Zolov said: are we able to get the league file to trial and error individually? Expand At the moment we're not planning to share it from the start but we might change our mind on that in the future.
Here are some highlights of FM-Arena tactic testing league:
- All players in the FM-Arena testing league have their morale and conditions set and "frozen" at the highest possible level, it ensures that the morale and physical conditions don't change and stay the same throughout a testing process, also, injuries are being removed if they occur. These adjustments greatly reducing the random elements of the game.
- Tactics regardless their formations/roles/duties are being tested with equally good players which ensures that the results aren't affected by the difference in the players' quality.
- All teams in the testing league have the "Team Cohesion" and "Tactic Familiarity" maximized.
- All players have their "Player Traits" removed, which ensures that they play according with the tactical instructions and not according with their "Player Traits".
- The variety of the AI tactics in the league ensures that we test tactics against the most optimal set of AI tactics.
- In our testing league the AI managers can't get sacked during testing due to poor results so they stay in charge of their teams until the end of testing. Keeping the testing environment unchanged till the end greatly reduces the game randomness.
The above are just some features of FM-Arena tactic testing league and there are much more.
If you want to check the league settings you can do that by downloading a game save:
pixar said: On the page where the test results of this year's tactics are published, it seems that 304 matches were tested for each tactic. Could it be a mistake?
Obviously, there'll be patches and ME changes so at the beginning the results don't need to be extremely accurate and we decided that "304 matches" would be an optimal number at this point.
First of all, I want say that we don't promise to test every tactic posted so don't expect that.
There are many factors influencing our decision on whether or not to test a tactic. Here are some of the factors:
Sharing a new tactic ( starting a new thread ). - The better presentation of your tactic, the more likely it gets tested so don't be lazy and add screenshots of your tactic and some results with it, also, any additional useful information about your tactic. The more reasons you give why your tactic should be tested, the higher chances it gets tested.
- If your tactic is based on someone else's tactic or you take some elements from other tactic then you should state that in the description and give proper credit otherwise it won't get tested. Also, explain the difference between the original tactic and your tweak.
- It's unlikely that we test your tactic if we find it's very similar to what that has been tested already.
- When you propose someone else's tactic for the testing then please, post your own result with it.
Adding a new version/tactic in an already existing thread. - When you add a new version/tactic in the existing thread then let everyone to know about it.
- Explain what changes you made.
- Add all essential information about the new version in the opening post(the 1st post) of the thread so that people can easily find the information about all your tactics/versions in the thread.
- For a new versions it also requires providing results with it.
- It's unlikely that we test a new version of your tactic if we find that the changes are too insignificant to make any meaningful difference.
Quantity vs Quality Please notice that there's a reasonable limit on how many tested tactics one person can have. At the moment we find that about 10 tested tactics per one person is an optimal number so if you're above the limit then your further tactics has a low chance to get tested but it's still possible they get tested but that will depend on many different factors such as great attention from the community which means a lot people use it with a great success and share their results.
We find that having the limit is necessary because we don't want to encourage tacticians to do "brute-force cracking" of the match engine by spamming tactics without putting any intelligent thoughts behind them and we don't want to encourage tacticians to produce tactics that bring nothing new to the table. We'd like to see people do an analysis of what has been tested already before offering their tactics for the testing but of course, if we see that some tactic gets very positive feedback from the community then we'll test that tactic no matter what.
Here are some highlights of FM-Arena tactic testing league:
- All players in the FM-Arena testing league have their morale and conditions set and "frozen" at the highest possible level, it ensures that the morale and physical conditions don't change and stay the same throughout a testing process, also, injuries are being removed if they occur. These adjustments greatly reducing the random elements of the game.
- Tactics regardless their formations/roles/duties are being tested with the same quality players which are equally good in doing different tasks on the pitch, it ensures that the results aren't affected by the difference in the players' quality.
- All teams in the testing league have the "Team Cohesion" and "Tactic Familiarity" maximized.
- The players used for testing tactics don't have any "Player Traits", it ensures that they play according with the tactical instructions and not according with their "Player Traits".
- The variety of the AI tactics in the league ensures that we test tactics against the most optimal set of AI tactics.
- In our testing league the AI managers can't get sacked during testing due to poor results so they stay in charge of their teams until the end of testing. Keeping the testing environment unchanged till the end greatly reduces the game randomness.
The above are just some features of FM-Arena tactic testing league and there are much more.
I want to let you know that we are going to start a new tactic testing for the 21.4 patch.
As you might notice there are just few insignificant ME changes in the 21.4 patch and one of them changes the way long throw-ins work, but at the moment almost all tactics use long throw-ins, so we've retested few tactics under the 21.4 patch and found 21.3 and 21.4 results were slight different, even the difference was a quite small we still decided to start a new tactic testing for the 21.4 patch.
Please note, that we'll be testing a tactic only if we can be sure that this tactic is approved for the 21.4 patch but the author.
You might noticed there's a slight difference in the testing results between the 21.2.2 and 21.3.0 patches.
I want to inform you that the difference is not due to the ME changes in the patch 21.3.0 because there weren't any ME changes in the 21.3.0 patch. The difference is due to small changes(improvements) that we made to our testing database.
To be sure we retested some tactics using the old database and there wasn't any difference in the results between the 21.2.2 and 21.3.0 patches.
We've done some interesting internal testing and it looks like Acceleration and Pace attributes are among the most important player attributes in FM21:
Of course, other player attributes are important too but changing Acceleration and Pace attributes makes the most difference in our testing.
For example, let's take Phoenix v3.0 tactic if you look at the table then its points per match is "2.114" but if we decrease the Acceleration and Pace attributes of the Shadow Strikers and Wingers by "3" points from "16" to "13" and re-test the tactic then we'll get the following results:
As you can see the points per match have dropped from "2.114" to "1.657".
If we also decrease the Acceleration and Pace attributes of the Inverted Wing-Backs by "3" points from "16" to "13" and re-test the tactic once more then we'll get the following results:
As you can see the points per match have dropped further from "1.657" to "1.467".
So decreasing the Acceleration and Pace attributes across the positions just only by "3" points has turned a winning tactic into a loser, the points per match have dropped from "2.114" to "1.467" (about 31% decrease).
No doubt, such information is very important and we're debating how to better represent something like that in the future.
The M1rakuru said: May i ask something? i ve seen that the section ''GFC'' goal from corners have been removed , why is that? so far these years it was the only forum that had this section and now has been removed.. this is so sad :/ Expand
Hi,
Unfortunately, we had to stop delivering "gfc" and "poss" stats due some technical limitations. I hope we can bring those stats back at some point in the future. Until then I'm afraid the only way to get those stats is downloading game saves and checking the stats manually.
First of all, I want say that we don't promise to test every tactic posted so don't expect that.
There are many factors influencing our decision on whether or not to test a tactic. Here are some of the factors:
Sharing a new tactic ( starting a new thread ). - The better presentation of your tactic, the more likely it gets tested so don't be lazy and add screenshots of your tactic and some results with it, also, any additional useful information about your tactic. The more reasons you give why your tactic should be tested, the higher chances it gets tested.
- If your tactic is based on someone else's tactic or you take some elements from other tactic then you should state that in the description and give proper credit otherwise it won't get tested. Also, explain the difference between the original tactic and your tweak.
- It's unlikely that we test your tactic if we find it's very similar to what that has been tested already.
- When you propose someone else's tactic for the testing then please, post your own result with it.
Adding a new version/tactic in an already existing thread. - When you add a new version/tactic in the existing thread then let everyone to know about it.
- Explain what changes you made.
- Add all essential information about the new version in the opening post(the 1st post) of the thread so that people can easily find the information about all your tactics/versions in the thread.
- For a new versions it also requires providing results with it.
- It's unlikely that we test a new version of your tactic if we find that the changes are too insignificant to make any meaningful difference.
Quantity vs Quality Please notice that there's a reasonable limit on how many tested tactics one person can have. At the moment we find that about 10 tested tactics per one person is an optimal number so if you're above the limit then your further tactics has a low chance to get tested but it's still possible they get tested but that will depend on many different factors such as great attention from the community which means a lot people use it with a great success and share their results.
We find that having the limit is necessary because we don't want to encourage tacticians to do "brute-force cracking" of the match engine by spamming tactics without putting any intelligent thoughts behind them and we don't want to encourage tacticians to produce tactics that bring nothing new to the table. We'd like to see people do an analysis of what has been tested already before offering their tactics for the testing but of course, if we see that some tactic gets very positive feedback from the community then we'll test that tactic no matter what.
After each patch that includes ME changes we'll be internally re-testing few tactics for 912 matches and if we see there's a significant difference in the results then we'll make a new table for the new patch and if the difference is small then we'll keep the current table.
Would it be possible to have xG's in the tactics test results?
Thank you B Expand
Hi,
We thought about adding xG stat but decided not to do that because xG stat could be useful only if you test tactics for a small amount of matches, like 10 or 20 matches but we test tactics for 456 matches. When you test tactics that much then there's no need for xG stat.
Here are some highlights of FM-Arena tactic testing league:
- All players in the FM-Arena testing league have their morale and conditions set and "frozen" at the highest possible level, it ensures that the morale and physical conditions don't change and stay the same throughout a testing process, also, injuries are being removed if they occur. These adjustments greatly reducing the random elements of the game.
- Tactics regardless their formations/roles/duties are being tested with the same quality players which are equally good in doing different tasks on the pitch, it ensures that the results aren't affected by the difference in the players' quality.
- All teams in the testing league have the "Team Cohesion" and "Tactic Familiarity" maximized.
- The players used for testing tactics don't have any "Player Traits", it ensures that they play according with the tactical instructions and not according with their "Player Traits".
- The variety of the AI tactics in the league ensures that we test tactics against the most optimal set of AI tactics.
- In our testing league the AI managers can't get sacked during testing due to poor results so they stay in charge of their teams until the end of testing. Keeping the testing environment unchanged till the end greatly reduces the game randomness.
The above are just some features of FM-Arena tactic testing league and there are much more.
Yes, that's correct.
Hi,
You can check the league configuration yourself, here's a game save ( the end of a test )
Download - FM-Arena Tactic Testing League Game Save
Zolov said: are we able to get the league file to trial and error individually?
At the moment we're not planning to share it from the start but we might change our mind on that in the future.
Here are some highlights of FM-Arena tactic testing league:
- All players in the FM-Arena testing league have their morale and conditions set and "frozen" at the highest possible level, it ensures that the morale and physical conditions don't change and stay the same throughout a testing process, also, injuries are being removed if they occur. These adjustments greatly reducing the random elements of the game.
- Tactics regardless their formations/roles/duties are being tested with equally good players which ensures that the results aren't affected by the difference in the players' quality.
- All teams in the testing league have the "Team Cohesion" and "Tactic Familiarity" maximized.
- All players have their "Player Traits" removed, which ensures that they play according with the tactical instructions and not according with their "Player Traits".
- The variety of the AI tactics in the league ensures that we test tactics against the most optimal set of AI tactics.
- In our testing league the AI managers can't get sacked during testing due to poor results so they stay in charge of their teams until the end of testing. Keeping the testing environment unchanged till the end greatly reduces the game randomness.
The above are just some features of FM-Arena tactic testing league and there are much more.
If you want to check the league settings you can do that by downloading a game save:
Download Game Save
We've changed the way we represent the tests results.
We get rid of the ratings and translated all the results into "a typical 38 matches season".
We believe that way it gives a better gauge of the difference between the tactics.
I hope you like it.
Cheers.
https://fm-arena.com/table/15-patch-22-2-0/
It looks like that tactic was tested a moment ago - https://fm-arena.com/tactic/1639-fanecas/
https://fm-arena.com/table/12-patch-22-1-0/
Obviously, there'll be patches and ME changes so at the beginning the results don't need to be extremely accurate and we decided that "304 matches" would be an optimal number at this point.
Later today or tomorrow we'll start testing FM22 tactics.
Thanks for your support!
Cheers.
First of all, I want say that we don't promise to test every tactic posted so don't expect that.
There are many factors influencing our decision on whether or not to test a tactic. Here are some of the factors:
Sharing a new tactic ( starting a new thread ).
- The better presentation of your tactic, the more likely it gets tested so don't be lazy and add screenshots of your tactic and some results with it, also, any additional useful information about your tactic. The more reasons you give why your tactic should be tested, the higher chances it gets tested.
- If your tactic is based on someone else's tactic or you take some elements from other tactic then you should state that in the description and give proper credit otherwise it won't get tested. Also, explain the difference between the original tactic and your tweak.
- It's unlikely that we test your tactic if we find it's very similar to what that has been tested already.
- When you propose someone else's tactic for the testing then please, post your own result with it.
Adding a new version/tactic in an already existing thread.
- When you add a new version/tactic in the existing thread then let everyone to know about it.
- Explain what changes you made.
- Add all essential information about the new version in the opening post(the 1st post) of the thread so that people can easily find the information about all your tactics/versions in the thread.
- For a new versions it also requires providing results with it.
- It's unlikely that we test a new version of your tactic if we find that the changes are too insignificant to make any meaningful difference.
Quantity vs Quality
Please notice that there's a reasonable limit on how many tested tactics one person can have. At the moment we find that about 10 tested tactics per one person is an optimal number so if you're above the limit then your further tactics has a low chance to get tested but it's still possible they get tested but that will depend on many different factors such as great attention from the community which means a lot people use it with a great success and share their results.
We find that having the limit is necessary because we don't want to encourage tacticians to do "brute-force cracking" of the match engine by spamming tactics without putting any intelligent thoughts behind them and we don't want to encourage tacticians to produce tactics that bring nothing new to the table. We'd like to see people do an analysis of what has been tested already before offering their tactics for the testing but of course, if we see that some tactic gets very positive feedback from the community then we'll test that tactic no matter what.
Here are some highlights of FM-Arena tactic testing league:
- All players in the FM-Arena testing league have their morale and conditions set and "frozen" at the highest possible level, it ensures that the morale and physical conditions don't change and stay the same throughout a testing process, also, injuries are being removed if they occur. These adjustments greatly reducing the random elements of the game.
- Tactics regardless their formations/roles/duties are being tested with the same quality players which are equally good in doing different tasks on the pitch, it ensures that the results aren't affected by the difference in the players' quality.
- All teams in the testing league have the "Team Cohesion" and "Tactic Familiarity" maximized.
- The players used for testing tactics don't have any "Player Traits", it ensures that they play according with the tactical instructions and not according with their "Player Traits".
- The variety of the AI tactics in the league ensures that we test tactics against the most optimal set of AI tactics.
- In our testing league the AI managers can't get sacked during testing due to poor results so they stay in charge of their teams until the end of testing. Keeping the testing environment unchanged till the end greatly reduces the game randomness.
The above are just some features of FM-Arena tactic testing league and there are much more.
I want to let you know that we are going to start a new tactic testing for the 21.4 patch.
As you might notice there are just few insignificant ME changes in the 21.4 patch and one of them changes the way long throw-ins work, but at the moment almost all tactics use long throw-ins, so we've retested few tactics under the 21.4 patch and found 21.3 and 21.4 results were slight different, even the difference was a quite small we still decided to start a new tactic testing for the 21.4 patch.
Please note, that we'll be testing a tactic only if we can be sure that this tactic is approved for the 21.4 patch but the author.
Also, all tactics will be tested for 912 matches!
Thank you for your support.
You might noticed there's a slight difference in the testing results between the 21.2.2 and 21.3.0 patches.
I want to inform you that the difference is not due to the ME changes in the patch 21.3.0 because there weren't any ME changes in the 21.3.0 patch. The difference is due to small changes(improvements) that we made to our testing database.
To be sure we retested some tactics using the old database and there wasn't any difference in the results between the 21.2.2 and 21.3.0 patches.
I hope this helps.
Cheers.
We've done some interesting internal testing and it looks like Acceleration and Pace attributes are among the most important player attributes in FM21:
https://fm-arena.com/table/9-player-attributes-importance/
Of course, other player attributes are important too but changing Acceleration and Pace attributes makes the most difference in our testing.
For example, let's take Phoenix v3.0 tactic if you look at the table then its points per match is "2.114" but if we decrease the Acceleration and Pace attributes of the Shadow Strikers and Wingers by "3" points from "16" to "13" and re-test the tactic then we'll get the following results:
As you can see the points per match have dropped from "2.114" to "1.657".
If we also decrease the Acceleration and Pace attributes of the Inverted Wing-Backs by "3" points from "16" to "13" and re-test the tactic once more then we'll get the following results:
As you can see the points per match have dropped further from "1.657" to "1.467".
So decreasing the Acceleration and Pace attributes across the positions just only by "3" points has turned a winning tactic into a loser, the points per match have dropped from "2.114" to "1.467" (about 31% decrease).
No doubt, such information is very important and we're debating how to better represent something like that in the future.
Hi,
Unfortunately, we had to stop delivering "gfc" and "poss" stats due some technical limitations. I hope we can bring those stats back at some point in the future. Until then I'm afraid the only way to get those stats is downloading game saves and checking the stats manually.
First of all, I want say that we don't promise to test every tactic posted so don't expect that.
There are many factors influencing our decision on whether or not to test a tactic. Here are some of the factors:
Sharing a new tactic ( starting a new thread ).
- The better presentation of your tactic, the more likely it gets tested so don't be lazy and add screenshots of your tactic and some results with it, also, any additional useful information about your tactic. The more reasons you give why your tactic should be tested, the higher chances it gets tested.
- If your tactic is based on someone else's tactic or you take some elements from other tactic then you should state that in the description and give proper credit otherwise it won't get tested. Also, explain the difference between the original tactic and your tweak.
- It's unlikely that we test your tactic if we find it's very similar to what that has been tested already.
- When you propose someone else's tactic for the testing then please, post your own result with it.
Adding a new version/tactic in an already existing thread.
- When you add a new version/tactic in the existing thread then let everyone to know about it.
- Explain what changes you made.
- Add all essential information about the new version in the opening post(the 1st post) of the thread so that people can easily find the information about all your tactics/versions in the thread.
- For a new versions it also requires providing results with it.
- It's unlikely that we test a new version of your tactic if we find that the changes are too insignificant to make any meaningful difference.
Quantity vs Quality
Please notice that there's a reasonable limit on how many tested tactics one person can have. At the moment we find that about 10 tested tactics per one person is an optimal number so if you're above the limit then your further tactics has a low chance to get tested but it's still possible they get tested but that will depend on many different factors such as great attention from the community which means a lot people use it with a great success and share their results.
We find that having the limit is necessary because we don't want to encourage tacticians to do "brute-force cracking" of the match engine by spamming tactics without putting any intelligent thoughts behind them and we don't want to encourage tacticians to produce tactics that bring nothing new to the table. We'd like to see people do an analysis of what has been tested already before offering their tactics for the testing but of course, if we see that some tactic gets very positive feedback from the community then we'll test that tactic no matter what.
thanks for offering your help but at the moment something like that isn't technically feasible
Hi,
We're going to re-test only some tactics from the top and haven't decided yet how many tactics it'll be
After each patch that includes ME changes we'll be internally re-testing few tactics for 912 matches and if we see there's a significant difference in the results then we'll make a new table for the new patch and if the difference is small then we'll keep the current table.
Would it be possible to have xG's in the tactics test results?
Thank you B
Hi,
We thought about adding xG stat but decided not to do that because xG stat could be useful only if you test tactics for a small amount of matches, like 10 or 20 matches but we test tactics for 456 matches. When you test tactics that much then there's no need for xG stat.
Here are some highlights of FM-Arena tactic testing league:
- All players in the FM-Arena testing league have their morale and conditions set and "frozen" at the highest possible level, it ensures that the morale and physical conditions don't change and stay the same throughout a testing process, also, injuries are being removed if they occur. These adjustments greatly reducing the random elements of the game.
- Tactics regardless their formations/roles/duties are being tested with the same quality players which are equally good in doing different tasks on the pitch, it ensures that the results aren't affected by the difference in the players' quality.
- All teams in the testing league have the "Team Cohesion" and "Tactic Familiarity" maximized.
- The players used for testing tactics don't have any "Player Traits", it ensures that they play according with the tactical instructions and not according with their "Player Traits".
- The variety of the AI tactics in the league ensures that we test tactics against the most optimal set of AI tactics.
- In our testing league the AI managers can't get sacked during testing due to poor results so they stay in charge of their teams until the end of testing. Keeping the testing environment unchanged till the end greatly reduces the game randomness.
The above are just some features of FM-Arena tactic testing league and there are much more.