If I get the new system for the set pieces system right then it seems that in FM23 the set pieces won't be a part of tactics anymore, they will be more like the training so I guess all tactics will be with the same set pieces.
@dzek, imagine, one person puts a lot of efforts, hundreds of hours of playing and testing things, in creating a tactic and when he finds something that works incredible he brings the tactic here for a testing and gets a very good score 60 Points or 1.58 PPG whatever number format you like.
Now, other person who doesn't have any clue about FM and who hasn't spent a single effort on testing anything just takes that tactic and makes one totally irrelevant tweak, I don't know like changing one irrelevant PI of GK that would make 0.000001% difference and than he puts this tweaked tactic for a testing and due to lucky RNG he gets 61 Points and 1.60 PPG.
So now that second person, who doesn't have any clue about FM and who hasn't spent a single effort on testing, has a "shiny badge" that tells everyone that this person is the best tactician and also, he's a better tactic than the first person who did all the job.
No... no... no... turning this place into a place where tacticians compete with each other is nonsense because you can't compete with someone if any moment he can take your works as his own and there're a lot of tactical settings that makes such small difference that even 4,000 matches RNG can be bigger than their impact.
I have full confidence that this place should be about testing tactics/game mechanics to understand how the game works and what playing approaches work the best and not about competing with others.
@ta2199, also you can make a test to see how big the difference between CA and PA must in order you can see he is improving after 6 months taking into consideration his Professionalism and Ambition.
For instance, when I set his CA to 120 then he usually gains 5 CA after 6 months.
6 months is a really small period of time for the development in FM and there's must be a significant deference between CA and PA to an improvement during such small period of time.
ta2199 said: So it look like I just have to accept it. Most of my saves, Martinez only develop to 155 CA and stop there. I wonder has anyone have develop him to full PA. But anyway thanks @Lapidus Expand
Also, I'm sure that different positions have different development rate.
For example, It seems Central Defenders develop much slower than Attacking Midfielders so you can't compare Martinez and Mount because Martinez is a Central Defender and Mount is Attacking Midfielder.
I guess SI wants it to be in line with real life football. I mean, look at real life GK and Central Defenders usually have a much longer football life than Wingers so Wingers develop faster than Central Defenders but they have a shorter football life.
So Martinez is 25 years old and he's almost reached his PA and his Professionalism and Ambition aren't the best so don't expect that he will be developing every 6 months. He's got about 3-4 years until he starts declining so when he reaches 28 years he might gain 2-5 CA points, so as you can see for him to gain 2-3 CA it requires 2-3 seasons at top level without injuries.
tuminiballfm said: hello, im totally new here and curious to know how we can submit or tested our handmade tactics. I just found the savegame that already filled/ match played. thanks in advance @Zippo Expand
radius said: okay. i understand. match engine is important. not data update. so i have update transfer from july. and i think my game is 23.3 version. so should i go for table tactic 23.2.0 or 23.5.0? Expand
ArsenalHighbury said: What do AI clubs looks for when buying players cause I could win the league and champions league back to back with Southampton and no one will be interested in my players, when in real life all it takes is for a player to have one breakout season and teams are willing to sell their new born just to snap them up Expand
There's like a thousand different factors that AI managers take into consideration when they buy players so it's a very complicated subject.
From my experience, winning trophies makes selling your players easier, of course, that in case you don't pay crazy wages to them, much higher than they deserves.
A little more content on "Run At Defence/Dribble More" and "Pass Into Space/Take More Risks" from SI's developer, Marc Vaughan.
..that's why we see BPD and IWB move forward with the ball with PI "Dribble More" enabled instead of only "Run At Defence" enabled. This makes some logic. Expand
Delicious said: Pretty sure about IWB/WB, literally when you add the option (dribble more) they start to increase their dribble attemption like alot. 60-100 (maybe was that ratio). Expand
Yes, it seems that all positions in the D-Line aren't effected by "Run At Defense" TI.
But as I said I'm 100% sure that WMs on Support and Attack duties are affected by "Run At Defense" and on "Defend" Duty they aren't
Only "Defend" duties and combinations of Role + Duty that aren't eligible for "Dribble More" PI aren't affected by "Run At Defense" in all other cases "Run At Defense" adds "Dribble More" PI.
Delicious said: That interisting never though about Get Further forward tbh. For me is take more risk is pass more direct. Or maybe is to "maximize" that modifier that you were talking about? Expand
I remember someone from the game devs explained it on the SI forum.
With "Take More Risk" PI you encourage your players pass into space, there'll be a lot trough balls passes in space
With "Take Less Risk" you encourage your players pass into feet, there'll be a few trough balls passes in space.
"Short Passes" or "Direct Passes" determines at what distance you encourage your player to make passes.
With "Short Passes" they'll be look for nearby teammates by still even with short distance there's an option how to pass: into feet or into space.
So "Short Passes" + "Take More Risk" you tell your players that they must pass only to nearby teammates and prefer passing into space not into feet.
So reading descriptions in FM to understand how things work is just waste of time.
The only way to find out is asking FM developers on the official SI forum or testing it by yourself.
I'm more that sure that "Pass Into Space" TI and "Take More Risk" PI do 99% the same thing.
It's obvious to me that "Pass Into Space" TI adds "Take More Risk" PI to all eligible positions and it could be it also add "Get Further Forward" PI ( but for the second I'm not sure )
Now, other person who doesn't have any clue about FM and who hasn't spent a single effort on testing anything just takes that tactic and makes one totally irrelevant tweak, I don't know like changing one irrelevant PI of GK that would make 0.000001% difference and than he puts this tweaked tactic for a testing and due to lucky RNG he gets 61 Points and 1.60 PPG.
So now that second person, who doesn't have any clue about FM and who hasn't spent a single effort on testing, has a "shiny badge" that tells everyone that this person is the best tactician and also, he's a better tactic than the first person who did all the job.
No... no... no... turning this place into a place where tacticians compete with each other is nonsense because you can't compete with someone if any moment he can take your works as his own and there're a lot of tactical settings that makes such small difference that even 4,000 matches RNG can be bigger than their impact.
I have full confidence that this place should be about testing tactics/game mechanics to understand how the game works and what playing approaches work the best and not about competing with others.
For instance, when I set his CA to 120 then he usually gains 5 CA after 6 months.
6 months is a really small period of time for the development in FM and there's must be a significant deference between CA and PA to an improvement during such small period of time.
But anyway thanks @Lapidus
Also, I'm sure that different positions have different development rate.
For example, It seems Central Defenders develop much slower than Attacking Midfielders so you can't compare Martinez and Mount because Martinez is a Central Defender and Mount is Attacking Midfielder.
I guess SI wants it to be in line with real life football. I mean, look at real life GK and Central Defenders usually have a much longer football life than Wingers so Wingers develop faster than Central Defenders but they have a shorter football life.
So Martinez is 25 years old and he's almost reached his PA and his Professionalism and Ambition aren't the best so don't expect that he will be developing every 6 months. He's got about 3-4 years until he starts declining so when he reaches 28 years he might gain 2-5 CA points, so as you can see for him to gain 2-3 CA it requires 2-3 seasons at top level without injuries.
ta2199 said: P/s: Its kinda mistery here that match rating affect development rate (https://www.reddit.com/r/footballmanagergames/comments/zmp4p3/does_match_ratings_effect_player_development/)
Yes, Match Ratings slightly affect development rate. I don't say it's the major factor but slightly, yes.
Mount has much higher Professionalism and Ambition attributes than Martinez.
I just create a new save to test. Here is the download link. Can you check what I have been doing wrong ?
https://www.mediafire.com/file/nu6ztkmh5znf0pk/Man_UFC_9.fm/file
As you can see, while Mount increase 7 CA but L.Martinez still at 150 even though he play most of the games
Martinez's CA is 150 and his PA is 160 so he is at 93% of his PA.
Also, he is 25 years old.
Professionalism is 14 and Ambition is 13.
So it's pretty normal that he didn't develop after 6 months.
Post your tactic there - https://fm-arena.com/board/8-football-manager-2023-tactics-sharing-section/
More info - https://fm-arena.com/thread/2733-how-to-get-your-tactic-tested/
You should use this table - https://fm-arena.com/table/23-patch-23-5-0-n/
No, I don't think it makes a significant impact.
Honestly, I think you exaggerate when you say that "no one interested" in your players.
I suggest making an experiment, after you winning EPL and CL put all your players on transfer and then wait and see how many offers you get.
But don't forget you need to wait until the transfers budgets of AI clubs get "updated" and they get a new transfer budget for a new season.
There's like a thousand different factors that AI managers take into consideration when they buy players so it's a very complicated subject.
From my experience, winning trophies makes selling your players easier, of course, that in case you don't pay crazy wages to them, much higher than they deserves.
https://fm-arena.com/thread/5351-should-you-follow-the-highlighted-attributes-of-the-roles/
https://fm-arena.com/thread/3293-what-it-takes-to-dominate-epl-with-bournemouth/
https://fm-arena.com/table/18-attribute-testing/
A little more content on "Run At Defence/Dribble More" and "Pass Into Space/Take More Risks" from SI's developer, Marc Vaughan.
..that's why we see BPD and IWB move forward with the ball with PI "Dribble More" enabled instead of only "Run At Defence" enabled. This makes some logic.
that's interesting
Yes, it seems that all positions in the D-Line aren't effected by "Run At Defense" TI.
But as I said I'm 100% sure that WMs on Support and Attack duties are affected by "Run At Defense" and on "Defend" Duty they aren't
Only "Defend" duties and combinations of Role + Duty that aren't eligible for "Dribble More" PI aren't affected by "Run At Defense" in all other cases "Run At Defense" adds "Dribble More" PI.
Once more, I'm 100% sure that the WMs get "Dribble More" through out "Run At Defense" TI
I remember someone from the game devs explained it on the SI forum.
With "Take More Risk" PI you encourage your players pass into space, there'll be a lot trough balls passes in space
With "Take Less Risk" you encourage your players pass into feet, there'll be a few trough balls passes in space.
"Short Passes" or "Direct Passes" determines at what distance you encourage your player to make passes.
With "Short Passes" they'll be look for nearby teammates by still even with short distance there's an option how to pass: into feet or into space.
So "Short Passes" + "Take More Risk" you tell your players that they must pass only to nearby teammates and prefer passing into space not into feet.
We've got roles and highlighted attributes but it's been proved that it's bullshit - https://fm-arena.com/thread/5351-should-you-follow-the-highlighted-attributes-of-the-roles/
So reading descriptions in FM to understand how things work is just waste of time.
The only way to find out is asking FM developers on the official SI forum or testing it by yourself.
I'm more that sure that "Pass Into Space" TI and "Take More Risk" PI do 99% the same thing.
It's obvious to me that "Pass Into Space" TI adds "Take More Risk" PI to all eligible positions and it could be it also add "Get Further Forward" PI ( but for the second I'm not sure )
@Delicious
He didn't say anything new.
He repeated what has been known.
Some TI work as "modifiers" and some TI work as "overriding"
When it comes Passing, it's modifying and when it comes Dribbling it's overriding
You're mistaken, it also impacts other positions.
Put this tactic without "Run At Defence" TI for testing again and you'll see a difference.
Zippo has said it many times already that even with 4,000 matches there's still 0.5 - 1 points RNG
Both tactic got 56 points so the difference falls into RNG range.