Purity said: Currently, the base version is covering goalkeeper ratings and outfield player ratings only yes. I created a personal version by modifying the files using the data from this post. If you'd like, I can share the link to the modified app.js file. modified app.js Just replace the app.js in you app folder by this. Expand
Mate, crazy. Thanks !
One question: i worked this afternoon on supress some useless attributes on GS.
What do you think about suppress all negative attributes form the table in the first post ? Why keep them if they're negative ?
Purity said: It still needs optimization and accuracy in certain areas, but I hope that working as a community will help identify solutions and improvements. However, for those who strictly want to use it in the same way as GS, it does more than just the job and it gives you full control over how scores are calculated. Expand
Is there a unique meta score for all positions in the same time ?
Because we know, ans this post show it, that there is different way of calculate ratings
Purity said: Without diving into the drama, I want to highlight a recurring topic in this thread: the inaccuracy of GS. I recommend switching to this tool instead: FMSuperScout, an open-source scouting option for FM26 (Yeah 26, I know). It features a Meta Score and is far superior to GS in my opinion. You can modify the code, specifically the app.js file, to create your own custom scoring systems. Whether you code yourself or use AI, customization is straightforward (Essentially, you can integrate non-linearity, player profiles, Hidden attributes, and other elements in any way you envision). Any suggestions to improve it is welcomed as well. Cheers. Expand
Thanks for the update. Agree with you, to much drama here, and somme speak about FM24, but my aim is FM26.
I use GS since ten years, and even if i saw the post about FMSS, i didn't take time to test it.
I spend five minutes on it, and it seems very smooth and accurate. I'm readdy to forget GS.
keithb said: Haha you are hilarious. You are often bold in your statements but wrong. Like when you told Zaz a player couldn't improve. It's really funny. That's correct for some. Yarema and all of us knew this.
Some are useless, even negative..
Some you need a little bit
Some you need a decent amount
And some you want as high as possible. Yes upto 20. But you don't need 20 to win. Just that 20 is still better than 18. For example, as I said above, a player with 20 jumping reach will score 30+ in one season. A player with 17-18 probably won't. Expand
THIS
It's not because a % of win don't grow that the value isn't important to high to max. You win against a team with some stats, there is a "wall", but the team can improve.
I must admit... first posts were in the good way, useful, but i don't really understand the gap with last post.
This game is simple: all tests show us that you need 2 key attributes, that you can max to the best note, and the other good attributes need to be in a range of 9-13 if you can.
If you're in second division, a team with 13 in 4-5 key attributes is good enough to reach the top, and even win a national cup.
To reach top europe, you just need to put ACC-PAC to the max you can, and keep a good pack of attributes next to this two.
If you see someone like Collocolo with 13 or 14 in all atributes, buy it and hug it every day.
If you see a regen with 15 in JUM or DRI and a good card, ask him to train pace every day, and loan it after two years.
Change a player only if you can max an attribute in 6-7 key notes, if not, keep him.
And don't forget, the match you see or you instant res. is just a way to dress an algorythm.
Better the team: better the results. There's no Pep In FM, there's just good puzzle maker.
LightningFlik said: Well this is the thought I had. People explain the match engine the way they think it should work (e.g. "the game sees the opposing winger running to the byline, so it looks at your fullback's positioning, composure and decision making to determine whether he can track the runner and make himself available to the tackle" ) but my thought was: what if it just looks at the offensive capabilities of your team, your defensive capabilities (irrespective of what positions the players who have these attributes are in) and just simulates the results based off that, generating highlights to fit?
Hence my idea for the experiment, effectively swap your attackers' and defenders' attributes (but not their positional familiarities) and see what happens. Expand
It's an interesting point of view, and i think you're right. Forgot the video and the cosmetics, mix all atributes and here the results. Swap Defenders and attackers to test it is a good idea.
Mate, crazy. Thanks !
One question: i worked this afternoon on supress some useless attributes on GS.
What do you think about suppress all negative attributes form the table in the first post ? Why keep them if they're negative ?
Is there a unique meta score for all positions in the same time ?
Because we know, ans this post show it, that there is different way of calculate ratings
Cheers.
Thanks for the update. Agree with you, to much drama here, and somme speak about FM24, but my aim is FM26.
I use GS since ten years, and even if i saw the post about FMSS, i didn't take time to test it.
I spend five minutes on it, and it seems very smooth and accurate. I'm readdy to forget GS.
I'll work on META attribute and see what happens.
Some are useless, even negative..
Some you need a little bit
Some you need a decent amount
And some you want as high as possible. Yes upto 20. But you don't need 20 to win. Just that 20 is still better than 18. For example, as I said above, a player with 20 jumping reach will score 30+ in one season. A player with 17-18 probably won't.
THIS
It's not because a % of win don't grow that the value isn't important to high to max. You win against a team with some stats, there is a "wall", but the team can improve.
It's not a complain, but i want to find a mixed striker, what your recomendations to edit in rating to find those players?
Focus on PAC, ACC, ANT, DRI, JUMP, WORK RATE. Try to get a 15 in all of these. If not, let 14, and keep 15 for PAC ACC
If you play on 26, Jump is less important. On 24, it's crazy. On 26 keep DRI high.
I've shared a file like this weeks ago, it's near the old file, but your work is more precise. Hope the file will share more accurate things.
Important to note: ratings and position are made for Zaz 4.5 Autumn, no ratings for libero or defensive mid for example.
With the old file, won everything each season with underdog or top club. With this new file, let's play and test !
https://limewire.com/d/CCdE4#9Z2IjDC1iF
This doesn't really matter in my games because i only use CA/PA / Prof / and some others tools.
The game only have 6-7 key attributes, it's easy to compare them directly in game.
But we all know this tool is edit every year by the same guy, who claim the same money, for something which doesn't evolve a centimeter in 10 years.
Also 15 Speed and Acc?
So if I'm compairing those 3 MDC/MC, I shouldn't take Kimmich?
Of should I use another value as hard limit for speed and acceleration?
Nmecha every day
You need to buy young players with a big difference of CA/PA, but already with good key notes. Ah, and minimum 14-15 in professionalism.
It makes banger if you work smart. Have fun !
https://www.mediafire.com/file/vsv3fgyulro0htq/META_FMA.grf/file
This game is simple: all tests show us that you need 2 key attributes, that you can max to the best note, and the other good attributes need to be in a range of 9-13 if you can.
If you're in second division, a team with 13 in 4-5 key attributes is good enough to reach the top, and even win a national cup.
To reach top europe, you just need to put ACC-PAC to the max you can, and keep a good pack of attributes next to this two.
If you see someone like Collocolo with 13 or 14 in all atributes, buy it and hug it every day.
If you see a regen with 15 in JUM or DRI and a good card, ask him to train pace every day, and loan it after two years.
Change a player only if you can max an attribute in 6-7 key notes, if not, keep him.
And don't forget, the match you see or you instant res. is just a way to dress an algorythm.
Better the team: better the results. There's no Pep In FM, there's just good puzzle maker.
Hence my idea for the experiment, effectively swap your attackers' and defenders' attributes (but not their positional familiarities) and see what happens.
It's an interesting point of view, and i think you're right. Forgot the video and the cosmetics, mix all atributes and here the results. Swap Defenders and attackers to test it is a good idea.
Now there is:
1 to 18
6 to 18
1 to 6
In my opinion, it will be the ultimate mark to really know the number of efficiency.
If you find time, thanks a lot in advance.
First of all, thanks a lot, really, for all the work made here.
I've a demand. I like the table which compare 6 to 18 attributes. Do you think it's possible to do the same thing with 6 to 12 ?
Keep the good work, thanks !
You can copy paste this words every year =)
It's clearly the last missing part of all the perfect work done here from all the members.