harvestgreen22
Stryfe002 said: Thank you for doing this in-depth type testing. Big fan!

I have been testing V7 with 2 matches, and doing well, but my questions are:

Should I pay any attention to when my coaches think the player will no longer benefit or are not showing any improvement using focused Quickness? Or is just in-game coach programming non-sense?

Is there an age that we should generally stop using it as the focus?



you can ignore these prompts, I've seen it many times, even though it prompts "coaches think the player will no longer benefit or are not showing any improvement using focused Quickness" The player's pace or Acceleration  still continued to grow


(I'm busy with something else, so I may not be able to reply in time)
Footballenjoyer said: Hmm in that case you would leave blank the role that don't highlight ACC/Pace in green + Dribbling or JR. So only train winger (support) and Wingback (attack), The rest leave blank. Maybe can do nonsense CB (cover) still even though it doesn't train acceleration but it trains JR and pace on green

ok, that's one of the options
Reverant said: Yes exactly. Routines = set piece routines :thup:

K9
[Quickness]+[Match Practice]+[Recovery]x7+[Attacking]+[Set Piece Routines]

and

I add a couple of new Stats to it, As I said earlier, Agility and Determination are 4th importance alongside Anticipation and Concentration
But Determination cannot be trained , Agility did not add images before because they were too long to be image recognized by my software

In this image, I increased the amount of work by 2-4 times for the same exercise: double the recognized process to have more stats , In addition to adding new attributes, I increase the number of each tests sample to 8 seasons.



As you can see, all 8 Eight pieces of data , L9--S9 , the "RNG" / statistical error, compare to 4 seasons sample , it's not big.
Singularity said: Thanks, interesting.

30 games gives us 5.1 CA growth, then you see an increase of 1 CA for the focus and almost no increase with the double focus.

The double focus does work to concentrate it on quickness attributes though.

Are all your tests done on double intensity?  Would be interesting to see the effect when training sessions are added


If I write +[Double Intensity] , that's on double intensity
If the table have no [Double Intensity] , that's no intensity ( on normal )

Spoiler


This is the data from the last post, There's a lot that doesn't on double intensity
KaiFm said: @harvestgreen22

Great work on this update.

I am currently running the following:

Youth team (16 years old to 18 Years old), play no first team games just youth games- G7
Under 21’s (18 years old - 21 Years old), play some first team games but mostly reserves - C7
First team (21 years +) - I mix V7 & S8

Do you think this is a good way to develop players from youth team?

Do you recommend not training specific positions now?

Also when a player reaches 26 in your first team would you recommend stoping additional focus “Quickness”?

Thank you .


——from youth team?
that's ok
X8 might slightly better than C7


——Do you recommend not training specific positions now?
yes
Because there is no way to revert to the default state (not select duty)
If a player needs to change his position, then it can only be done by playing match and playing friendlies match


——recommend stoping additional focus “Quickness”?
I think should keep it that way, not change it,
Because increase Pace and Acceleration is the most beneficial anytime
Steelwood said: Poses an interesting question about RNG which we already know is present in the match engine itself BUT we don't know if RNG affects training in the same way (unless we do, feel free to correct me)

Its random quantity is relatively small, even if the sample is not enough, the random error will only be around 1-3,
My understanding is this:
From the previous post,[Recovery]It's a training,
It also affects the allocation of weights,
When the weights reach a certain critical point, there will be some abrupt changes in the assigned values due to rounding of the algorithm, or for other reasons

Compare:
O8
N8
M8
H8
G8
Y7
V7

You will find that there are similar strange things happening in
Dribbling, Balance, Anticipation
There is an overall trend
Singularity said: Yeah, sample size is probably not enough to draw anything but very vague conclusions to be fair.


@harvestgreen22

Have you tried what happens with 100% rest and no Quickness focus training? Then with 30 games and without? That way you could see what the baseline growth for a 20 year old is



It's nothing special
Reverant said: I still get one super rest day using V7

Monday - Quickness, Attacking, Recovery
Tues - 3 x Rest (Super rest)
Wed - Match Practice, Routines, Recovery
Thurs - 3 x Recovery
Fri - Recovery, Rest, Match Focus
Sat - Rest, Match, Rest
Sun - Rest, Match Review, Recovery

Has the 7 recoveries, 1 x Match Practice, 1 x Quickness, 1 x Attacking.  I just put a 'routines' in so that my routines go full green bar.  Every 2nd week i swap routines for team bonding.

Should this work?

PS thanks to Harvestgreen22 and ZaZ for sharing all their work!


"Routines" = Set piece Routines?
When I'm free, i will test it
Steelwood said: Since we know that pace & acceleration are so much better than other attributes, would it make sense just to use G7 and sacrifice everything else?

This needs to be selected according to the actual situation,
For example, in a situation and goal that you want all growth to be Pace and Acceleration

This training has the added benefit of comparing Q5 (full rest, 0 matches ) and R5 (full rest, 30 matches ), which offer exactly the same Pace and Acceleration ."Full rest" is an exercise that is insensitive to the "Number of matches played.
Singularity said: Hmm, yeah, that's odd:

V7 = MP + Att = 3.93/23.6
S7 = MPx2 = 3.84/17.3


E8 = MPx2 + Att = 3.84/23.6
S8 = MPx3 = 4/24.4

So replacing MP with Att either gave +0.9/+6.3 or -0.16/-0.8


It doesn't even make sense with the CA cap since V7 vs E8 the cap is the same despite the extra MP, but adding an extra MP with S7 vs S8 gives +7.3 extra.


Yes, I can't figure out why
Footballenjoyer said: Hmm S7 result is a lot worse than S8.

Also for individual training, I usually like training player in position they would play. If you play + train them in the role you used - you would get max familiarity. If you train them in position but not role you used, you would get competent at least.

Best role for training I found so far:

CB - Nononsense CB (cover)
DR/L - Complete WB (support)
Winger - Winger (support)
MC - Roaming Playmaker
DM - Probably just HB or SVG volante (I like HB more since its less attributes trained and JR)
Striker - Advance Forward
AMC - SS

Not sure double dipping on Acc+Pace is better or focusing on less attributes trained is better. Im inclined to lean toward the former.





I did the "G9-H9-I9-J9" test
Changed the Duty of 4 groups of players





And unfortunately, it had a negative effect,

Each different Duty, it does add growth in the "green highlighted" part , But this comes at the cost of "blue highlighting" growth , This is something I didn't expect.

I checked a few players. They show up : Green Highlight ↑, Blue Highlight ↓ , Compare to "No duty" (G7-X8-S8-V7).

So maybe duty shouldn't be chosen , we should leave it Default
mmigueis said: Hi @harvestgreen22!

Thank you so much for all the great work! It is great that you have bothered to do all these tests so we can know more about which attributes are more useful in the game! This is all greatly appreciated!

However, I do have one question which, depending on your answer, may explain why you are finding that some of the attributes have a negative impact on performance (e.g., technique):
- How are you dealing with the current ability (CA) of players not being the same after you raise (or lower) one (multiple) of the attributes?
-> When you set all players' attributes to 10, their CA needs to be set to a certain level such that the attributes remain stable... when you change one of the attributes to 20 (100 in the "centi-attributes" that the game actually uses and that you can see in the save game editor), you need a higher CA amount for the attributes to remain stable (and this higher CA amount will depend on the player's position given that, for example, finishing has a larger CA weight for forwards than for defenders). Otherwise, the game will lower attributes across the board so that the player's CA remains the same...
-> This means that if you are running a league for your tests that takes any amount of game time and you don't either (1) make sure that the player's CA is what is needed to maintain the attributes you set initially or (2) have some mechanism to ensure that the player's attributes remain frozen (it is my understanding that some save game editors may be able to do this), then the game will be changing other attributes to compensate for the attribute that you maxed out (or set to 1).
-> This would mean that when, for example, you set technique to 20, other attributes are lowered below 10 to compensate (you may not always be able to see this when attributes are represented 1-20 in-game, but this may still be happening under the hood in the attributes represented 1-100 which you can see in savegame editors).
-> If you are not accounting for this attribute re-balancing, then your finding that technique has a negative impact on goal difference in your test may not mean that technique literally has a negative impact on player performance, but rather that setting technique to 20 is not worth the reduction in other attributes that it causes...

Anyway, I would be interested in knowing how you dealt with attribute re-balancing due to the player's CA in your tests.

-------------------
In addition, I'd like to suggest that you also try testing "aggression" and "leadership." Both may have some influence in performance. Aggression may interact with certain attributes, such as tackling or bravery.

Also could be interesting if you tested the important matches attribute (having in mind that the influence of this attribute depends on how important the match is - see https://www.youtube.com/watch?v=ECe0ygapG-8&t=1404s)




I manually changed the "Current CA" to the "Recommended CA" in every test every time
(I don't know if the translator misunderstands your meaning.)

like this:


I used the in-game modifier.
Did that make a difference to the results? Or do I need other non-in-game tools?
Mick1 said: I have the games set for Wednesday and Saturday, what is the best distribution of the sessions? Thanks

Wednesday and Saturday match


You can try this. It's from the latest test today
VenEttore said: Hi, @harvestgreen22, thank you so much for the research you put into this.

Back in FM23, there was a way to "cheese" extra "Match Practice" training sessions into your schedule by saving a custom training schedule using the "Match" session. If there's no actual match on that day, it gets replaced by a Match Practice slot (to clarify, you place the maximum of 2 Match Practice slots, then you add 2 Match slots on days when there is no match). Does this still work in FM24? And if it does, can I request that you test these extra Match Practice slots?

EDIT: Attached images to add more clarity, and I've tested it in FM24 to make sure it still works.

The image above is an example training schedule with 1x Quickness, 2x Match Practice, 3x Match.

This other image shows what happens when you apply this training schedule on a week with 0 matches.

EDIT 2: I'd forgotten two things. First, since the only requirements for Match sessions are that they can't be on consecutive days, you can place one on Monday, Wednesday, Friday, and Sunday for a total of 6x Match Practice on weeks with no matches. Second, I forgot that once you've applied a schedule onto the actual calendar, you can drag and drop sessions wherever you want, meaning you can ALWAYS get 6x Match Practice sessions even on weeks with one or more matches (not that I recommend this due to injury risk). See images below:




I've also accidentally discovered another (not recommended) mechanic in case you're willing to take the time and adjust the entire year's calendar yourself. See image below:




I tested them on Q8-T8
Han106 said: My conclusions are that V7 is clearly the shining star of the findings so far. It has the highest 1th+2th category growth. It only has "3" trainings and it uses less CA than a lot of other trainings.

@harvestgreen22 I wonder if there could be a scoring system for the training schedules. The score can show that FM highly loves Acceleration and Pace but also likes Jumping and Dribbling. The weightings could be based on the attribute tests.


updated some new

G7
P7
V7
X8
I currently find them both worth using (suitable for different occasions, use different ones according to the actual situation)


scoring system :
I don't have any ideas right now,
What mathematical way should it be measured (or multiplied over this value, as a weight)?
Or are there any tools/software? I'm a new player and don't know much about the tools already made
baldg22 said: is there a specific order you should be putting the training in? does it all just work out the same? ive got 2 different schedules for saturday and wednesday games.

orde:
The order doesn't affect anything,
As long as these same thing are in a week, it doesn't matter what order to put them
Excel Training English 2
edit 27/12/2024 :
https://pixeldrain.com/u/R3imL2wX

27/12/2024↑↑↑↑↑↑↑↑




Based on the previous test, now rank the importance of attributes,
The Pace + Acceleration two are Most important, so separate them out separately from Jumping reach
Followed by Jumping reach + Dribbling , is equal to the 2th importance,
The 3th importance is Balance,
The 4th importance is Anticipation + Concentration,

The test conditions are the same as before, all attribute 10, Professionalism 20, ambition 10, work rate 10, PA 200, age 20, height 180cm, and training facility level full. I increased the number of each tests by one more time, to four seasons, to slightly reduce the error , Since growth is not very volatile, 3-4 seasons is enough to narrow down the error caused by random

Notice, this is the ideal case, this is set to control the variable method, and to highlight the difference.
So you in the actual game, according to the actual situation, may get different results from the outside.
For example , a better case , your player has 20 Professionalism and a higher 20 ambition , so his growth will be greater than the table.
For example , a better case , your player is 16 years old, then his growth may be more as he is very young, or even approach double growth .
For example , a worse case , Your player played 10 match (compared to 30 in the table) then his grow will not be as high.


Spoiler


1.
Inadvertently found in the test:
[Quickness]+[Match Practice]+[Recovery]x7+[Attacking]+[Addtional Focus Quickness]+[Double Intensity]
(V7 in table)

The 7 x Recovery can very strangely allow Jumping and dribbling growth increase more.
Ignoring the fact that whether Recovery can actually reduces the risk of injury Or not.
this V7 in the table , [Recovery] compare to [rest] , One advantage is that it doesn't decrease that much Sharpness , and it can increase small Condision .
So the whole V7 : [Speed]+[practice]+[Recovery]x7+[attack] +...
might be good for the purpose of maximizing CA

2.Suggest by "Footballenjoyer" in message:[Attacking Wings] replace [play from the back]
[Quickness]+[Attacking Wings]+[Addtional Focus Quickness]+[Double Intensity]
[Quickness]+[play from the back]+[Addtional Focus Quickness]+[Double Intensity]

C7 compared to D7
C7 better, thanks to "Footballenjoyer"

that might be a good alternative schedule when less urgent need to maximize CA


3.
"All rest train"= maximize Pace + Acceleration option,
The cost is that it will continue to degrade both technical and mental class attributes
This would be a relatively extreme option, and you could decide whether to use it or not depending on the actual situation, Or anything else on the table , or use combinatorial /interleaved


4.
I have a limited imagination on my own ,
Welcome to propose more combinations, and I will test these combinations



5.
Some additional notes
Match Practice is a "training". Match Practice is not a match . and it also participate in the CA distribution.

While "friendly Match" and "Formal Match" are both "Match," It does not participate in the distribution,
but it can Increase the total number of CA you can get ,
You can see this by comparing the values of participation in 0,10,20,30 Match in the table in last post.
"friendly Match" Is a "very inferior" Formal Match, so players can't get the same effect by only playing a lot of "friendly Match"

but "friendly Match" is the best effect way (same as actual match) to increase Sharpness ,Cohesion ,Tactic Famility, Friendship level
( good Friendship = which you will see a continuous green line between two players in the tactical screen)

If the game wins , Especially the big win , the same position, like , DM and DM, DC and DC, their friendship increases dramatically,
If the game is lost, their friendship will decrease, even negative, which will present a broken chain in tactics
In addition, if a player already has one "friend," the rate of increase in friendship with the next "friend" is significantly reduced


6.
And for table, the original plan, was to put together "Decision," "Bravery," "Teamwork."...These attribute that cost a lot for CA but has no actual effect listed separately,
indicating that the higher the growth proportion of this attribute, the worse.

But I imported the measured data in the way of image recognition - import data,
my free image recognition software, once the image is large, the recognition is messy, it has to be divided into two pieces, which is very troublesome, so compromise, just 7 beneficial attributes


7.
Note that more CA is not always better,
In addition to the fact that they should grow on key attributes,
And they may need a lot of training per week,
In addition to the difficulty of accommodating some multi-match weeks and increasing injuries,

Also, this was an ideal test, Professionalism is 20,
For example, if your player's Professionalism is 12, there is only a small difference between a 25 CA growth plan and a 23 CA growth plan in the table for that player



28/11 updated M8->B9↓↓↓



G7
P7
V7
X8

These are outstanding performance now
VenEttore said: Hi, @harvestgreen22, thank you so much for the research you put into this.

Back in FM23, there was a way to "cheese" extra "Match Practice" training sessions into your schedule by saving a custom training schedule using the "Match" session. If there's no actual match on that day, it gets replaced by a Match Practice slot (to clarify, you place the maximum of 2 Match Practice slots, then you add 2 Match slots on days when there is no match). Does this still work in FM24? And if it does, can I request that you test these extra Match Practice slots?

EDIT: Attached images to add more clarity, and I've tested it in FM24 to make sure it still works.

The image above is an example training schedule with 1x Quickness, 2x Match Practice, 3x Match.

This other image shows what happens when you apply this training schedule on a week with 0 matches.

EDIT 2: I'd forgotten two things. First, since the only requirements for Match sessions are that they can't be on consecutive days, you can place one on Monday, Wednesday, Friday, and Sunday for a total of 6x Match Practice on weeks with no matches. Second, I forgot that once you've applied a schedule onto the actual calendar, you can drag and drop sessions wherever you want, meaning you can ALWAYS get 6x Match Practice sessions even on weeks with one or more matches (not that I recommend this due to injury risk). See images below:




I've also accidentally discovered another (not recommended) mechanic in case you're willing to take the time and adjust the entire year's calendar yourself. See image below:



I didn't try it before if there is 3 or more Match Practice a week,
I'll test it next time I have time
somapsychotic said: Thank you very much for your findings.

Is it better to do all rest, or is it okay to use sessions that should not add any weights like Match Review to aid Tactical Familiarity?

I also would wonder how much adding one Team Bonding per week to help Happiness and Team Cohesion would cost. I know it would add some "weight" towards Teamwork but how impactful is this?


——I know it would add some "weight" towards Teamwork but how impactful is this?

unknow, i have not test it yet

——Is it better to do all rest, or is it okay to use sessions that should not add any weights like Match Review to aid Tactical Familiarity?

it's okay ,
As I mentioned,Players are free to arrange their training schedule according to the actual situation

For example, I will arrange the enough friendly match before the season to restore my Sharpness, Cohesion, Tactic Familiarity.
Because friendly match is the most effective way to increase them.
Of course if I still feel inadequate.I'll add some more training on a temporary basis.

Then, when the season starts, I start training on the actual schedule.
Mick1 said: I have the games set for Wednesday and Saturday, what is the best distribution of the sessions? Thanks

I'm doing a new training test,
and if you're not in a hurry to get the results,
we can discuss it after I finish the new test