keithb said: Using python and my own ratings based on the tests on here, recruitment has been great. I've only just got my own scouts as before no one with decent attributes would join. Expand
Good to know that more people are using python for recruitment. Since using python with proper rating system, based on attribute testing done in this platform is OP. Generally, I will be looking at the player pool who has been scouted rather than looking at everyone who is willing to join my club. This keeps the game a bit more challenging, thought, like sharing this tip with you
keithb said: Its still very good for me, Truro first season in the EPL. We are 4th in the January Window, spent £17m in total. Half my starting eleven are free transfers. Expand
That's awesome! In-game any tactic that's more than a score of 50 should do fine, if your recruitment is on point.
Delicious said: I was sure there was a voice saying : Reduced "goal scoring overall", now can't find it anymore, from that seem they have just fixed AI behavior on defending phase. Which is the case, is totaly dumb.
Now that i am reading more, there are MANY voices that got changed from the first "patch note", pretty sure there was something even about ball deflection etc. Didn't know they would alterate it, or i would've made a SS ...
I was sure they nerfed the overall goal scoring output (AI/Player). Expand
I thought I was hallucinating, I swear I read something like that (something around attacking behaviour) on the patch note within an hour the patch came out but I couldn't find that after.
keithb said: It still performed excellently for me. First season in the championship with Truro and we won it. Played the full season on 24.2 Expand
I tested it on my end, it's still good but I wouldn't say it's the best, there are better tactics. I am super impressed by the result I got on 424 Death Star by @Delicious and of course the one and only @A Smile 424 deformation II in the current patch. Please try those tactics to see the difference
i am happy that they fixed the 4-4-2 formation. Since i play the DOF save, this formation was crap, even if you have a team with CA 160, you cant even get into top 6 in EPL. No wonder FM-Arena excluded that formation from testing. Hopefully, things are back to normal and we can play some good old 4-4-2 formation.
Nice, we are doing -5 attribute testing, this proves beyond doubt that passing is a shit attribute and a value more than 8 or 9 should perform as good as a value of 16 to 19.
Milakus said: Because value "1" is an extreme attribute value. I don't think there's any player that has value "1" for an attribute.
If I'm not mistaken attribute values from 1 to 5 are "free" which means it doesn't cost any CA points.
So I think the minimal possible value for an attribute is "5" and not "1".
And when you set an attribute to "1" then you do a crazy thing and the result might be crazy as well. Expand
you are right, based on my observations, majority of the attribute value for most players range between 7-17, i am not saying low values are not possible but thats rare and even if it does happen, it happens on few attributes rather than a bunch of them.
twistedheat said: I believe baseline stats/hidden attributes/baseline current ability must effect things as well because I thought I'd run a side experiment with Luton. Getting rid of their whole U21 and U18 squad, leaving only the First team squad who can play all positions and have 20s in the top 8 attributes as per FM Arena testing, but 1s everywhere else. Except the goalkeepers, I left them as they were.
The results were horrendous enough to not warrant continuing with these stats.
So whilst the game quite likely is Pace/Acc Manager, I don't quite think it's "Usain Bolt & Win".
What I mean to say is, don't focus only on those stats without hitting some kind of baseline in other stats. I'll see what I need to increase the other stats to, to start getting good results.
Edit: Tested it with increasing the 1s to 5s and the results were drastically different. Crazy. Expand
Thanks for testing this and i agree with you conclusions right, we need a baseline value for other attributes before focusing on the important ones and you can read my thoughts in detail below
sponsorkindest said: Additionally, I have another suggestion @Zippo and @Droid , I don't believe that a player's performance changes linearly in correlation with attribute decreases or increases as my observation is that attributes within a range tend to have similar performance (like 11-13) and the drop off and the gain will be significant if its below 9 or above 15 respectively.
To ensure a comprehensive analysis covering the entire spectrum of attribute values present in the game (usually ranging from 7 to 17), I propose conducting the same testing with a -5 attribute variation. This adjustment would provide better understanding of player performance across different attribute levels. This change if upvotes by enough members in the community can be easily incorporated into the existing attribute testing table. Expand
Additionally, I have another suggestion @Zippo and @Droid , I don't believe that a player's performance changes linearly in correlation with attribute decreases or increases as my observation is that attributes within a range tend to have similar performance (like 11-13) and the drop off and the gain will be significant if its below 9 or above 15 respectively.
To ensure a comprehensive analysis covering the entire spectrum of attribute values present in the game (usually ranging from 7 to 17), I propose conducting the same testing with a -5 attribute variation. This adjustment would provide better understanding of player performance across different attribute levels. This change if upvotes by enough members in the community can be easily incorporated into the existing attribute testing table.
lol, looks none of the attributes work in-game except for like 5 attributes. Lets say there is RNG of around 5-6 then also its doesn't make any sense. This attribute is pure cosmetic.
Wigo said: jesus wtf is going on? :/ i mean so what attributes makes for example striker to score like 35-50 goals a season? just speed and dribbling? becouse i am pretty shure mental attributes will be around 60 points as well :/ i think this year it will be realy nice to test it at seperate positions... Expand
lol, just for fun, you need a guy who can dribble fast into the goals line and you can get your striker to score 50 goals
lol, last year finishing had a decent importance (drop of score from 53 -> 47 when reduced by 4) but in FM 24 another cosmetic attribute. I still believe, maybe a Finishing of 12 is good enuf but 8 (-4) is bad and 17 (+5) is as good as 12 but could be another lie, i am telling myself.
Good to know that more people are using python for recruitment. Since using python with proper rating system, based on attribute testing done in this platform is OP. Generally, I will be looking at the player pool who has been scouted rather than looking at everyone who is willing to join my club. This keeps the game a bit more challenging, thought, like sharing this tip with you
That's awesome! In-game any tactic that's more than a score of 50 should do fine, if your recruitment is on point.
Now that i am reading more, there are MANY voices that got changed from the first "patch note", pretty sure there was something even about ball deflection etc. Didn't know they would alterate it, or i would've made a SS ...
I was sure they nerfed the overall goal scoring output (AI/Player).
I thought I was hallucinating, I swear I read something like that (something around attacking behaviour) on the patch note within an hour the patch came out but I couldn't find that after.
good point!
I tested it on my end, it's still good but I wouldn't say it's the best, there are better tactics. I am super impressed by the result I got on 424 Death Star by @Delicious and of course the one and only @A Smile 424 deformation II in the current patch. Please try those tactics to see the difference
https://fm-arena.com/thread/6879-424-deformation-ii/
https://fm-arena.com/thread/6986-424-death-star/
If I'm not mistaken attribute values from 1 to 5 are "free" which means it doesn't cost any CA points.
So I think the minimal possible value for an attribute is "5" and not "1".
And when you set an attribute to "1" then you do a crazy thing and the result might be crazy as well.
you are right, based on my observations, majority of the attribute value for most players range between 7-17, i am not saying low values are not possible but thats rare and even if it does happen, it happens on few attributes rather than a bunch of them.
Getting rid of their whole U21 and U18 squad, leaving only the First team squad who can play all positions and have 20s in the top 8 attributes as per FM Arena testing, but 1s everywhere else. Except the goalkeepers, I left them as they were.
The results were horrendous enough to not warrant continuing with these stats.
So whilst the game quite likely is Pace/Acc Manager, I don't quite think it's "Usain Bolt & Win".
What I mean to say is, don't focus only on those stats without hitting some kind of baseline in other stats. I'll see what I need to increase the other stats to, to start getting good results.
Edit: Tested it with increasing the 1s to 5s and the results were drastically different. Crazy.
Thanks for testing this and i agree with you conclusions right, we need a baseline value for other attributes before focusing on the important ones and you can read my thoughts in detail below
sponsorkindest said: Additionally, I have another suggestion @Zippo and @Droid , I don't believe that a player's performance changes linearly in correlation with attribute decreases or increases as my observation is that attributes within a range tend to have similar performance (like 11-13) and the drop off and the gain will be significant if its below 9 or above 15 respectively.
To ensure a comprehensive analysis covering the entire spectrum of attribute values present in the game (usually ranging from 7 to 17), I propose conducting the same testing with a -5 attribute variation. This adjustment would provide better understanding of player performance across different attribute levels. This change if upvotes by enough members in the community can be easily incorporated into the existing attribute testing table.
To ensure a comprehensive analysis covering the entire spectrum of attribute values present in the game (usually ranging from 7 to 17), I propose conducting the same testing with a -5 attribute variation. This adjustment would provide better understanding of player performance across different attribute levels. This change if upvotes by enough members in the community can be easily incorporated into the existing attribute testing table.
Yep, it’s just I feel like anticipation and dribbling importance got swapped between FM 23 and FM 24
lol, just for fun, you need a guy who can dribble fast into the goals line and you can get your striker to score 50 goals