Yarema
Just a quick thought. The way resistance training worked in EBFMs tests is somewhat questionable, not entirely sure if it was an oversight by SI, an artifact, statistical noise or something else. And even more important if it was perhaps fixed for FM24 :D
Players still need training to grow after 21, just as much as before. The difference is only that they won't grow without sufficient game time whereas a 17 year old would.
Sane said: hmm, why do you recommend this? After all, Zim has more Pts Dif?

Honestly Zim's looks like an anomaly, because the detailed set piece statistics don't seem to account for the enormous point differential. So possibly it performed well points wise for some other reason or it's not captured in the data.
MeanOnSunday said: Just take a save you’ve played a decent number of years and calculate the average consistency for each age in the division you’ve been playing (including reserves and youth).  You will see the increase.  Or google it ; there are definitely some videos from either FM22 orFM23.

What are you talking about? I know how consistency improves with age.

I'm questioning that X consistency means a player will play to his full ability in X games out of 25, both the linear mechanism and the 25 number. And also that the ability drop is randomly determined by 1-20 CA drop, why not percentage based, why not influenced by consistency attribute and so on.

Would very much like to see some data on that if anyone has any.
Meriten said: One source:

Spoiler Consistency - How consistently he performs from match to match. On the basis that there is no player that will perform to his current ability 100% of the time, the ratio of what consistency means in terms of how often a player plays at his CA is as follows

20 Consistency = 20/25 games played at CA

10 Consistency = 10/25 games played at CA

1 Consistency = 1/25 games played at CA

The way consistency is used in the full match engine is that the average "off day" will be 10 below the CA. A random factor will be used to determine how much this is less or more than 10.

Please note that physical attributes are not taken into consideration when it comes to consistency. Only the technical and mental attributes are marked down depending on consistency.

Also Match Importance (database value) and Team Blend (Game value) affect the match by match calculation of the "Real CA" (Consistency combined with CA)


https://fmmvibe.com/forums/topic/8738-player-hidden-attributes-explained/


Yes I get it that someone said it somewhere. There is zero backing for the numbers though. Or if there is I would very much like to see it.
Lapidus said: Consistency determine how many matches a player plays at his full CA.

20 Consistency mean that a player plays 20 matches of 25 and his full CA and 5 matches his CA decreased by random number from 1 to 20.

10 Consistency mean that a player plays 10 matches of 25 and his full CA and 15 matches his CA decreased by random number from 1 to 20.

and so on...


I doubt it's that simple and linear. I haven't seen any specific numbers on it, hard to quantify anyway.
Consistency cannot be mentored.

It improves with age, starting usually from age 22 onwards. Almost everyone will become consistent, eventually. Starting points at young age are very different but they sort of converge as they get near retirement. Meaning also that players who are more inconsistent will improve consistency more throughout the career.
alopes16 said: Hi Everyone,

I'm not sure if I should be posting this here, sorry if it's in the incorrect thread.

I've been browsing through all the investigations and tests you did and I find it fascinating!
Training was the last one I've dig into to.

Problem: too many injuries in training
Current setup:

I'm currently playing FM23(latest patch) and I've applied ZaZ trainings that can be found here
It's running for a 1.5 seasons
My coaches workload is between light and average (apologies if this aren't the correct terms, I don't play FM in English)
My coaching staff rating per each training component varies between 3.5 and 4 stars.
My training facilities are good
Auto rest is set according to ZaZ recommendation
I'm running this tactic which has high intensity (I believe the majority of successful tactics on the fm23 table runs this type of intensity)
Usually I have a week rest between games (getting European football for the first time ever in the upcoming season)

I believe I've provide all the details.

I do see a ton of improvements on my players, however every single week I have a injured player in one of the training sessions, I don't think I've had so far more than 5 players injured simultaneously, however it's annoying to see that message saying that the player has a "muscular fatigue" injury so often.
When my assistant manager was taking care of training I was averaging 1 injury a month.
Related to the injured players, I do have one reoccurring case of a guy that is "likely to get injured often", his situation has aggravated since using this set of trainings. (prior he has done 2 full seasons as a GK without any injury, since I've plugged this training he has miss 50% of the games), for the rest, the injuries kind of rotates by the remaining players.

Is this one of those things that I just need to accept or there's something else I can do/check/verify that can improve the current injury situation?

Thanks in advance!


You are trading a bit more injuries for better development overall. I've been using this particular training for a long time now and doesn't seem that bad in terms of injuries really. Well under league average for injuries most of the time. And most of them are minor - few days out. There will be periods when you have a bit more problems.

Overall I also think you need to readjust expectations a bit. Your situation sounds completely normal or even better than normal. Players get injured all the time, I'd say FM even underplays this compared to real life.

As for what you can do. Make sure you have good medical staff. Rotate regularly and use timely substitutions in matches.
What I find is that possession % is also heavily influenced by squad quality. So it's maybe not so much that high possession leads to good results but rather a good squad will win more games and have a decently high possession.
Tiki taka possession based tactics that can easily achieve that kind of percentage are notorious for not really scoring goals. They pass the ball till they are dead and generate 1 xg per game or something silly low.
The main difference is that Squirrel plays app works with what you see in the game, with all it's limitations. Genie has all the hidden information as well, which some people don't like knowing.
Not sure it's so incredibly obvious that he performs better in the match engine
Again it doesn't matter how long you play. It's not like a tactic is good for 1200 games and then it starts to drop off.
Well I gave you the rough estimate based on description, question is only how much you trust your staff opinion. I've had players who had a description that they can improve a lot and on the day when they hit 22 years old all of it disappeared, there are many others for which it stays. I don't check CA and PA numbers so I'm not really the best to give a definitive answer.
As soon as you start the save every player has a fixed PA, there are no ranges. Same with any newgens that spawn throughout the game.

Those descriptions are kind of like you mentioned but you have to know that they are only your staff's opinion so not 100%. I believe it goes: close to full potential, could improve slightly, could improve significantly, could improve a lot. If I had to assign numbers it would be for example <5, 5-10, 10-15(20?), 20+ respectively. Again the exact number isn't that relevant as it's only staff opinion which can change overnight.
Chriswin4 said: How do you make your calls on the non meta stats? I’ve been looking at player roles and trying to make sure the blue highlighted ones are above 10

Experience? Personal preference? When you watch the game you make connections, whether they are true or not is a different story. A guy with 5 aggression who only watches opponents go by instead of tacking them for example.

And as much as people hate on star ratings they are a pretty good general guideline. It's fairly hard to overcome a full star difference by being more "meta", unless you create a player artificially like in these tests. Even half a star difference is a stretch. Not saying these situations don't happen, but lets stick to fundamentals first before bringing phd level math into this.

You can win at this game just fine without having to desperately choose between 87,6 and 88,2 rated players, losing countless hours debating who is better. Both will work well enough and other factors are more important at that point.
If you ever want Raphinha to become 20/20 you need to play him there. And the differences in ratings are fairly small, almost to the point it doesn't matter who you play or rather whoever is in better form.
Sometimes players need time to settle. There is also a lot of variance season to season. I've had same player score 20 goals in one season and 4 goals in the next and then 15 the next, with similar game time and no tactical or team changes. Sometimes it just clicks and it snowballs into a good season and other times it's a struggle. That's why I think this pursuit of absolutes is pointless. In the end it matters how the player performs and not that we improve the rating system by those last few percentage points.
Also not a fan of league comparisons. Get the best players you can with the budget you have. Whether they are VNN or Championship level doesn't really matter, it's the best you can get at this point in time.
Theoretically you could if you ran enough tests. But the game is too easy as it is with the tools we already have available. Pretty much any rating system on this site will do a good job. To the point that player selection will rarely be a limiting factor in game progress. Club reputation, sponsorships, facilities, country characteristics and similar a the things that will prevent a meteoric rise, not whether player A is 1% better overall than player B.