ZaZ said: 2. To increase revenue with transfers Expand
Hi!! How do I sell a player properly? I want to sell him, but there's no interest, but that's not a problem. The problem is that when players are put up for transfer, their morale drops, they stop training well, and their development stops. As a result, no one buys the players, and your squad spends six months in a bad mood and doesn't develop.
juliius said: This is an old video, but from what i understand the mechanics of the game haven't really changed. The conclusion was it does have an impact.
From anecdote though, it mostly has an impact on players with lesser personalities, i've found that if the personality is good the development is good. I could be spouting nonsense, but that's what i've noticed at least. Expand
Yarema said: There is no way to actually test this in game. Save scumming doesn't work to check this because it's supposedly determined as the match loads. To put it more plainly lets say you have 80% to win, 15% draw and 5% chance to lose. When you enter the match it'll determine what the exact result will be assuming nothing changes, but if you quit the game and enter the match again it'll "roll" the exact result again, so you don't necessarily end up with the same scoreline. That's the theory at least.
I understand it's a hard concept to accept because it basically says you are (almost) powerless as a player. But if we think about a match highlight for example, the game already knows the end result of the highlight otherwise it wouldn't show it to you. So then it's just a matter of extrapolating 1 highlight into the whole match. At best it's a series of these predetermined events and we can speculate whether the whole match is predetermined with recalculations after every player input or if there are automatic recalculations even wouth additional input. Expand
Much of the game's functionality and testing capabilities doesn't work or works in incomprehensible ways. Decision, Vision, Teamwork, and Bravery all gave negative player scores when analyzing players. Maybe the shouting is just detrimental.
Yarema said: I feel like shouts in FM26 have even less of an impact than before. Expand
If shouts were removed from the game and then added in a patch, then perhaps this was done by the developers in order to make users believe that they are directly participating in the game and influencing the outcome. but I still scream)
Possebrew said: The calculator is meant to help you more as a tie-breaker. Who is better? Questions like: Haaland or Mbappe? According to the calculator, Haaland is better. Expand
GeorgeFloydOverdosed said: tl;dr 'Youth Facilities' have no effect on newgen PA in any way. The 'club reputation' of OTHER clubs in your nation has a small effect on newgen PA. 'Corporate facilities' may also have a minor effect on newgen PA, but this could be just statistical noise. Expand
Sorry for bringing up old topics. Has anyone tested the impact of the first team's training facility on player development?
ZaZ said: That is a tricky question in this version of the game. Ideally I would use a tactic variant with better defense (and similar point per match) in the first half, to avoid conceding goals and frustrate the opponent, then switch to one of the tactics with better points per match in the second half. The problem of this FM 26.3 is that the current top tactics already have nearly the best defense, and those that concede less goals are often much below in points per match, so it is more effective to simply use one of the top tactics the whole match and keep shouting encouragement to the players. Expand
I'm also under the illusion that shouts help)) But there's no way to verify this; it's also possible that this is a ploy by the developers to draw us into the game, to make them think we're influencing the match.
But there's so little information about shouts. I only use the "Encourage" shout when the team is losing or when the tie is tied. And the "Calm Down" or "Praise" shouts when they're winning. When should the other shouts be used? Is there any information?
ZaZ said: No, I use automatic training intensity to ensure players rest after they participate in matches, and do double training when condition is full. It appears normal because FM26 UI is awful. You can try to change it to automatic yourself there, and you will see it will return to normal on its own. I just avoid touching individual player intensity. Expand
Thank you for your active participation and assistance in learning the game, our friend. I have a question. I've been studying the training testing forum at your link for a long time. Training system: *6 attack, * match practice, physical, attack, defence (331), and others really show good test results But with double training only at maximum physical fitness, we can't have all players train according to this schedule, because a full rest day doesn't allow all players to fully recover. Have you considered this situation? We can make substitutions and some players will have time to recover, but four or five players won't be able to make our training schedule.
2. Decent Work Rate, Agility and Concentration, but those attributes don't need to be high, just need to not be abysmal (they hurt a lot when too low, but don't improve much when too high) Expand
I looked at the test table of our Chinese friend, the influence of agility on his result is only 3.7, while the role of coordination has increased to 17.2.
ZaZ said: I think I will settle for that since it allows me to max speed of initially fast players, while getting a good CA for transfers and using those players. Expand
How long does a new player have to be on a team before he can be sold?
Panneton0 said: Out of curiosity, anyone tested part-time training? Only having 6 slots (2 of them likely being a game) changes things. Not clear to me if the "unavailable" slots count as rest. Anyone tested the progress cap with that? Wondering how to boost a semi-pro team :P Expand
I often start games in England's sixth division with the weakest and poorest team. I've wondered about this too, but I've come to the conclusion that training without a good facility and without good coaches, working part-time and with no training days in the schedule, won't develop stars from my young players; my team is rising faster than these players. Therefore, the only correct solution is to create two squads of players from available players, add a third squad of players on trial (for friendlies), and play one or two friendlies and one or two league games each week, so that each squad gets to play once a week. That's three games a week. The goal is to earn the maximum amount of money to improve the training facilities.
harvestgreen22 said: [Attacking]x2 with "Addtional Focus Quickness" with "[Double Intensity]"==“Training Intensity Scheduling”set:"no pitch,no pitch,no pitch,Double Intensity,Double Intensity""
It is a very balanced schedule. It can be said that a balance has been achieved among the three major categories of attributes. However, this balance also means that it is not "Meta" enough.
It perfectly meets all of your requirements, great for Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing , but at the cost of increasing "Decision , Technique , First touch" , which is useless , and cost a lot of CA Expand
does learning new positions on the field and skills by a player consume CA?
ZaZ said: Automatic intensity sends players to rest when "no pitch or gym work". It has the same effect as right clicking and sending them to rest. So, it is up to you if you want to do it manually every match, or to set up automatic intensity to do it for you when players are not at full condition.
About the Physical before the match, it is simply a matter of minimizing the maximum daily intensity, to reduce the chance of injuries. If I moved Match Practice there, the maximum intensity would increase, because Match Focus has a small amount of training intensity.
To explain my training schedule: - 2x Physical to tilt attribute growth towards physical - 2x Match Practice, Attacking, and Defending to maximize CA growth (more revenue from selling players) - Set Piece Routines because I feel like I score more from set pieces when I train it. I did no tests on that, it is just my personal feeling - Resting after matches, for super-rest
Important: This schedule assumes you use double intensity at excellent condition, and quickness focus for line players (as well as no pitch or gym work when not at excellent condition). This is needed to skew attribute gain towards Pace and Acceleration. Expand
What if a team has two equal teams of players who play alternately? How should the schedule be organized? If a rest day is scheduled after a game, then the players who haven't played won't get any training time, even though they have plenty of energy.
ZaZ said: If you are using my training schedule, then you want double intensity when full heart, and no pitch or gym work otherwise. Some people also use double when 80%, but that also seems to increase injuries. Expand
Is it necessary to develop a training base and find good coaches? Does this affect the quality of training?
Hi!! How do I sell a player properly? I want to sell him, but there's no interest, but that's not a problem.
The problem is that when players are put up for transfer, their morale drops, they stop training well, and their development stops. As a result, no one buys the players, and your squad spends six months in a bad mood and doesn't develop.
This is an old video, but from what i understand the mechanics of the game haven't really changed. The conclusion was it does have an impact.
From anecdote though, it mostly has an impact on players with lesser personalities, i've found that if the personality is good the development is good. I could be spouting nonsense, but that's what i've noticed at least.
Thanks my friend, this is a great video.
I understand it's a hard concept to accept because it basically says you are (almost) powerless as a player. But if we think about a match highlight for example, the game already knows the end result of the highlight otherwise it wouldn't show it to you. So then it's just a matter of extrapolating 1 highlight into the whole match. At best it's a series of these predetermined events and we can speculate whether the whole match is predetermined with recalculations after every player input or if there are automatic recalculations even wouth additional input.
Much of the game's functionality and testing capabilities doesn't work or works in incomprehensible ways. Decision, Vision, Teamwork, and Bravery all gave negative player scores when analyzing players.
Maybe the shouting is just detrimental.
If shouts were removed from the game and then added in a patch, then perhaps this was done by the developers in order to make users believe that they are directly participating in the game and influencing the outcome.
but I still scream)
Questions like: Haaland or Mbappe? According to the calculator, Haaland is better.
Great program, bro. By the way, in version 2026, the stat weighting has been slightly adjusted based on testing by our Chinese friends.
https://fm-arena.com/thread/13508-training-is-fake-it-just-assigns-attributes-not-grows-attributes-results-based-on-a-large-number-of-tests/
Sorry for bringing up old topics. Has anyone tested the impact of the first team's training facility on player development?
What do they consider important matches, bro?
My understanding is any knockout game in a cup.
Championship games are generally not important.
I'm also under the illusion that shouts help))
But there's no way to verify this; it's also possible that this is a ploy by the developers to draw us into the game, to make them think we're influencing the match.
But there's so little information about shouts.
I only use the "Encourage" shout when the team is losing or when the tie is tied.
And the "Calm Down" or "Praise" shouts when they're winning.
When should the other shouts be used? Is there any information?
Thank you for your active participation and assistance in learning the game, our friend.
I have a question. I've been studying the training testing forum at your link for a long time.
Training system:
*6 attack,
* match practice, physical, attack, defence (331), and others
really show good test results
But with double training only at maximum physical fitness, we can't have all players train according to this schedule, because a full rest day doesn't allow all players to fully recover.
Have you considered this situation? We can make substitutions and some players will have time to recover, but four or five players won't be able to make our training schedule.
https://fm-arena.com/thread/13508-training-is-fake-it-just-assigns-attributes-not-grows-attributes-results-based-on-a-large-number-of-tests/
2. Decent Work Rate, Agility and Concentration, but those attributes don't need to be high, just need to not be abysmal (they hurt a lot when too low, but don't improve much when too high)
I looked at the test table of our Chinese friend, the influence of agility on his result is only 3.7, while the role of coordination has increased to 17.2.
How long does a new player have to be on a team before he can be sold?
I often start games in England's sixth division with the weakest and poorest team.
I've wondered about this too, but I've come to the conclusion that training without a good facility and without good coaches, working part-time and with no training days in the schedule, won't develop stars from my young players; my team is rising faster than these players.
Therefore, the only correct solution is to create two squads of players from available players, add a third squad of players on trial (for friendlies), and play one or two friendlies and one or two league games each week, so that each squad gets to play once a week. That's three games a week. The goal is to earn the maximum amount of money to improve the training facilities.
with "Addtional Focus Quickness"
with "[Double Intensity]"==“Training Intensity Scheduling”set:"no pitch,no pitch,no pitch,Double Intensity,Double Intensity""
It is a very balanced schedule.
It can be said that a balance has been achieved among the three major categories of attributes. However, this balance also means that it is not "Meta" enough.
It perfectly meets all of your requirements,
great for Concentration/Anticipation/Positioning/Composure/Dribbling/Finishing
, but at the cost of increasing "Decision , Technique , First touch" , which is useless , and cost a lot of CA
does learning new positions on the field and skills by a player consume CA?
Why is this tactic the best here, but weaker in your table than others? Different testing systems?
About the Physical before the match, it is simply a matter of minimizing the maximum daily intensity, to reduce the chance of injuries. If I moved Match Practice there, the maximum intensity would increase, because Match Focus has a small amount of training intensity.
To explain my training schedule:
- 2x Physical to tilt attribute growth towards physical
- 2x Match Practice, Attacking, and Defending to maximize CA growth (more revenue from selling players)
- Set Piece Routines because I feel like I score more from set pieces when I train it. I did no tests on that, it is just my personal feeling
- Resting after matches, for super-rest
Important: This schedule assumes you use double intensity at excellent condition, and quickness focus for line players (as well as no pitch or gym work when not at excellent condition). This is needed to skew attribute gain towards Pace and Acceleration.
What if a team has two equal teams of players who play alternately? How should the schedule be organized?
If a rest day is scheduled after a game, then the players who haven't played won't get any training time, even though they have plenty of energy.
Is it necessary to develop a training base and find good coaches? Does this affect the quality of training?
Do improvements in the quality of training facilities and the presence of experienced coaches affect the quality of players' training?
Hello, bro!! does your 2024 workout still work well in 2026?
Do you have a file with the class schedule?