then when his decisions is 20, even when I lose, he did well. So… again. Looking like cosmetics to the actual engine, but appears to help the player’s contribution and pads their stats. But if everyone has the same Decisions attribute, the engine is going to think they’re all making the same good decisions so we can’t weigh it on a per player basis if you get what I mean?

Then again… it’s Bellingham. Just with 1 or 20 for Decisions. Even if he made bad choices, dude would still kill it in midfield. Lol! But food for thought.

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SaMaHaJoGu said: Listen. What are the chances we stop changing the attributes for the entire team and then just on one position at a time and then run sims for each attribute change until we have a large enough pool to average out the difference? And then we do per position change ratings? Because here’s my thinking about some of these attributes that are “for show”. Decisions, Off the Ball, Vision and the like… that maybe they have less impact on the result, but more impact on how well a player performs per the game’s ratings engine. I’ve had a few test runs of Decisions in my recent RMadrid save. I run Bellingham as a CM-A. I then change his Decisions up and down. What ends up happening is when his Decisions is low, I’ll likely still win (because I’m RMadrid and I have a solid tactic (personal tactic that actually appears like the World Cup winner’s tactic but with a CM-A instead of an AM-A. Pretty much the same… and my FBs are support). But anyway. Solid tactic. Anywho… I’d usually win anyway… but Bellingham’s ratings average out to be poor/good per his Decisions attribute. Even when I win, he might still have a lower rating because he made poor “decisions”.

It looks like the match engine understands my team’s superior and my tactic is superior (tested with Elche and got top 10 two seasons in a row). But Bellingham may, or may not, be good in those matches. And I often see highlights where Bellingham loses the ball randomly that leads to an opponent highlight counter. They may not score, but they get close enough because of him. And then when his decisions is 20, even when I lose, he did well. So… again. Looking like cosmetics to the actual engine, but appears to help the player’s contribution and pads their stats. But if everyone has the same Decisions attribute, the engine is going to think they’re all making the same good decisions so we can’t weigh it on a per player basis if you get what I mean?

Then again… it’s Bellingham. Just with 1 or 20 for Decisions. Even if he made bad choices, dude would still kill it in midfield. Lol! But food for thought.


Everyone wants that, but it takes time to do.

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BaZuKa said: could you make a calculator for overall attributes? excluding corners, free kick taking, long throws and penalty

I don't know that I understand what you mean?
The calculator is based on the results of the attribute tests on page 1 of this thread.

I suppose I could add all abilities to the Attribute Settings, and you can set your own impact values.

I'm also wondering where to store formations, as all the data just lives in the browser atm, but I figured it could be interesting to allow the community to upload formations & impact values, and you just select the predefined one from a list, based on upvotes or so.

Just so the tool can evolve on its own without my interference.

That said, I'd prefer to collect feedback in the other thread, as to not hijack this one. I feel that would be unfair to the people who put in the amazing work that made the calculator possible.

https://fm-arena.com/thread/15561-player-attribute-calculator-aggregator/

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Do the moves have an impact, or is it unnecessary to teach them?
What does it mean that the important match doesn't count for anything? Could it be that it doesn't matter in the league because the script then rebalances the series of results, but it does matter for winning the Champions League?
I only played one season on FM24, and before that it was stuck on FM18. In the past, the important match seemed to have an impact, a strange decision they made.
Thanks

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It's not so clear what You mean. If You mean the attribute "important matches" - it has an impact in a single match but as there is not so many really important matches it doesn't have very great impact on average player's note from a whole season.

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Am I the only one who gets players going down in CA like this using the trainning schedule from here?

https://imgur.com/uNVlZgk

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tam1236 said: It's not so clear what You mean. If You mean the attribute "important matches" - it has an impact in a single match but as there is not so many really important matches it doesn't have very great impact on average player's note from a whole season.

Thanks. That's exactly what I meant. Some characteristics/attributes could have little or no impact in the long run, but they should be important for a single match.
By moves, I meant things like "place shots," "plays 1-2," "moves into the channel," etc. Do they have a real impact or are just an illusion?
And back to the point above: finishing, weak foot, and place shots maybe have little impact in the long run because over time they tend to become balanced, but instead they could make a difference in individual matches and therefore also in finals?

To be clear, these are opinions, so it depends on how the game is programmed

P.S. I used Google Translate.

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Only I know is not to train weaker foot (CA grows and the effect is weak) but You don't have such possibility in FM24 . And the second I see: if a player has a trait not to shot from distance he often doesn't.
Does traits trainig reduce basic training effect? - I don't know. Do these trained traits have any real impact? - hard to say. I train defenders to stay on our half of the pitch and see them on the other regularly.

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Hi everyone,
I am looking for Fm genie scout rating for replacing default file by genie scout.
However, I watch all file rating in this topic but i have some questions:

almost of all rating file doesnot consider hidden attribute and mental trait, for exampale,
When I apply these file rating such as ykyky or fm arena, fm geniescout state a player with pa 199 but consistency 4 and imp match 7, how this player can be a superstar in the future??

And so, can someone help me a rating file that the weighting should be considered allocated to hidden atribute and mental traits

Thank in advance

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Do certain attributes have faster rate of growth than others from 8 to 20 thus making it more important to focus on these in early years with extra focus training.

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Sandpiper said: Do certain attributes have faster rate of growth than others from 8 to 20 thus making it more important to focus on these in early years with extra focus training.

I didn't notice much difference between growing, for example, from 10 > 11 compared to growing from 15 > 16. The speed of growth seems linear, and what makes the biggest difference are age, PA - CA difference, and quality of training facilities and staff. However, it seems like the game has a cap of how much each attribute can grow per season.

That being said, you have from 15-25 years old to grow attributes effectively (being optimistic), and after that the speed of growth is highly reduced. Your goal is to reach PA around that age, while getting as much Pace and Acceleration as you can in the years preceding that. If you reach PA at a younger age, that means you cannot grow Pace and Acceleration anymore, resulting in a "sub-optimal" player development. If you reach 25 years old without full PA, then you also developed a sub-optimal player, because other attributes also matter, especially from a financial aspect (more money = better players).

What some people do is to use the youth setup to grow Pace and Acceleration, with training schedules that grow Pace and Acceleration without increasing CA, and transition to normal full training schedule when they reach main team, around 18 years old (or 20, depending on how patient you are). That will allow your young players to easily reach 18+ Pace and Acceleration, but it is a very long term investment, and it is often better to simply buy fast young players from start.

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Zippo said: Guys, a small notice here. Recently, I posted a guide how to search players with FMRTE based on the fm-arena attribute testing. But we found that FMRTE has an issue when it come to the Position Ratings, it's only possible to set them for the striker position and the application evaluates any other positions only on the Striker position ratings.

However, despite the issue, it's still possible to use FMRTE for searching players based on the position rating but it might be very confusing for some people so we decided to remove the guide about FMRTE.

I just wanted to let you what happened to the guide and why it's gone.

Cheers.


Is this post on this forum or a different one? I can't seem to find it either on your profile or just by browsing the forum.

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The attribute values sorted by how much they impact results per individual player.



It really shows the value of a good (i.e. highly specialised) goalkeeper, even above outfield physical values. And the dominance of speed for outfield players and why the training meta is the way it is.

Funnily enough, the thing I hated the most about the values in #24 (the importance of position between good and perfect values) is what I love the most about #26: Before the system punished players being good at multiple positions as good was not necessarily good enough. Now with IP and OOP there is more incentive to "use" CA to make players talented in more than one role.

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ok I just had an important breakthrough (at least for myself):
I was sad about finding out that passing, technique etc. allegedly were so useless in FM24, so I ran my own (very small) test:
I started a game with a very bad team that had to go against a strong side in their first match and gave all of my players very good passing attributes - and they now won this match 10 times in a row vs. before losing the same match 10 times in a row!

I played as Dorking in Vanarama National League and the match was against Chesterfield in season 2023/2024.

I believe that the key difference was that I not only gave my players 20 in passing, I gave them 20 in the whole passing package (passing/technique/vision/decisions/flair). I guess at least passing/technique/vision are directly linked together so they should not be treated separatedly.
I am very happy about this result as it shows (to me) that while pace/acceleration might be very important, things in FM24 are not as bad as I feared they would be. I mean:  Winning 10 times vs losing 10 times is quite the change.

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CryosFeron said: ok I just had an important breakthrough (at least for myself):
I was sad about finding out that passing, technique etc. allegedly were so useless in FM24, so I ran my own (very small) test:
I started a game with a very bad team that had to go against a strong side in their first match and gave all of my players very good passing attributes - and they now won this match 10 times in a row vs. before losing the same match 10 times in a row!

I played as Dorking in Vanarama National League and the match was against Chesterfield in season 2023/2024.

I believe that the key difference was that I not only gave my players 20 in passing, I gave them 20 in the whole passing package (passing/technique/vision/decisions/flair). I guess at least passing/technique/vision are directly linked together so they should not be treated separatedly.
I am very happy about this result as it shows (to me) that while pace/acceleration might be very important, things in FM24 are not as bad as I feared they would be. I mean:  Winning 10 times vs losing 10 times is quite the change.


ok here is another interesting find:
I thought/hoped that the passing skills made this big difference, but I wanted to be sure that it actually changed how the match engine behaves on the pitch. So I ran another experiment and this time I left every attribute unchanged and only increased PA and CA to 200 of every player. So basically nothing had changed except for PA and CA - and this was right before the match started so the attributes were 100% untouched. And guess what: I also won every match (reloaded 10 times) against this much stronger side that beat me every time before I made any changes in the first place. I guess this means two things:

1. The Match Engine isn't directly linked to each and every attribute - it seems that SI just skews the general match odds a little bit into the direction of the side it things should be stronger.

2. Things like passing and off the ball etc. do have an impact after all, since SI considers them to be so strong for certain positions assigns so much CA points towards it. So indirectly these attributes should have an impact on matches. Maybe not as strong as Pace but hey: winning every game that I previously lost is not a small change.

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