Changes- Dribble More, Run wide with ball, take more risks and shoot less often removed from FB Added cross from byline to FB Removed take more risks from DM, AM and AF Removed hold up ball and sit narrower from IF
Changes- Positive mentality Removed overlap and added underlap Replaced WB with FB Added invite crosses Move into channels and dribble more added to AM
Changes- Removed takes more risks and shoot less often from FB Added take more risks to DM Added take more risks to AM Removed dribble more from AF and added take more risks
Manidaro7 said: What should you do if you have a red card? Expand
defend like crazy, I'm sure I've answered this on another thread! But I usually sub off the worst performing IF and replace him with a player who can play the position of the player sent off, but it all depends on who gets sent, I would only do this for a defensive player
14cm said: 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. Expand
He is going off the release notes SI released with the patch, there is no mention of any M.E changes, however I do believe that some things may have been changed "under the hood"
Yes it didn't perform as well as this one. Think it got 60.1 or around that mark
Changes-
Mentality changed to positive
Changes-
Overlap left removed
Added underlap left
Changes-
Dribble More, Run wide with ball, take more risks and shoot less often removed from FB
Added cross from byline to FB
Removed take more risks from DM, AM and AF
Removed hold up ball and sit narrower from IF
Changes-
Positive mentality
Removed overlap and added underlap
Replaced WB with FB
Added invite crosses
Move into channels and dribble more added to AM
Changes-
Removed takes more risks and shoot less often from FB
Added take more risks to DM
Added take more risks to AM
Removed dribble more from AF and added take more risks
Changes-
Mentality to positive
Added shoot less often to FB
Added take more risks to DM
13 - 2
Nope, I leave it as it is but I also rarely play the game, I'm more of a instant result kinda guy
what format is the tactic file in?
defend like crazy, I'm sure I've answered this on another thread! But I usually sub off the worst performing IF and replace him with a player who can play the position of the player sent off, but it all depends on who gets sent, I would only do this for a defensive player
Holiday tested, AM in charge of training. Best XI selected.
Changes-
Added take more risks to FB
Changes-
Removed take more risks from FB
Added cross from byline to FB
Changes-
Added sit narrower and hold up ball to right IF
Added stay wider and hold up ball to left IF
Interested to see how the above added instructions work
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.
Some good analysis pal but here is the attribute testing table - https://fm-arena.com/table/26-player-attributes-testing/
Changes-
Added step up more
Added hold up ball to AM
He is going off the release notes SI released with the patch, there is no mention of any M.E changes, however I do believe that some things may have been changed "under the hood"