@ZaZ : thanks again! final question, so the reason why there is a high variability in ranking 4th and 12th (for spring) has to do more with the randomness within the game and you are testing for 38 games per team rather than for 10000 games like they do in fm-arena and to a lesser extend the volatility of the tactic. what i mean by volatility is a tactic like summer tend to give weird scores because of high scoring games and that might produce some weird season's during testing.
hi @ZaZ : thanks for adding the excel file. looking at the sheet, is it safe to assume you ran the same tactics twice for the listed team. Lets take spring as an example, the 1st time you ran it, it ranked 4th but the 2nd time you ran it, it was ranked 12th among all the tactics you have tested till date.
ZaZ said: I will keep this version of Summer here. It scores less than Summer 0.2, but it is more balanced and has a better win rate (point per match) than Summer 2. The difference of this to the other is that in this version the frontline is set to track back in OOP. (Number is 0.1 because it was tested before 0.2. I did 0.01 - 0.10, then the best tactic of that group was called 0.1. Then 0.11-0.20, and the best was called 0.2.)
For anyone interest in how I decide which tactic is best, my tests are based on 8 league runs with different teams, then I rank the results and discard the best and worse, using the sum of middle 6 ranks as my score.
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Hi @ZaZ : All 3 tactics are super solid, is it possible to publish an excel file showing the scores of your test runs.
johnconnerson said: For 2 and 3 - you can do those, but sometimes the interface glitches out and doesn't show you at first. After setting up the attribute filter you have to switch to Conditions and then back to Attributes to get the 'Match 2/3' button to show up.
Yeah, I have around 2,200 hours in FM 24 and have already played about 14 hours in FM 26. The UI is a mess, and years of quality-of-life improvements have been removed. I can’t confirm how many of these will be added on November 4th or maybe after release, but currently, it’s not fun. I’m more interested in transfers than tactics. So when it comes to recruitment
1. You can’t download / export player attributes to do your side analysis. 2. You can’t multi-select attributes and then set something like, “If two out of three of these attributes are above 14, show me those players.” 3. You can't individually say, “I want to pace to be at least 13 and acceleration to be at least 12.” However, it has to be both at least 13. 4. There’s a lot of transition in the UI, like an iPhone, but given they capped the refresh rate at 60Hz for beta, these look that much worse.
I’m not going to do a refund because I’m addicted to this game, but this game feels barebones.
Thanks @Gerrard. Even with FM25 cancellation and it's now been two years since FM24’s release, you’ve continued to refine and test tactics. Hats off to your dedication.
@Zippo : TLDR: Please include all hidden attributes to the test
The new attribute testing is more informative than the previous version. I believe that most players in the test league typically had attributes ranging between 13 and 15, marking them as top-tier players. Increasing the attributes by +5 elevated them to super elite status. However, now we are increasing the attribute from 8 to 20, which includes most players that folks would recruit.
I appreciate all the hard work that has gone into this. My only request is to test all hidden attributes, not just Consistency. I understand that depending on how the test league is set up, certain hidden attributes like "Important Matches" might not be properly tested. However, testing whatever possible will greatly enhance our understanding of game mechanics and improve player recruitment strategies.
thanks for the awesome work! just a suggestion, we know that finding attributes at value 20 is unlikely in the game. So if possible, please check the behavior at value = 15.
@A Smile : there is a mismatch between screenshot and the tactic tested. The tactic tested is for right flank play but the screenshot is for left flank play
I know this is the case based on consistency and important matches hidden attribute but I didn’t know that morale had an impact on that because I have seen unhappy player getting more than 7 match rating. So never made that correlation
i have tried and tested a bunch of different tactics and this one is the best out there. Its insane how well this works.
For anyone interest in how I decide which tactic is best, my tests are based on 8 league runs with different teams, then I rank the results and discard the best and worse, using the sum of middle 6 ranks as my score.
Hi @ZaZ : All 3 tactics are super solid, is it possible to publish an excel file showing the scores of your test runs.
Thanks, appreciate the workaround!
1. You can’t download / export player attributes to do your side analysis.
2. You can’t multi-select attributes and then set something like, “If two out of three of these attributes are above 14, show me those players.”
3. You can't individually say, “I want to pace to be at least 13 and acceleration to be at least 12.” However, it has to be both at least 13.
4. There’s a lot of transition in the UI, like an iPhone, but given they capped the refresh rate at 60Hz for beta, these look that much worse.
I’m not going to do a refund because I’m addicted to this game, but this game feels barebones.
BUT Match Plans might not work when you Holidaying or using other way to play matches.
Match Plans were designed to work with Instant Result and they work correctly with it.
Thanks for confirming that!
The new attribute testing is more informative than the previous version. I believe that most players in the test league typically had attributes ranging between 13 and 15, marking them as top-tier players. Increasing the attributes by +5 elevated them to super elite status. However, now we are increasing the attribute from 8 to 20, which includes most players that folks would recruit.
I appreciate all the hard work that has gone into this. My only request is to test all hidden attributes, not just Consistency. I understand that depending on how the test league is set up, certain hidden attributes like "Important Matches" might not be properly tested. However, testing whatever possible will greatly enhance our understanding of game mechanics and improve player recruitment strategies.
I am surprised that removing run at defence had this minimal impact
Changed CMA -> CMS
BWMD -> DMS
Removed Flank play
Removed Overlap