Bafici
CBP87 said: I focus on PA due to the training schedules by Harvest. The bigger the difference in CA and PA the more I can get out of acceleration and pace for them players. In regards to attributes per position, can you share what you look for?


I was using PA also with the Harvest training but its a different approach than ratings.It is more like youth development save. If you want an instant success or moneyball like story you can try the ratings.

One other way is potential ratings as @kvasir said. It is similar to PA approach but more faster as these positional potential ratings shows higher attributes in meta attributes.

CBP87 said: Aye, but that is weighting of certain attributes isn't it? what about when searching for a player? what attributes are you looking for, say for a full back?

Thanks



Do you mean manually searching in the game? If you use the ratings you wouldn't use in game scouting. Just buy the highest rating you can. You can see fb with 1 marking and 5 tackling is the best fb in the world :D  Brice wembangomo is an example of that. For full back Pace - acc - stamina - anticipation - work rate - jumping - dribbling is enough i think
CBP87 said: but what do you do? do you go off the ratings when looking to buy a player?

I will from now on :D If you are going to ask about achievements i can't tell right now.
CBP87 said: Do you go off position rating when looking to buy new players?

I think genie scout takes positional rating into account when calculating. Even though all the numbers are the same, rating is different for every position.
GK

Defensive- Same for CB-FB-WB-DM

Offensive Same for AMC-WG-FS. For tall striker i made jumping reach 50.
I made a new ratings file learning that Jumping Reach was capped at 17.

DC-FB-DM weighted based on %70 goals against - %30 points.
AMC-AML/R-ST weighted based on %70 goals for - %30 points.

Download
https://docs.google.com/spreadsheets/d/1De3agQvhe7haoUmQbLKcjKGMQRgIBn_aGDr4s-P7mwc/edit?usp=sharing

I made some tweaks.

I took %30 of points and %70 of Goals for and against.
I scaled the most important attribute to 100 and rest according to this.
Added percentage because numbers can be confusing.
AIK said: So basically, what you are saying is that with 8 Pace there is "X points", "Z goals for" and "Y goals against" - but once we are adding 20 Pace we are 64 points/45 Goals/-59 Against in a 38 match league from the 8 Pace baseline statistics?

I understand the prominence of each attribute, I just wasn't sure how to exactly interpret the difference in points/goals/against.


We don't know the points or goals of 8 pace team. 20 pace team gets 64 points more,scores 45 goals more and concedes 59 less goals than 8 pace team.

20 pace team wins 21 matches more than 8 pace team. That's a huge difference in 38 matches league.
@Zippo How many matches are played in the tests? A 38-game season?
stefanopt said: What's the reason for no training in the first season?

Most improvement for Pace and Acc.
EvensenFM said: Sorry for coming in a bit late.

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.
Sane said: "Sorry, this post was deleted by the person who originally posted it."

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.
If we take Meta attributes into consideration my recommendation is:

ST-Shooting
AMCLR-Ball Control
GK-GK Reactions
Rest of the team-Quickness
I think it uses in game weightings like the ones you see in the editor.
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.
Tweak of Best of both worlds V4. Only change Rcb-Bpd > Libero.

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.
pixar said: This feature affects more the player's development. It has no impact on the field. Gourment FM fans know this. :cool:

It's DETERMINATION not decisions
How is that even possible :D

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.