alexej said: @Zippo How come in the tests the DLP goes into PFB out of posession, but when the tactic is downloaded, the DLP goes into the SCB role out of posession.
Could this effect tactic results in testing? Ive attached an example below so you can see what I mean.
I have found that when you quick pick, it can move players into different roles than intened out of posession, hence on your tests you have a warning, and I do not.
On the second example, I press quick pick. Although Rodri is in the same position in posession, he is moved out of possesion to a SWD role.
I hope you understand what I am trying to point out and how I think this could effect the tactic testing results. Expand
Its even easier to spot the "quick pick" bug when you look at the combined screen. Picture 1 is the tactic as intended, and picture 2 shows the quick pick button being selected.
@Zippo How come in the tests the DLP goes into PFB out of posession, but when the tactic is downloaded, the DLP goes into the SCB role out of posession.
Could this effect tactic results in testing? Ive attached an example below so you can see what I mean.
I have found that when you quick pick, it can move players into different roles than intened out of posession, hence on your tests you have a warning, and I do not.
On the second example, I press quick pick. Although Rodri is in the same position in posession, he is moved out of possesion to a SWD role.
I hope you understand what I am trying to point out and how I think this could effect the tactic testing results.
I just want to inform you that we need 2-3 days more to iron things out and start testing tactics for FM26.
Bugs in the pre-game editor and in the game itself were slowing us down because we had to combat them and fining workarounds for it.
For example, a feature to duplicate players, staff and other things in the pre-game editor is bugged for FM26 and finding a workaround for it caused a lot of headaches for us.
Also, there're bizarre things such as inability to load a tactic if you renamed the tactic file and the file name becomes different from the tactic name, which were used to save the tactic. Probably, many of you already have encountered this issue when tried to import a tactic and got an error in-game massage "This file can't be loaded".
Another thing, if you have multiple human managers in a game save and one of them "goes on holidays" then other active managers can't save the game and can't use the in-game editor, to do that they have to wait until the manager "on holidays" is back from the holidays.
I don't even want to mention that there're cases when the game UI becomes unresponsive and everything just freezes.
Anyway, as I said all the obstacles were overcome and we just need 2-3 days to iron things out and starts testing! Expand
Don't worry mate you submitted it to the correct place the first time around, FMArena are having some complications getting the testing leagues running on the new game so it might take a bit until it's tested.
doru228 said: Adjusted AM (IP) -> DM(OOP) for a better team shape, previous version the player was drifting too much = better defensive shape Adjusted BPK (IP) GK(OOP) - helps build up play when opponent is pressing
Better results personally with a Lower League Team Not very high scoring but constant winning
I understand tactic testing cant happen until the game is out, and that the site is working as hard as possible, but would it be possible for people to be able to share tactics that they think are good even if we are not able to test them just yet?
Looks good and I look forward to seeing the results this yields. Ive asked before, but do you know any plans on changes to tactic testing going into FM26 with new IP and OP formations? Does anyone know how long itll take to setup the testing database and how long itll take to get it running?
ZaZ said: I have a set of plans for early FM 26, and would like to hear your suggestions of what to add to the plan. My tests when the game is released include: - Tactics, with one or two submissions a day for FM Arena. - Hiring players, for optimal impact in transfer budget and finances. - Negotiating contracts, for optimal impact in wage budget. - Training schedule and resting, for minimizing injuries and promoting focused growth. - Interactions, with thresholds for positive feedback, to optimize morale management. - Team talk and touchline shouts, with guidelines for positive feedback. - Set pieces, to further improve the tactics. - Scouting and finding good players without third party tools, trying to identify players with high PA and positive hidden attributes.
Is this enough, or is there anything else you would like me to investigate? Expand
A lot has been written in this thread, so what is the best training schedule for maximum increase in CA if you don't mind which attributes are increased?
Could this effect tactic results in testing? Ive attached an example below so you can see what I mean.
I have found that when you quick pick, it can move players into different roles than intened out of posession, hence on your tests you have a warning, and I do not.
On the second example, I press quick pick. Although Rodri is in the same position in posession, he is moved out of possesion to a SWD role.
I hope you understand what I am trying to point out and how I think this could effect the tactic testing results.
Its even easier to spot the "quick pick" bug when you look at the combined screen. Picture 1 is the tactic as intended, and picture 2 shows the quick pick button being selected.
Could this effect tactic results in testing? Ive attached an example below so you can see what I mean.
I have found that when you quick pick, it can move players into different roles than intened out of posession, hence on your tests you have a warning, and I do not.
On the second example, I press quick pick. Although Rodri is in the same position in posession, he is moved out of possesion to a SWD role.
I hope you understand what I am trying to point out and how I think this could effect the tactic testing results.
I just want to inform you that we need 2-3 days more to iron things out and start testing tactics for FM26.
Bugs in the pre-game editor and in the game itself were slowing us down because we had to combat them and fining workarounds for it.
For example, a feature to duplicate players, staff and other things in the pre-game editor is bugged for FM26 and finding a workaround for it caused a lot of headaches for us.
Also, there're bizarre things such as inability to load a tactic if you renamed the tactic file and the file name becomes different from the tactic name, which were used to save the tactic. Probably, many of you already have encountered this issue when tried to import a tactic and got an error in-game massage "This file can't be loaded".
Another thing, if you have multiple human managers in a game save and one of them "goes on holidays" then other active managers can't save the game and can't use the in-game editor, to do that they have to wait until the manager "on holidays" is back from the holidays.
I don't even want to mention that there're cases when the game UI becomes unresponsive and everything just freezes.
Anyway, as I said all the obstacles were overcome and we just need 2-3 days to iron things out and starts testing!
look forward to this starting
End of week; tomorrow or Friday i would guess.
we dont yet know unfortunately
yes but you have much better performing tactics on your testing table, yet you upload this one, thats why I was curious.
upload it next, ill take a small amount of credit
Adjusted BPK (IP) GK(OOP) - helps build up play when opponent is pressing
Better results personally with a Lower League Team
Not very high scoring but constant winning
Credit to @Larnziee
Post to the FM26 tactic section with the credit so it can be tested when they get the league working
They accidentally released it early when they released the beta, and then quickly removed it again, so its defo coming.
Id assume they will, although there hasnt been much communication at all by the moderators.
There is a site support and suggestions section under forums
ZaZ said: I have a set of plans for early FM 26, and would like to hear your suggestions of what to add to the plan. My tests when the game is released include:
- Tactics, with one or two submissions a day for FM Arena.
- Hiring players, for optimal impact in transfer budget and finances.
- Negotiating contracts, for optimal impact in wage budget.
- Training schedule and resting, for minimizing injuries and promoting focused growth.
- Interactions, with thresholds for positive feedback, to optimize morale management.
- Team talk and touchline shouts, with guidelines for positive feedback.
- Set pieces, to further improve the tactics.
- Scouting and finding good players without third party tools, trying to identify players with high PA and positive hidden attributes.
Is this enough, or is there anything else you would like me to investigate?