Zippo
CBP87 said: Ah shit! I didn't even pick up on that @Zippo or @Droid  could you amend the name of this tactic to Katana 4231 ATT 103p v1.9 please.

Thanks @smigler and Ill upload a positive version later


Fixed. :thup:
Hi,

I just want to let you know that we've fixed a small bug with notifications.

Probably you might noticed that notifications about "approval your tactic for the testing" were appearing again after they were viewed or deleted. Now, it should be fixed and such notifications should be cleared correctly.

Thanks to @dzek for point it out. :thup:

Cheers.
Gianaa9 said: I think he meant comparing results using "High", "Normal" or "Low" bonuses during a season

Ohh... it's that thing. Ok, I'll check whether it can be tested or not.
pixar said: I meant to say that every day the first post receives a new like notification. I think this means that these people are willing to have this test done. This is what I meant. (:

Yeah, I got that. :) I didn't get what you suggested for testing, could you clarify that a bit.
pixar said: @Zippo  please see this. A new like notification comes every day :)

Hi,

Please, clarify a bit what you mean, I don't get it.
pixar said: Actually, you mentioned 9 mental + 1 technical attributes. Why did you say 7?

Thanks. I've edited the post and fixed it. It was a typo.
Hey there,

If you look at the result of the player attributes testing - https://fm-arena.com/table/26-player-attributes-testing/ then you might get a wrong impression that only a few attributes such as Pace, Acceleration, Jumping Reach, Dribbling matter and other attributes do nothing.

Other attributes also matter, obviously, not as much Pace, Acceleration, Jumping Reach, Dribbling attributes but they still matter and you don't see any meaningful increase in the score when other attributes get a boost in our player attributes testing because it's just that for many attributes +5 points boost isn't enough to see any meaningful increase in the score.

To ensure that the Mental and Technical attributes also matter let's produce the following test:

Modified Attributes Setup 1:
9 Mental and 1 Technical attributes get +2 points boost

+2 Anticipation
+2 Composure
+2 Concentration
+2 Decisions
+2 Off The Ball
+2 Positioning
+2 Teamwork
+2 Vision
+2 Work Rate
+2 Passing



Modified Attributes Setup 2:
Only 2 attributes Acceleration and Pace get +2 points boost

+2 Acceleration
+2 Pace






As you can see when you increase 9 Mental and 1 Technical attributes by +2 points then the result increases by "+5.9" points from "65.5" points to "71.4" points.

And when you increase only 2 attributes Acceleration and Pace by +2 points then the result increases by "+18.1" points from "65.5" points to "83.6" points.

Obviously, not only Pace, Acceleration, Jumping Reach, Dribbling attributes matter but other attributes matter too but as you can see from the result of the test the difference of its importance is just huge, 4 additional points allocated into Pace and Acceleration make a much bigger difference than 20 additional points allocated into 7 Mental and 1 Technical attributes.
Hey,

No doubts, "Invite Crosses" is one of the most "mysterious" Team Instructions in FM.

Let's find out how "Invite Crosses" TI impacts the result.


Invite Crosses vs None




Katana 4231 104p v3.1





As you can see adding "Invited Crosses" TI increased the score by "2" points from "63.8" to "65.9" and decreased the goals conceded from "46.4" to "44.1".

It's hard to say whether adding "Invite Crosses" would have the same positive for every shape or not but highly like it should work for any shape.

But don't think that getting a few additional points in the fm-arena tactic testing after adding "Invited Crosses" TI to your tactic is assured because it's not, as you can see in this test the "Invited Crosses" TI was tested for 9,600 matches, which is almost RNG free but in the regular fm-arena tactics testing tactics are tested for less than 9,600 matches, which adds a few points RNG that can negate the positive effect from "Invited Crosses" TI but anyway, as I said highly like that any shape will see a few points positive effect from adding "Invited Crosses" TI.
CBP87 said: @Zippo @Droid  I've not been able to upload any tactics for 2 days and I think I've only requested 1 tactic to be retested, any chance you can take a look and see if something is going on with my account please?

That works as intended, pal.

There's a limit on how many testing requests a person can have in the queue at one moment and that limit is "2" at the moment.

In times like this, when we aren't able to satisfy testing requests as fast as we usual do, the limit preventing the queue from growing to enormous sizes.
alex said: Wasn't this tested for 2400 already? Or?

Hi,

We found a small error in the settings that are responsible for "freezing" attributes with FMRTE, it isn't a big deal but it might affect the results by 1-2 points.

Thanks, we found it on an early stage of the testing.

After fixing that small error, we decided to retest the tactics with a score above 62 points under the correct DB and leave the tactics with a below 62 points as is because a difference of 1-2 points isn't critical for them.
dzek said: EDIT:  I have screenshots of all AI Teams from Patch 24.2.0 (v1.0) - Tactic Testing, for 10 tests and they all seem to have WB on the left and IWB on the right. I share them here.

Yes, that's correct for our FM24 DB v1.0 but FM24 DB v2.0 is different and it has the changes I mentioned above.

Btw, now we are even using on FM24 DB 3.0, which have more changes and improvements compared with FM24 DB 2.0.
dzek said: For example:
If the opponent is playing with two IWBs and two Ws, then they have one person on each side. Then you will get the impression and say "then why not play FB/WB/CWB and W to have an advantage in those positions?" And I'll answer you right back. You will have superiority on the sides of the field however you will be vulnerable in the middle of the field. Then, that's where you have to consider which positions are more efficient, and as it turns out, AMRL positions don't play much of a role, besides you can see it from many others who play the game complaining about the superiority of DRL positions inside the MATCH ENGINE.


Hi dzek,

Few months ago, we made tweaks to our tactic testing league and from that time there's been an equal number of AI teams that have IWB on the left side and on the right side, the same applies to Wingers and IF, also, from that point there're been AI teams without IWB at all.

So even if what you say works then it can't be applied to our testing league, because it has an equal numbers of AI teams that have IWB on the left side and on the right side.
CBP87 said: Thanks @Zippo

Will you still be testing the tactics that were submitted in the last 24 hours? will these be tested after the Hall of Fame tactics?

Thanks


The priority will be given to the tactics from the HOF, probably, not all of them will be retested from the start but obviously, a bunch of top tactics from the top of HOF should be retested at first then next, probably, a mix of newly uploaded tactics and retesting requests.

Now, we just wait until FMRTE gets updated. :)
Hi,

"The Winter Patch" just dropped and as you may already know it doesn't have any M.E. changes.

Anyway, we have updated our tactic testing league and soon we'll start retesting tactics on the updated DB.

We implemented some tweaks to the tactic testing league that greatly reduce the RNG in the league, these tweaks reduce the RNG about 2 times. Also, we made slight tweaking to the players' attributes and AI managers' tactical settings.

Soon, after our testing algorithm finishes retesting the tactics from the "Hall of Fame" under the new DB, you can manually request retesting your tactic under the new DB.




Please note, that the "retesting requests" share the same cooldown with the regular tactic sharing so per 24 hours you can only make 2 retesting request or share 2 new tactics or a combination of both.

Cheers.
Hey guys,

I just want to inform you that our tactic testing server has been put under maintenance, probably, until tomorrow evening.

There's a high probability that the "Winter Patch" arrives tomorrow, but it's unknown whether it has any M.E. changes or not but anyway, we need to prepare our testing server.

You still can upload your tactics but be aware it's unlikely any of them get tested until tomorrow evening.

Cheers.
Sane said: Interesting. Guys, what do you think can be done to improve team cohesion?

There are 3 major things that greatly affect the Team Cohesion:

1) Keeping all your players "happy", which means solving all their "Concerns/Issues" is a way that makes them "happy" after that.

2) Rotating your team. Giving all players enough playing time so they were satisfied with their "playing time".

3) Winning matches. :)

Also, there're some training sessions that increase "Team Cohesion" but we found they have a very small impact.
Hey,

No doubts, "Team Cohesion" is one the most "mysterious" concepts in FM.

Let's find out how it affects the result:






As you can see "Team Cohesion" isn't something "decorative" and the difference between "Good" and "Excellent" level is about "6" points.
Hey,

It would be logically to assume that "Run At Defence" TI adjusts the "dribbling" settings of the positions in a tactic, forcing them to dribble more. But then what about "Dribble More" PI? Do these two tactical instructions do the same thing? How do they interact with each other?

Let's find out it.



"Run At Defense" TI and "Dribble More" PI





GENERIC BASE TACTIC:
PIs: "Dribble More", "Tackle Harder"


1) Dribble More ( ON ) | Run At Defense ( OFF )
2) Dribble More ( ON ) | Run At Defense ( ON )
3) Dribble More ( OFF ) | Run At Defense ( ON )
4) Dribble More ( OFF ) | Run At Defense ( OFF )





It's obvious that "Run At Defence" TI and "Dribble More" PI do the same job and when all positions in a tactic already have "Dribble More" PI then adding "Run At Defence" TI does nothing.

Also, it's obvious that "Run At Defence" TI doesn't adjust the dribble settings of every position in a tactic, it's hard to tell which positions get it. Highly likely it ignores the positions in the defence line, for example, it ignores Full Backs and Central Defenders and all positions that are illegible for getting "Dribble More" PI.

So if you want to have a full control over the dribble setting of each position in your tactic then you should use "Dribble More"/"Dribble Less" PIs instead of "Run At Defence"/"Dribble Less" TIs because the logic behind the TIs is unknown.

I predict that after this research some people might rush tweaking the top tactics adding "Dribble More" PI to every position in these tactics in hope to see their scores increasing but I can tell you that most likely it won't any effect because almost all the top tactics already have the dribble setting of each position maximized. For example, if look at Katana 4231 104p v3.1 tactic then you'll find out that the Full Backs and Central Defenders have their dribbling setting maximized through out "Dribble More" PI and other positions have their dribble settings maximized through out through out "Run At Defence" TI so at the end all positions in the tactic have their dribble setting maximized.

Once more, if you want to have a full control over dribble settings of each position in your tactic then you should use "Dribble More"/"Dribble Less" PIs instead of "Run At Defence"/"Dribble Less" TIs.
Cherknam said: Are you going to test 'Take more risks' on every position?

Yes, it's on the list.
Lapidus said: The tactic already has "Run At the Defense" Team Instruction, and the presence if this TI highly adds the same effect as adding "Dribble More" to every position.

At the moment we're testing 'Run At Defense' vs 'Dribble More'.

It's early days but it's already obvious that 'Run At Defense' isn't the same as adding 'Dribble More' to every position.

Yes, it seems 'Run At Defense' TI adds 'Dribble More' PI to the positions in a tactic but it does that only for some positions, which positions get it, it's hard to tell but it's obvious that not every position gets it.

I hope by tomorrow evening we'll finish testing 'Run At Defense' TI adds 'Dribble More' PI and I'll share the result with you.