1) That is a near perfect player, if you compare his attributes to what I've found to be the ideal set of attributes. The only thing lacking is jumping reach, which is quite important.
2) The Premier League 1.0 GS rating file does not weight hidden & personality attributes, because Genie Scout is too bugged to include them. I haven't given up on this forever, but at the moment there's no viable solution. Your player has ridiculously perfect hiddens & personality, even temperament is very close to its optimal of 10 rather than 20. I daresay this is actually this is the main reason the rating is inaccurate rather than the excellent distribution of visible attributes.
You could make the argument that hiddens & personality should be weighted at least somewhat, even if it messes the ratings up a bit, because a 4% error might be better than a 8% error say. But a player with those hiddens & personality is extremely atypical.. so if we did this it might end up that yes, your player becomes 4% more accurate rating, but 90% of players become ~1-2% less accurate say. I'm sure it could be tweaked a little, but I don't think it's obvious what that tweak would be. Expand
Still on this topic: Like I said, I prefer may saves with generated players rather than real ones and, since you mentioned it, I'm noticing a lot of young and potentially good player with very low jumping. Is it worth it trying to train that up? I've switched a couple of my own players with decent pace/Acc from quickness to Strength Individual training (which supposedly improves strength and jumping reach) but I'm yet to notice improvements.
1) That is a near perfect player, if you compare his attributes to what I've found to be the ideal set of attributes. The only thing lacking is jumping reach, which is quite important.
2) The Premier League 1.0 GS rating file does not weight hidden & personality attributes, because Genie Scout is too bugged to include them. I haven't given up on this forever, but at the moment there's no viable solution. Your player has ridiculously perfect hiddens & personality, even temperament is very close to its optimal of 10 rather than 20. I daresay this is actually this is the main reason the rating is inaccurate rather than the excellent distribution of visible attributes.
You could make the argument that hiddens & personality should be weighted at least somewhat, even if it messes the ratings up a bit, because a 4% error might be better than a 8% error say. But a player with those hiddens & personality is extremely atypical.. so if we did this it might end up that yes, your player becomes 4% more accurate rating, but 90% of players become ~1-2% less accurate say. I'm sure it could be tweaked a little, but I don't think it's obvious what that tweak would be. Expand
I like to play without real players, and this is my second time finding this absolutely insane players. On a different save I had a german CF with perfect personality and unbelievable physicals, only downside was finishing. At the time I decided to train him to be a Right Back because of the ratings I was using.
What I'm saying is since finding about meta attributes I still haven't recovered from the shock. And although I may not totally agree with some of you ratings for GS Premier League v1.0 it is one of the best I could find so far. Atm I'm using 3 different rating systems and choosing my players by averaging from the 3
been using Premier League 1.0 GS ratings... and this guy...
being rated at 64, seems unfair. He's a beast, only downside I see is his determination. If I follow these ratings, he won't make the bench in the Portuguese league, where I'm still dominating by far with a team with avg rating way lower than the best in the league.
Can someone clarify this Premier League 1.0 ratings? I was using Orion's and Bafici's rating's a while back, what is everyone's opinion on theese ratings?
@GeorgeFloydOverdosed great summary, well done. Went back to FM24 and this was a major tim saver. One question tho:
What about players that already reached 20/20 pace and acceleration? I remember reading something about it somewhere, some time ago, but can't remember the consensus. Is it worth it to keep Quickness as individual training?
Right now, I wouldn't recommend x7 recovery. But it doesn't matter much, we're probably talking like ~5% or less difference. I recommend Quick + Match Practice + Attackx2 + Double Intensity + Quick focus (Agility for GK) + remainder rest. 'No pitch or gym work' for first 3 condition icons, only 4-5 pre-season friendlies. Expand
BLS122 said: Should you move all of your players into the “attacking” group or leave some in the defending one? Expand
I've been following all these posts about meta attributes and HarvestGreen training finds, and I'm still not clear on this issue. Do training Units influence progress at all? I've been putting my CB's and Deffending DM's on the defensive Unit, everyone else is attacking, and not sure if it's doing anything.
Also, still on FM2024, using [Quickness]+[Match Practice]+[Attacking]x2+[Addtional Focus Quickness]+[Double Intensity]
What about training units? I seem to recall reading somewhere that it'd be optimal to set CenterBacks in the Defensive Units, every other outfield player should be on the Attacking Unit. Is that the case, or it's completely irrelevant?
What about training units? I seem to recall reading somewhere that it'd be optimal to set CenterBacks in the Defensive Units, every other outfield player should be on the Attacking Unit. Is that the case, or it's completely irrelevant?
ever since Harvest post about training and the discovery of meta attributes, i've lost all understanding of this game. this thread has been helping me cope, lol. It's great work, would be perfect if there was a way to separate CB from FB DM and so on, and not just have defensive and offensive players
Bttw, and sorry for posting it here, I've just been reading up on modded match engines, and I'm wondering which one is the best, in your opinion? Or is it still best to keep the original?
Note that some attributes are going up. So CA points are not decreasing, just being redistributed. In a real world scenario it'd be ideal that player just improve and not rebalance the skills.
Personally what I'm trying to do is use this training on the youth squad and when time comes to promote the players, they'll do a more balanced training schedule
I'd need verification on this but, on a random save (not controlled conditions), some players on a team play more games than others. As such there might be some less than homogeneous results overall.
Using a Right footed player as a Left Winger(su) tends to look like a Wide-Midfielder, is that supposed to be the idea or is it the players I'm using? I end up adapting AMC's to that position.
Great tactic, btw. Love watching the team play once familiarity sets in
1) That is a near perfect player, if you compare his attributes to what I've found to be the ideal set of attributes. The only thing lacking is jumping reach, which is quite important.
2) The Premier League 1.0 GS rating file does not weight hidden & personality attributes, because Genie Scout is too bugged to include them. I haven't given up on this forever, but at the moment there's no viable solution. Your player has ridiculously perfect hiddens & personality, even temperament is very close to its optimal of 10 rather than 20. I daresay this is actually this is the main reason the rating is inaccurate rather than the excellent distribution of visible attributes.
You could make the argument that hiddens & personality should be weighted at least somewhat, even if it messes the ratings up a bit, because a 4% error might be better than a 8% error say. But a player with those hiddens & personality is extremely atypical.. so if we did this it might end up that yes, your player becomes 4% more accurate rating, but 90% of players become ~1-2% less accurate say. I'm sure it could be tweaked a little, but I don't think it's obvious what that tweak would be.
Still on this topic:
Like I said, I prefer may saves with generated players rather than real ones and, since you mentioned it, I'm noticing a lot of young and potentially good player with very low jumping. Is it worth it trying to train that up? I've switched a couple of my own players with decent pace/Acc from quickness to Strength Individual training (which supposedly improves strength and jumping reach) but I'm yet to notice improvements.
1) That is a near perfect player, if you compare his attributes to what I've found to be the ideal set of attributes. The only thing lacking is jumping reach, which is quite important.
2) The Premier League 1.0 GS rating file does not weight hidden & personality attributes, because Genie Scout is too bugged to include them. I haven't given up on this forever, but at the moment there's no viable solution. Your player has ridiculously perfect hiddens & personality, even temperament is very close to its optimal of 10 rather than 20. I daresay this is actually this is the main reason the rating is inaccurate rather than the excellent distribution of visible attributes.
You could make the argument that hiddens & personality should be weighted at least somewhat, even if it messes the ratings up a bit, because a 4% error might be better than a 8% error say. But a player with those hiddens & personality is extremely atypical.. so if we did this it might end up that yes, your player becomes 4% more accurate rating, but 90% of players become ~1-2% less accurate say. I'm sure it could be tweaked a little, but I don't think it's obvious what that tweak would be.
I like to play without real players, and this is my second time finding this absolutely insane players. On a different save I had a german CF with perfect personality and unbelievable physicals, only downside was finishing. At the time I decided to train him to be a Right Back because of the ratings I was using.
What I'm saying is since finding about meta attributes I still haven't recovered from the shock. And although I may not totally agree with some of you ratings for GS Premier League v1.0 it is one of the best I could find so far. Atm I'm using 3 different rating systems and choosing my players by averaging from the 3
being rated at 64, seems unfair. He's a beast, only downside I see is his determination. If I follow these ratings, he won't make the bench in the Portuguese league, where I'm still dominating by far with a team with avg rating way lower than the best in the league.
Can someone clarify this Premier League 1.0 ratings? I was using Orion's and Bafici's rating's a while back, what is everyone's opinion on theese ratings?
Went back to FM24 and this was a major tim saver. One question tho:
What about players that already reached 20/20 pace and acceleration?
I remember reading something about it somewhere, some time ago, but can't remember the consensus. Is it worth it to keep Quickness as individual training?
Right now, I wouldn't recommend x7 recovery. But it doesn't matter much, we're probably talking like ~5% or less difference. I recommend Quick + Match Practice + Attackx2 + Double Intensity + Quick focus (Agility for GK) + remainder rest. 'No pitch or gym work' for first 3 condition icons, only 4-5 pre-season friendlies.
BLS122 said: Should you move all of your players into the “attacking” group or leave some in the defending one?
I've been following all these posts about meta attributes and HarvestGreen training finds, and I'm still not clear on this issue. Do training Units influence progress at all? I've been putting my CB's and Deffending DM's on the defensive Unit, everyone else is attacking, and not sure if it's doing anything.
Also, still on FM2024, using
[Quickness]+[Match Practice]+[Attacking]x2+[Addtional Focus Quickness]+[Double Intensity]
Have you came up with a rating system for those ideal players to implement on GenieScout?
It's great work, would be perfect if there was a way to separate CB from FB DM and so on, and not just have defensive and offensive players
I've just been reading up on modded match engines, and I'm wondering which one is the best, in your opinion? Or is it still best to keep the original?
Something like this:
https://imgur.com/uNVlZgk
Note that some attributes are going up. So CA points are not decreasing, just being redistributed. In a real world scenario it'd be ideal that player just improve and not rebalance the skills.
Personally what I'm trying to do is use this training on the youth squad and when time comes to promote the players, they'll do a more balanced training schedule
I'd need verification on this but, on a random save (not controlled conditions), some players on a team play more games than others. As such there might be some less than homogeneous results overall.
Great tactic, btw. Love watching the team play once familiarity sets in
Quick questions,
How does V7 (apparently the best variation, correct me if I'm wrong) fare in a real world scenario, a real team with old and new players?
And, Can X8 be used with Recovery x7, instead of rest, for a u18 team, with optimal results?