GeorgeFloydOverdosed said: I may be wrong, but I believe that opposing team quality/play doesn't affect match sharpness gain. I suspect what you are observing is the fact that friendlies only increase match sharpness by 60% of competitive matches (if I remember correctly). As match sharpness gain slows the higher it is, friendlies become less useful but still usable at match sharpness >90%. I've actually noticed that playing against minnows is best because it boosts morale, which is beneficial to future performance. Expand
in previous versions of fm i used to do the same thing but in fm26 i had a friendly after which almost no match sharpness was gained... most of the players, if not all, where still on green condition at the end of the match. i won by 14-0 or something like that. i now realized that your screenshots are from fm24
GeorgeFloydOverdosed said: I've managed it manually myself in testing successfully. It can be a bit tricky, but it's definitely doable, although I played with Man City which have a lot of fixtures. I had to schedule some friendlies during the times when there were 2 week gaps, and I suggest you do the same to maintain match sharpness (you could do it as reserve matches as well).
I would caution against simply adding more training sessions in, as I found it worsens training results in most cases, I would guess because you're replacing a rest session (high distribution to pace/acc) with a training session (distributes more to technicals/mentals) rather than simply 'adding' the training session on top. Expand
yeah, been scheduling some friendlies here and there in international breaks. i manage a second league team and all the players are available in these international breaks. what i did find is that i need to choose carefully the opposing team in a friendly to not be such an easy match. i found that in matches against team that i demolish match sharpness doesn't improve. thank you and keep up the good work! P.S. i'm hoping to soon find a guide you create based on your findings to essentially assemble and manage a great team
Sweeper is GK with captain emphasis. Target striker is ST with penalties & free kicks emphasis. WB, MC and AMC I've left unchanged from my first genie scout ratings version, so they're outdated, but they're not bad if you want to search those positions.
Two quotes spring to mind:
You go to war with the army you have, not the army you might want or wish to have at a later time.
As we know, there are known knowns; there are things we know we know. We also know there are known unknowns; that is to say we know there are some things we do not know. But there are also unknown unknowns — the ones we don’t know we don’t know.
There are several known unknowns in my templates. For instance I know from my 1 CA testing that balance of 17 on my ST is probably unnecessary for performance. But I don't have the time and energy to test and verify every attribute, so I employed the following method:
1. Use and verify the key attributes identified by my 1 CA testing 2. Test and verify a bunch of remaining high CA weight attributes 3. Leave remaining attributes as-is that got best results just before my 1 CA testing
So I know for certain that these ideal templates could be better, but they are nonetheless say ~90% peak performance, where balance 17 may be too excessive and flair 12 may be too low.. or high.. and corners 12 may be just plain stupid - but these attributes will account for just a small handful of CA. Perhaps sometime later I will fix these lesser attributes up.
I also realized that my 1 CA templates distill the key attributes better. So I thought I would instead use these templates to illustrate not just the key attributes, but also what's actually realistic. So with my ~115 CA templates, attribute values are bounded by what players are actually available - there had to be at least ~50 players available with each particular value in the specified position.
That doesn't make my templates worse performing, I haven't compared them to the old ones specifically yet, but they should be significantly better.
I've isolated and optimized things better, so it's not comparable to the old results.
Here's the performance data (English Premier League, as Man City):
Outfield 20 acc/pace/jump/drib 12 other visible (133 CA outfield average) - 111, +138 115 CA template (118 CA outfield average) - 112, +198 | 109, +178 | 114, +169 | 114, +183 | 110, +183 Outfield 20 acc/pace/jump/drib 14 other visible (169 CA outfield average) - 114, +251 200 CA template - 114, +409
For those interested, here are the results of some attribute changes:
DC pos mark agil tack 1 - 114, +167 DL/DR DC DM mark 1 - 112, +175 | 114, +175 GK hand acc bra con communic command pos 1 - 112, +182 | 112, +195 outfield bal 1 - 110, +163 | 112, +173 outfield ant 20 - 107, +169 | 110, +170 no preferred moves - 114, +170 | 107, +170 outfield ant 1 - 110, +127 | 110, +135 GK str one pass bal 1 - 109, +160 | 111, +173 outfield 1 agil - 109, +144 flair 20 - 112, +173 teamwork 20 - 114, +158 first str 20 - 114, +242 | 114, +223 first 20 - 114, +198 | 110, +187 AML/AMR ST first 20 - 111, +176 DL/DR DC DM first 20 - 110, +182 str 20 - 111, +216 DL/DR DC DM str 20 - 110, +190 AML/AMR ST str 20 - 114, +207 DL/DR DC 7 pos (reduced from high pos) - 110, +198 | 114, +177 | 112, +187
I've highlighted the most surprising results. Note: These should really be compared against [112, +187] as I made some adjustments (i.e. GK; attribute decreases) after these results.
So preferred moves don't seem to matter; not much at least. Anticipation matters quite significantly. Agility matters moderately, but would be outweighed by its expensive CA cost. High flair doesn't seem to be bad, but perhaps not beneficial either. GK acceleration, and a bunch of other GK specific attributes, seem to hardly matter at all. Strength matters moderately, and only on forwards, but probably outweighed by high CA cost. First touch has minor to moderate effect, but it costs too much like strength. In the end I decided not to boost first touch + strength, the CA cost isn't worth it, especially when you consider that CA-PA difference is crucial to training growth (if your ideal player is 140 CA, that means you actually need say ~170+ PA if you want him to realistically grow into it). As you can see I tested balance even though its only weight is only 2, and lowering it resulted in worse performance, so I decided to just leave it high, even though the real optimum I would guesstimate is ~12.
These are from me testing attributes I wasn't sure on. A lot of attributes I already have a solid idea about from my 1 CA testing.
In regards to the Genie Scout Ratings, it's quite radically changed from my previous version. The way I decided to approach it is this: An attribute is worth as much pace/acc I would intuitively be willing to swap for it. I've been working with the data and reckon I have a good feel for it, so I trust my intuition here. So for instance, if I think about dribbling for AML/AMR, I know dribbling is important and also hard to train, but I also know that under 17 pace/acc is a no-go no matter what the dribbling is. So really what I'm saying is, 20 drib = 6 pace/acc. So drib = 30% (6/20). Then I might apply a very minor adjustment, in this case to 29%, for other factors I feel are relevant.
So in my refreshed genie scout ratings, most attributes are reduced a lot compared to pace/acc. The one that makes me a bit uncomfortable is jumping reach. It can be jumping reach is around about as valuable as pace/acc perhaps, but my thinking is that pace/acc does very good without jump, whereas jump without pace/acc sucks. Also jump only matters a lot if its very high, I would guess. I think the limits are 15 pace/acc + 20 jump for DC (20 jump = 10 pace/acc), 18 pace/acc + 20 jump for AML/AMR (20 jump = 4 pace/acc), and so I weighted it accordingly. There are a few other attributes I want to reassess, such as 'pressure' and 'important matches', but this is where I'm at right now. Expand
You can move them around, but don't add extra training or change rest to recovery, otherwise it will change and give different (inferior) training results. There is a delicate balance between rest sessions and training sessions going on.
This seems best, but you can change it if you want to, it seems to be mainly injury vs training tradeoff. This favors low injury rate.
Quickness focus for outfield Agility & Balance focus for GK
Leave position as default (i.e. AMR) instead of specific role, as it (can) negatively impact attribute allocation if you set specific role Expand
I've been using your training schedule and got some nice results for half a season but I'm losing a lot of match sharpness between matches. is there any way around this?
You can move them around, but don't add extra training or change rest to recovery, otherwise it will change and give different (inferior) training results. There is a delicate balance between rest sessions and training sessions going on.
This seems best, but you can change it if you want to, it seems to be mainly injury vs training tradeoff. This favors low injury rate.
Quickness focus for outfield Agility & Balance focus for GK
Leave position as default (i.e. AMR) instead of specific role, as it (can) negatively impact attribute allocation if you set specific role Expand
thank you very much! and now for the total noob follow up question - how would you arrange it for a 2 match week?
I played around with training a fair bit, it's very hard to beat, and it seems to do very well for match performance too not just attribute increases
Pace and acceleration are the two key attributes, not the other physicals Expand
can you please explain what do you mean when you say "Quickness + Match Practice + 2xAttack"? i think they might be parts of a training schedule and if so can share a screenshot about how to use them in game? i'm a bit of a noob when it comes to training
in previous versions of fm i used to do the same thing but in fm26 i had a friendly after which almost no match sharpness was gained... most of the players, if not all, where still on green condition at the end of the match. i won by 14-0 or something like that.
i now realized that your screenshots are from fm24
I would caution against simply adding more training sessions in, as I found it worsens training results in most cases, I would guess because you're replacing a rest session (high distribution to pace/acc) with a training session (distributes more to technicals/mentals) rather than simply 'adding' the training session on top.
yeah, been scheduling some friendlies here and there in international breaks. i manage a second league team and all the players are available in these international breaks.
what i did find is that i need to choose carefully the opposing team in a friendly to not be such an easy match. i found that in matches against team that i demolish match sharpness doesn't improve.
thank you and keep up the good work!
P.S. i'm hoping to soon find a guide you create based on your findings to essentially assemble and manage a great team
115 CA average:
200 CA:
Genie Scout ratings file:
https://files.catbox.moe/f2052w.grf
GK, FB, DC, DM, Winger, Fast ST are valid.
Sweeper is GK with captain emphasis. Target striker is ST with penalties & free kicks emphasis. WB, MC and AMC I've left unchanged from my first genie scout ratings version, so they're outdated, but they're not bad if you want to search those positions.
Two quotes spring to mind:
You go to war with the army you have, not the army you might want or wish to have at a later time.
As we know, there are known knowns; there are things we know we know. We also know there are known unknowns; that is to say we know there are some things we do not know. But there are also unknown unknowns — the ones we don’t know we don’t know.
There are several known unknowns in my templates. For instance I know from my 1 CA testing that balance of 17 on my ST is probably unnecessary for performance. But I don't have the time and energy to test and verify every attribute, so I employed the following method:
1. Use and verify the key attributes identified by my 1 CA testing
2. Test and verify a bunch of remaining high CA weight attributes
3. Leave remaining attributes as-is that got best results just before my 1 CA testing
So I know for certain that these ideal templates could be better, but they are nonetheless say ~90% peak performance, where balance 17 may be too excessive and flair 12 may be too low.. or high.. and corners 12 may be just plain stupid - but these attributes will account for just a small handful of CA. Perhaps sometime later I will fix these lesser attributes up.
I also realized that my 1 CA templates distill the key attributes better. So I thought I would instead use these templates to illustrate not just the key attributes, but also what's actually realistic. So with my ~115 CA templates, attribute values are bounded by what players are actually available - there had to be at least ~50 players available with each particular value in the specified position.
That doesn't make my templates worse performing, I haven't compared them to the old ones specifically yet, but they should be significantly better.
I've isolated and optimized things better, so it's not comparable to the old results.
Here's the performance data (English Premier League, as Man City):
Outfield 20 acc/pace/jump/drib 12 other visible (133 CA outfield average) - 111, +138
115 CA template (118 CA outfield average) - 112, +198 | 109, +178 | 114, +169 | 114, +183 | 110, +183
Outfield 20 acc/pace/jump/drib 14 other visible (169 CA outfield average) - 114, +251
200 CA template - 114, +409
For those interested, here are the results of some attribute changes:
DC pos mark agil tack 1 - 114, +167
DL/DR DC DM mark 1 - 112, +175 | 114, +175
GK hand acc bra con communic command pos 1 - 112, +182 | 112, +195
outfield bal 1 - 110, +163 | 112, +173
outfield ant 20 - 107, +169 | 110, +170
no preferred moves - 114, +170 | 107, +170
outfield ant 1 - 110, +127 | 110, +135
GK str one pass bal 1 - 109, +160 | 111, +173
outfield 1 agil - 109, +144
flair 20 - 112, +173
teamwork 20 - 114, +158
first str 20 - 114, +242 | 114, +223
first 20 - 114, +198 | 110, +187
AML/AMR ST first 20 - 111, +176
DL/DR DC DM first 20 - 110, +182
str 20 - 111, +216
DL/DR DC DM str 20 - 110, +190
AML/AMR ST str 20 - 114, +207
DL/DR DC 7 pos (reduced from high pos) - 110, +198 | 114, +177 | 112, +187
I've highlighted the most surprising results.
Note: These should really be compared against [112, +187] as I made some adjustments (i.e. GK; attribute decreases) after these results.
So preferred moves don't seem to matter; not much at least. Anticipation matters quite significantly. Agility matters moderately, but would be outweighed by its expensive CA cost. High flair doesn't seem to be bad, but perhaps not beneficial either. GK acceleration, and a bunch of other GK specific attributes, seem to hardly matter at all. Strength matters moderately, and only on forwards, but probably outweighed by high CA cost. First touch has minor to moderate effect, but it costs too much like strength. In the end I decided not to boost first touch + strength, the CA cost isn't worth it, especially when you consider that CA-PA difference is crucial to training growth (if your ideal player is 140 CA, that means you actually need say ~170+ PA if you want him to realistically grow into it). As you can see I tested balance even though its only weight is only 2, and lowering it resulted in worse performance, so I decided to just leave it high, even though the real optimum I would guesstimate is ~12.
These are from me testing attributes I wasn't sure on. A lot of attributes I already have a solid idea about from my 1 CA testing.
In regards to the Genie Scout Ratings, it's quite radically changed from my previous version. The way I decided to approach it is this: An attribute is worth as much pace/acc I would intuitively be willing to swap for it. I've been working with the data and reckon I have a good feel for it, so I trust my intuition here. So for instance, if I think about dribbling for AML/AMR, I know dribbling is important and also hard to train, but I also know that under 17 pace/acc is a no-go no matter what the dribbling is. So really what I'm saying is, 20 drib = 6 pace/acc. So drib = 30% (6/20). Then I might apply a very minor adjustment, in this case to 29%, for other factors I feel are relevant.
So in my refreshed genie scout ratings, most attributes are reduced a lot compared to pace/acc. The one that makes me a bit uncomfortable is jumping reach. It can be jumping reach is around about as valuable as pace/acc perhaps, but my thinking is that pace/acc does very good without jump, whereas jump without pace/acc sucks. Also jump only matters a lot if its very high, I would guess. I think the limits are 15 pace/acc + 20 jump for DC (20 jump = 10 pace/acc), 18 pace/acc + 20 jump for AML/AMR (20 jump = 4 pace/acc), and so I weighted it accordingly. There are a few other attributes I want to reassess, such as 'pressure' and 'important matches', but this is where I'm at right now.
wow
amazing work my friend
You can move them around, but don't add extra training or change rest to recovery, otherwise it will change and give different (inferior) training results. There is a delicate balance between rest sessions and training sessions going on.
This seems best, but you can change it if you want to, it seems to be mainly injury vs training tradeoff. This favors low injury rate.
Quickness focus for outfield
Agility & Balance focus for GK
Leave position as default (i.e. AMR) instead of specific role, as it (can) negatively impact attribute allocation if you set specific role
I've been using your training schedule and got some nice results for half a season but I'm losing a lot of match sharpness between matches.
is there any way around this?
You can move them around, but don't add extra training or change rest to recovery, otherwise it will change and give different (inferior) training results. There is a delicate balance between rest sessions and training sessions going on.
This seems best, but you can change it if you want to, it seems to be mainly injury vs training tradeoff. This favors low injury rate.
Quickness focus for outfield
Agility & Balance focus for GK
Leave position as default (i.e. AMR) instead of specific role, as it (can) negatively impact attribute allocation if you set specific role
thank you very much! and now for the total noob follow up question - how would you arrange it for a 2 match week?
I played around with training a fair bit, it's very hard to beat, and it seems to do very well for match performance too not just attribute increases
Pace and acceleration are the two key attributes, not the other physicals
can you please explain what do you mean when you say "Quickness + Match Practice + 2xAttack"?
i think they might be parts of a training schedule and if so can share a screenshot about how to use them in game?
i'm a bit of a noob when it comes to training