14cm
CBP87 said: Is this it? https://fm-arena.com/thread/9397-match-engine-destroyed/


Snaipz said: https://fm-arena.com/thread/3293-what-it-takes-to-dominate-epl-with-bournemouth/ this one?

Thank you for reply. However, the content of the comment I saw was that in the Arena test, the gd and tactical points were negative, and when only 6 key statistics were raised, the score was enough to aim for the champion.
High Guys. I saw an experiment here that showed that by raising 6 key stats on the exact same tactic, can get a lot of wins with a tactic that scored very badly in Arena testing.

I think someone said it in the comments of some post, but I can't find it again when I try to find it. Does anyone know anything about this?
hello. I play FM24 and did an experiment like this for a personal question.


ㅁ Control variable

- Tottenham vs Wolves. Wolves home. Both teams controlled by the user, no tactical or substitution changes.

- Tactical skill maxed out. All morale perfect. Team Cohesion maxed.

- All Stats 20 Assistant Coach Locker Room Conversations

- All positions except for the experimental group have a collective stat of 14

- Positive hidden to 20, Negative hidden to 1

- Minor injuries continue to progress. Reload for major injuries and ejections

- Removed Player Traits

- Removed experimental players from dead ball kickers

- All players except for experimental positions are two-footed




ㅁ Manipulation Variables

Multiple stats for each position




ㅁ Dependent Variable

Team goals scored and goals against. XG. Goals, Assists, and Offense Points for Experimental Positions




In these experiments, we took as few as 100 and as many as 300 stats in this environment, with results at the 0.01 to 0.05 level of error. Because the error in the experimental group is small, i assume it is controlled for variables.




It's no secret that very few of FM's stats have a significant impact on the game, including physicality.

However, it's not just a matter of how much or how little it affects. Pass-related stats have some very strange effects The official FM website states that passing is affected by technique and vision. Crosses are listed in isolation. Let's talk about this in more detail.



Increasing the passing, technique, vision, and teamwork stats of the deep-lying forward from 14 to 17

actually decreases the scoring of the two inside forwards,

but increases their assists.

In the inside forward attacking experiment, a player who is nearly perfect physically, mentally, and technically 

performs worse than a player with only physical ability and dribbling.







The same was true in experiments with wingbacks. Fullbacks with passing-related stats


performed worse than fullbacks with nerfed stats









The experiment with midfielders showed the same odd results as forwards and flanks: After analyzing 30 games of in-game footage, a pass-related stat of 20 was worse than a pass-related stat of 18 in a variety of areas, including missed passes and successful long passes.





When i experimented with pass-related stats from 14 to 20 for midfielders with stats based on 14


found that three midfielders - the advanced playmaker attack, box to box, and deep lying playmaker support - had fewer assists at 20 than at 18
Fullback S gets lower AG and lower GF and consequently less G.D than fullback AT. Are there any experimental results on what the fullback defense is like?
CBP87 said: Some good analysis pal but here is the attribute testing table - https://fm-arena.com/table/26-player-attributes-testing/

Yes, I have already seen the results of the experiment, as I have already said in the article. However, there were those who denied it on this basis.  "That's not valid because it only changed a single stat while ignoring the associated stats" "It's only valid because it's the result of research on a specific tactic."
Hi Guys. I learned about FM by watching the results of people experimenting in the FM Arena. Please understand if my English is not good. I have a few questions. I need the help of my seniors in the FM


https://fm-arena.com/table/26-player-attributes-testing/
I've seen about this experiment. And I wondered. How much of an impact does each attribute have on the game? Some things are meaningless, and how meaningless they are?

I started by looking at how the pass-related attributes would affect the game

I adjusted the passing, vision, and technique values of one of the two teams using tiki-taka in a variable suppression environment that will be explained later. 52 times each

As a result, lowering or increasing the number at 14 made the results even worse. If high or low numbers are detrimental to a short passing environment, what about long passes where pass-related attributes can be beneficial?

In a previous experiment, I found that the lower the position, the more long passes make, so I experimented with DM-DLP with plenty of space




The experimental conditions are as follows



- The user controls each team directly and does not intervene during the match

- Wolves vs Tottenham. Wolves Home

- To create space, Wolves used the Gegenpress template, while Tottenham used the fluide counter-attack template

- change all morale perfect
maximise existing tactical familiarty
improve team cohesion
remove all injuries
remove all unhappiness


- assistant manager of equal ability raise morale with each team's locker room speech




- All players, except DM, have equal stats


- I gave DM personal instructions to more direct passes. After that, I modified the pass, vision, and techniques moves from 10 to 20, experimenting with each process 30 times. In addition, personally checked and recorded the highlights of all long pass situations


This is the result


DM doesn't try and doesn't make many long passes. 20's pass-related attributes were rather bad. In the DLP roll that instructed more direct passes




After checking the highlight situation, the player does well to complete mid-length passes, regardless of the attribute

The difference comes from the frequency of passes and long passes. From 10 to 14, there is no difference in arithmetic stats, but from 12 onwards, it is noticeable that the ball bounces after receiving the passer's ball. 10 is even more so

Passes to the head, knees and waist, not to the feet. Or a pass that bounces the ball. This is the case, but it's not a significant number from 20 to 10, so I'm not sure how technique affects the quality of the pass



I can also see that even if there is a player to penetrate, the ball is not sent into the middle or into the half-space

I suspect this is a deliberate suppression of long passes by SI in order to prevent the FM Arena tactical table from being overrun with counter-attacking tactics

I wonder if this phenomenon and efficiency also occur in MID and AM. I'd like to experiment with the efficiency of defensive attributes such as tackles in the future

I'm curious to know how the pass affects the game, and what about the other attributes.

When I introduced these experiments to the FM community I use, some user said that already done these attribute experiments hundreds of times over the past 10 years. Is that really the case? If so, I don't see any reason to do further experiments. Can tell me the results of people who have already tried the same thing as me before I do more experiments?

I need the help of those of you who have more knowledge than I do.