I've played with these attributeless skins before. It's a lot of fun, actually - it forces you to really get to know your players.
It's actually not necessarily "moneyball," since you're not going to be able to see the really fine differences between players. Remember that the difference between having a Pace rating of 19 and 16 is huge — but with the skins that just show you a general color to indicate the attribute level, both of those numbers would be green.
I recommend giving it a try. When I finally move up to FM24, I'm planning on going back to the attributeless "hardcore" mode. It's too easy to take advantage of the power of Pace and Acceleration otherwise. Expand
Yes but some of the skins still have attributes but they show in a different way like stars. If a player has a star in pace that means its 16+. It could be 20 or 16, there is still a huge difference but it is better than not knowing anything related to attributes.
Sane said: "Sorry, this post was deleted by the person who originally posted it."
Can you briefly describe what was written there? Expand
Someone made a team full of players with 20 in TOP 9 attributes from fm-arena attribute testing table and everything else 1 but still became champions in EPL.
So according to the tests there is no best training at least to this point. Game Time is king. Every schedule here has its own benefits but they perform almost the same.
For the GK/Defensive Players Defending seems much better. What about Defending for outfield players + 1 defensive shadow play for the GK ? GK's can improve until 30's but outfield players stop at age 26 generally(according to EBFM). So focusing on them is much more efficient i think and also keepers can play every match without getting tired so you can give them more game time.
My second theory about decisions is this. It's not bound to player's attributes. I mean player is not deciding based on his attributes but M.E. decides what is best.
For example lets assume our CM has 20 decisions, 20 dribbling but 1 passing. Best choice would be dribble with the ball based on his attributes. But M.E. decides best option is to pass the ball. It doesn't take player's strenghts into consideration.
The only logical explanation for this is this in my opinion. Players decide on the best option but they dont have the technical skills to do that action.
SK-DE: Tackle Harder CB'S: Tackle Harder WB-A: Take more risks-cross less-dribbler more-run wide with ball-shoot less-sit narrow-tackel harder VOL-S:get further forward-move into channels-tackle harder AM-A: take more risks-dribble more-move into channels-tackle harder AF-A: Tackle Harder
Mark said: They are from the FM Arena testing results Expand
Yes but how do you know the results against for example 4-2-3-1? Tactic plays against all the other formations too. There is not a screenshot vs 4231 or 433 etc.
Hope you get my point this time
Now i get it. I misunderstood this line "The results are points conceded." I thought this was goals conceded but it was points. Not my native lang
I've played with these attributeless skins before. It's a lot of fun, actually - it forces you to really get to know your players.
It's actually not necessarily "moneyball," since you're not going to be able to see the really fine differences between players. Remember that the difference between having a Pace rating of 19 and 16 is huge — but with the skins that just show you a general color to indicate the attribute level, both of those numbers would be green.
I recommend giving it a try. When I finally move up to FM24, I'm planning on going back to the attributeless "hardcore" mode. It's too easy to take advantage of the power of Pace and Acceleration otherwise.
Yes but some of the skins still have attributes but they show in a different way like stars. If a player has a star in pace that means its 16+. It could be 20 or 16, there is still a huge difference but it is better than not knowing anything related to attributes.
Can you briefly describe what was written there?
Someone made a team full of players with 20 in TOP 9 attributes from fm-arena attribute testing table and everything else 1 but still became champions in EPL.
ST-Shooting
AMCLR-Ball Control
GK-GK Reactions
Rest of the team-Quickness
https://fccadoni.medium.com/football-manager-2024-training-6cb30d32c9cd
What about Defending for outfield players + 1 defensive shadow play for the GK ?
GK's can improve until 30's but outfield players stop at age 26 generally(according to EBFM). So focusing on them is much more efficient i think and also keepers can play every match without getting tired so you can give them more game time.
For example lets assume our CM has 20 decisions, 20 dribbling but 1 passing. Best choice would be dribble with the ball based on his attributes. But M.E. decides best option is to pass the ball. It doesn't take player's strenghts into consideration.
It's DETERMINATION not decisions
The only logical explanation for this is this in my opinion. Players decide on the best option but they dont have the technical skills to do that action.
SK-DE: Tackle Harder
CB'S: Tackle Harder
WB-A: Take more risks-cross less-dribbler more-run wide with ball-shoot less-sit narrow-tackel harder
VOL-S:get further forward-move into channels-tackle harder
AM-A: take more risks-dribble more-move into channels-tackle harder
AF-A: Tackle Harder
Yes but how do you know the results against for example 4-2-3-1? Tactic plays against all the other formations too. There is not a screenshot vs 4231 or 433 etc.
Hope you get my point this time
Now i get it. I misunderstood this line "The results are points conceded." I thought this was goals conceded but it was points. Not my native lang
Yes it is.