CBP87 said: I was looking at the results of v3 and v4 with the only difference being overlap and underlap and there is a 65 point swing Expand
I've just checked the v3 and v4, I looked only at the TIs and it isn't only overlap and underlap, you also remove 'Pass Into Space' TI, which is capable of making a quite difference.
And the difference between v3 and V4 was only 4 points, which is equal to the the margin of error of a 640 matches test so in theory you can get such difference when you re-test the same tactic but in addition you changed 3 TIs so I don't understand what looks 'crazy' to you.
Delicious said: Would be great if we could see, player stats and team stats from the results! Expand
For the previous FM versions we uploaded game saves for each test but we found people weren't too interest in that so we decided that it isn't worth bothering.
But if you're interested in some player data I can upload game saves for you.
If we see there's a great demand for game saves then we can consider uploading them again.
camcaio said: qual o estilo de atletas que você usa como extremos defensivos? preferencialmente atletas c capacidades defensivas altas (estilo edenilson do inter) ou mesmo que seja um ponta ofensivo a formação segue funcionando? se puder responder eu agradeço, pois é mt dificil encontrar gente que seja boa ofensivamente e que tambem tenha stats defensivas decentes pra contratar Expand
Also, please note... there's no need in putting every single thing under a spoiler. because it makes harder for people to read your posts, they are constantly forced to click on spoilers to read your posts and I must say that isn't a very pleasant thing to do.
You really need to use spoilers where it would be appropriate, for example, in posts containing a lot of information and screenshots where without spoilers it would be a complete mess.
You need to add the information about the tactics in this thread to the OP or at least add links to the posts that have information about each tactic to the OP.
Solaris said: I guess the translation for 4-3-3 would look like this
AMC -> MCL DMCR -> MCR DMCL -> DM Expand Yes, that would work
crizeKOS said: Can u guys upload the set pieces file please? Ty Expand As I said importing the set pieces form a file would work incorrectly most of time so the only way to do get them properly in your tactic is recreating from the screenshots.
opq said: Is it a way to fix positions when transferring routines from one formation to another? E.g. I've transferred SPs routines from 433 to 343 and they were all messed up: attacking right corner at 433 were dcr to near post and dcl marking GK, and when transferred its dmc staying on gk mark and not one of 3 centre defs as a result I had to fix almost all positions in SP's setup Expand
Unforutanlty, very often transferring set pieces routines from one tactic to another doesn't work properly and to be safe you always need to check and then adjust the set pieces if needed.
The way set pieces works has changed in FM23 comparing to FM22.
We've tested many different set pieces in FM23 and picked the most reliable of them.
I want to warn you in advance of thinking that these set pieces greatly boost the score of your tactic in the testing, they won't because the most of highly rated tactics already have very good set pieces and using these set pieces won't make any significant difference.
These set pieces are mostly for those people who don't have much experience in creating good set pieces but want to have reliable set pieces in their tactics to be sure that the set pieces don't drag it down.
Please note, when you import set pieces from other tactic or change the formation of your tactic then it usually breaks the set pieces so you should always check the set pieces and adjust them if needed.
Left Attacking Throw-In | ( Delivery - Short ) | Taker - DL
Right Attacking Throw-In | ( Delivery - Short ) | Taker - DR
Left Attacking Corner | ( Delivery - Near Post ) | Taker - AML
Right Attacking Corner | ( Delivery - Near Post ) | Taker - AMR
Left Defensive Corner
Right Defensive Corner
We find other set pieces aren't important and they can be set or reset to Default.
Also, please notice that the set pieces above is for 4-2-4 DM formation but they can be easily adjusted to any formation. Here are few examples how to adjust the set pieces for different formations:
@crizeKOS, I've edited the info of the uploaded tactics in this thread.
Just a heads-up here, when you tweak someone else's tactic then you can't put the original author's name on it because you changed it ( even the changes might be very small ), you should put your own name.
At the moment our testing algorithm looks like this:
Every tactic gets 2 testing rounds by default ( 1 round is 320 matches so 2 rounds would be 640 matches ) then our testing server calculates the result and if after 2 first testing rounds the result is below 48 points then the test is over and the testing server uploads the result but if after 2 first testing rounds the result is above 48 points then it gets an additional testing round ( 1 round = 320 matches ) and after that additional testing round the testing server calculates the result again and if it hits below 48 points then the test is over and the testing server uploads the result but if it hits above 48 points then it gets another additional testing round and that continues up to maximum 9 rounds ( 2,880 matches ).
The purpose of the algorithm above is to keep the results at the top as accurate as possible and the same time consume the resources of our testing server at reasonable rate.
Please note, that we can "tune" the numbers in our testing algorithm at any moment depending on the situation. For example, at this moment we have reduced the maximum testing rounds from 9 rounds ( 2,880 matches ) to 6 rounds ( 1,920 matches ) because there are lot of tactics in the queue await to be tested at the moment.
pixar said: why are some tactics being tested more often? Is there a standard for this? How do you decide for how many matches a tactic will be tested?
for example why was this tactic tested for 1920 matches?
At the moment our testing algorithm looks like this:
Every tactic gets 2 testing rounds by default ( 1 round is 320 matches so 2 rounds would be 640 matches ) then our testing server calculates the result and if after 2 first testing rounds the result is below 48 points then the test is over and the testing server uploads the result but if after 2 first testing rounds the result is above 48 points then it gets an additional testing round ( 1 round = 320 matches ) and after that additional testing round the testing server calculates the result again and if it hits below 48 points then the test is over and the testing server uploads the result but if it hits above 48 points then it gets another additional testing round and that continues up to maximum 9 rounds ( 2,880 matches ).
The purpose of the algorithm above is to keep the results at the top as accurate as possible and the same time consume the resources of our testing server at reasonable rate.
Please note, that we can "tune" the numbers in our testing algorithm at any moment depending on the situation. For example, at this moment we have reduced the maximum testing rounds from 9 rounds ( 2,880 matches ) to 6 rounds ( 1,920 matches ) because there are lot of tactics in the queue await to be tested at the moment.
I would like to note that even when we test a tactic for 2K-3K matches there still might be +/- 1 or 2 points RNG, which can't be eliminated even when we test that many matches.
I've just checked the v3 and v4, I looked only at the TIs and it isn't only overlap and underlap, you also remove 'Pass Into Space' TI, which is capable of making a quite difference.
And the difference between v3 and V4 was only 4 points, which is equal to the the margin of error of a 640 matches test so in theory you can get such difference when you re-test the same tactic but in addition you changed 3 TIs so I don't understand what looks 'crazy' to you.
Only 2 points isn't a difference at all. It's even less than the margin of error.
If you re-test the same tactic in a normal save ( 38 matches ) then the difference might be as high as 20-25 points ( with the same tactic ).
We test tactics for 2К-3К matches to reduce the margin of error from 20-25 points to error 1-3 points.
For the previous FM versions we uploaded game saves for each test but we found people weren't too interest in that so we decided that it isn't worth bothering.
But if you're interested in some player data I can upload game saves for you.
If we see there's a great demand for game saves then we can consider uploading them again.
https://fm-arena.com/thread/2733-how-fm-arena-picks-tactics-for-the-testing/
Could you please test my last version? coadrianse 2.0
Kind Regards
https://fm-arena.com/thread/2733-how-fm-arena-picks-tactics-for-the-testing/
Please, use only English language.
Thank you.
DMed Zippo already, I've got wrong file to upload for 2.2 :/
I've made it available for editing.
You can replace the file.
Cheers.
I just checked the points for both tactics:
cross fixed sp
Total Pts = 2,709 points
Total Pld = 1,920 matches
cross v2 balanced
Total Pts = 2,598 points
Total Pld = 1,920 matches
What do you mean?
You're welcome.
Also, please note... there's no need in putting every single thing under a spoiler. because it makes harder for people to read your posts, they are constantly forced to click on spoilers to read your posts and I must say that isn't a very pleasant thing to do.
You really need to use spoilers where it would be appropriate, for example, in posts containing a lot of information and screenshots where without spoilers it would be a complete mess.
I've edited the OP and added the information about few tactics for you. I'm sure you do the rest yourself.
It's really isn't hard and should take few minutes.
Cheers.
You need to add the information about the tactics in this thread to the OP or at least add links to the posts that have information about each tactic to the OP.
Thank you.
AMC -> MCL
DMCR -> MCR
DMCL -> DM
Yes, that would work
crizeKOS said: Can u guys upload the set pieces file please? Ty
As I said importing the set pieces form a file would work incorrectly most of time so the only way to do get them properly in your tactic is recreating from the screenshots.
E.g. I've transferred SPs routines from 433 to 343 and they were all messed up: attacking right corner at 433 were dcr to near post and dcl marking GK, and when transferred its dmc staying on gk mark and not one of 3 centre defs
as a result I had to fix almost all positions in SP's setup
Unforutanlty, very often transferring set pieces routines from one tactic to another doesn't work properly and to be safe you always need to check and then adjust the set pieces if needed.
The way set pieces works has changed in FM23 comparing to FM22.
We've tested many different set pieces in FM23 and picked the most reliable of them.
I want to warn you in advance of thinking that these set pieces greatly boost the score of your tactic in the testing, they won't because the most of highly rated tactics already have very good set pieces and using these set pieces won't make any significant difference.
These set pieces are mostly for those people who don't have much experience in creating good set pieces but want to have reliable set pieces in their tactics to be sure that the set pieces don't drag it down.
Please note, when you import set pieces from other tactic or change the formation of your tactic then it usually breaks the set pieces so you should always check the set pieces and adjust them if needed.
Left Attacking Throw-In | ( Delivery - Short ) | Taker - DL
Right Attacking Throw-In | ( Delivery - Short ) | Taker - DR
Left Attacking Corner | ( Delivery - Near Post ) | Taker - AML
Right Attacking Corner | ( Delivery - Near Post ) | Taker - AMR
Left Defensive Corner
Right Defensive Corner
We find other set pieces aren't important and they can be set or reset to Default.
Also, please notice that the set pieces above is for 4-2-4 DM formation but they can be easily adjusted to any formation. Here are few examples how to adjust the set pieces for different formations:
4-2-3-1 DM Formation:
STCR -> STC
STCL -> AMC
Just a heads-up here, when you tweak someone else's tactic then you can't put the original author's name on it because you changed it ( even the changes might be very small ), you should put your own name.
Cheers.
At the moment our testing algorithm looks like this:
Every tactic gets 2 testing rounds by default ( 1 round is 320 matches so 2 rounds would be 640 matches ) then our testing server calculates the result and if after 2 first testing rounds the result is below 48 points then the test is over and the testing server uploads the result but if after 2 first testing rounds the result is above 48 points then it gets an additional testing round ( 1 round = 320 matches ) and after that additional testing round the testing server calculates the result again and if it hits below 48 points then the test is over and the testing server uploads the result but if it hits above 48 points then it gets another additional testing round and that continues up to maximum 9 rounds ( 2,880 matches ).
The purpose of the algorithm above is to keep the results at the top as accurate as possible and the same time consume the resources of our testing server at reasonable rate.
Please note, that we can "tune" the numbers in our testing algorithm at any moment depending on the situation. For example, at this moment we have reduced the maximum testing rounds from 9 rounds ( 2,880 matches ) to 6 rounds ( 1,920 matches ) because there are lot of tactics in the queue await to be tested at the moment.
for example why was this tactic tested for 1920 matches?
or why is this super crazy tacticc tested for 2880 matches?
At the moment our testing algorithm looks like this:
Every tactic gets 2 testing rounds by default ( 1 round is 320 matches so 2 rounds would be 640 matches ) then our testing server calculates the result and if after 2 first testing rounds the result is below 48 points then the test is over and the testing server uploads the result but if after 2 first testing rounds the result is above 48 points then it gets an additional testing round ( 1 round = 320 matches ) and after that additional testing round the testing server calculates the result again and if it hits below 48 points then the test is over and the testing server uploads the result but if it hits above 48 points then it gets another additional testing round and that continues up to maximum 9 rounds ( 2,880 matches ).
The purpose of the algorithm above is to keep the results at the top as accurate as possible and the same time consume the resources of our testing server at reasonable rate.
Please note, that we can "tune" the numbers in our testing algorithm at any moment depending on the situation. For example, at this moment we have reduced the maximum testing rounds from 9 rounds ( 2,880 matches ) to 6 rounds ( 1,920 matches ) because there are lot of tactics in the queue await to be tested at the moment.
Hey,
I would like to note that even when we test a tactic for 2K-3K matches there still might be +/- 1 or 2 points RNG, which can't be eliminated even when we test that many matches.
More info - https://fm-arena.com/thread/2713-10-944-matches-tested-fm-rng-measured/
The first results should be available within an hour.