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.
White Europe said: Due to all research done by this website FM25 will be postponed untill november𤣠they need more time to re-done whole match engine, otherwise it will be Pace and Acceleration again Expand
it's not from 2024-2025, every year you can find such things like that
The fact is, for the first time since many many years, they tried to change something in the game, and... here comes problems
I really think they haven't a real team of developers, to bring quality, and FM 2025 is the photo of this bad situation
BulldozerJokic said: It just occurred to me that we can already kinda deduce the importance of stats for defensive/offensive players by looking in goals for/against Expand
I imagine a test like, 8 on DC-MDC and change on offensive side, and vice versa.
It will be the same results, but maybe more accurate.
But you're right, we can learn 90% of the stuff here.
AIK said: Finishing: +8/-1. Interesting. I was honestly thinking finishing didn't do much at all, but seems it got some value on attacking players. Expand
It's from 8 to 20, IMO it's near nothing, but it's not useless like 80% of the table
AIK said: Is it a fair assumption to say that some of the tested attributes works better for a specific category of players? Such as defensive/offensive cohorts:
Like these attributes works better for defensive minded players...: Pace (+45/-59) Work Rate (+6/-10) Concentration (+4/-8)
... and these for more offensive minded players? Acceleration (+49/-48) Dribbling (+25/-3) (quite obvious) Anticipation (+15/-10)
Obviously all attributes affects both goals for and goals against... but given acceleration scores more goals and have less impact on defense (and pace is vice verse), I'm thinking it might be a fair assumption? Expand
all is right here, if we can close some tests with Defensive, and offensive side, it will be perfect ! !
Cptbull said: Very interesting, looking forward to the final results! With this knowledge we can truly tailor-make players that will beat anything without having ridiculously high PA
I'm however still stuck on FM23 (missed out on the free FM24 on Epic Games).
Would you say that the difference between FM23 and FM24 are abysmal regarding how attributes are implemented in the game engine? Expand
Mark said: I know this is probably too big an ask, but given all the discussion on the site about the different impact on positions, I wonder if there was any chance to break the attribute tests up into 5 groupings:
DRL DC DM AMRL AMC/ST
This would have 2 players in each grouping and prove once and for all if the attributes change dramatically by position.
As I have said before, you guys do such a great job for this community and I have enormous respect for your work regardless of whether you are able to accommodate my request. Expand
I think we are at a point near this sort of test.
The work is amazing, we will see clearly how attributes works, but we need to know it position by position, i'm totally agree.
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.
it's not from 2024-2025, every year you can find such things like that
The fact is, for the first time since many many years, they tried to change something in the game, and... here comes problems
I really think they haven't a real team of developers, to bring quality, and FM 2025 is the photo of this bad situation
Are you sure it will be important
I imagine a test like, 8 on DC-MDC and change on offensive side, and vice versa.
It will be the same results, but maybe more accurate.
But you're right, we can learn 90% of the stuff here.
It's from 8 to 20, IMO it's near nothing, but it's not useless like 80% of the table
Like these attributes works better for defensive minded players...:
Pace (+45/-59)
Work Rate (+6/-10)
Concentration (+4/-8)
... and these for more offensive minded players?
Acceleration (+49/-48)
Dribbling (+25/-3) (quite obvious)
Anticipation (+15/-10)
Obviously all attributes affects both goals for and goals against... but given acceleration scores more goals and have less impact on defense (and pace is vice verse), I'm thinking it might be a fair assumption?
all is right here, if we can close some tests with Defensive, and offensive side, it will be perfect ! !
I'm however still stuck on FM23 (missed out on the free FM24 on Epic Games).
Would you say that the difference between FM23 and FM24 are abysmal regarding how attributes are implemented in the game engine?
Clearly no difference IMO.
The game is the same since many years.
DRL
DC
DM
AMRL
AMC/ST
This would have 2 players in each grouping and prove once and for all if the attributes change dramatically by position.
As I have said before, you guys do such a great job for this community and I have enormous respect for your work regardless of whether you are able to accommodate my request.
I think we are at a point near this sort of test.
The work is amazing, we will see clearly how attributes works, but we need to know it position by position, i'm totally agree.
It's time =)