(Tentatively) New training schedule renderings based on attribute test results, welcome to propose more combination

by harvestgreen22, Nov 28, 2024

Thanks, interesting.

30 games gives us 5.1 CA growth, then you see an increase of 1 CA for the focus and almost no increase with the double focus.

The double focus does work to concentrate it on quickness attributes though.

Are all your tests done on double intensity?  Would be interesting to see the effect when training sessions are added

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KaiFm said: @harvestgreen22

Great work on this update.

I am currently running the following:

Youth team (16 years old to 18 Years old), play no first team games just youth games- G7
Under 21’s (18 years old - 21 Years old), play some first team games but mostly reserves - C7
First team (21 years +) - I mix V7 & S8

Do you think this is a good way to develop players from youth team?

Do you recommend not training specific positions now?

Also when a player reaches 26 in your first team would you recommend stoping additional focus “Quickness”?

Thank you .


——from youth team?
that's ok
X8 might slightly better than C7


——Do you recommend not training specific positions now?
yes
Because there is no way to revert to the default state (not select duty)
If a player needs to change his position, then it can only be done by playing match and playing friendlies match


——recommend stoping additional focus “Quickness”?
I think should keep it that way, not change it,
Because increase Pace and Acceleration is the most beneficial anytime

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Singularity said: Thanks, interesting.

30 games gives us 5.1 CA growth, then you see an increase of 1 CA for the focus and almost no increase with the double focus.

The double focus does work to concentrate it on quickness attributes though.

Are all your tests done on double intensity?  Would be interesting to see the effect when training sessions are added


If I write +[Double Intensity] , that's on double intensity
If the table have no [Double Intensity] , that's no intensity ( on normal )

Spoiler


This is the data from the last post, There's a lot that doesn't on double intensity

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Has anyone tested more than 30 matches? Especially with double intensity, rest, quickness

I'm wondering if you could push the physical gains even further if a player plays 40 or 50+ matches

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harvestgreen22 said: If I write +[Double Intensity] , that's on double intensity
If the table have no [Double Intensity] , that's no intensity ( on normal )

Spoiler


This is the data from the last post, There's a lot that doesn't on double intensity


Ah yes, sorry. So double intensity does indeed make quite a difference then.

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Hello, double intensity for all hearts or just the one in green?

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thepunisher23 said: Hello, double intensity for all hearts or just the one in green?

For the last two.

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ok thank you and for the other 3 we settle on no pitch or gym work ?

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Can someone help me, I used the ZaZ and the recommended from here and with Crystal Palace I have multiple players that look like this, they lose all their technicals but the physicals don't even get boosted a lot or anything? I rest the players with low fitness for 2 days after games?

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Reverant said: Yes exactly. Routines = set piece routines :thup:

K9
[Quickness]+[Match Practice]+[Recovery]x7+[Attacking]+[Set Piece Routines]

and

I add a couple of new Stats to it, As I said earlier, Agility and Determination are 4th importance alongside Anticipation and Concentration
But Determination cannot be trained , Agility did not add images before because they were too long to be image recognized by my software

In this image, I increased the amount of work by 2-4 times for the same exercise: double the recognized process to have more stats , In addition to adding new attributes, I increase the number of each tests sample to 8 seasons.



As you can see, all 8 Eight pieces of data , L9--S9 , the "RNG" / statistical error, compare to 4 seasons sample , it's not big.

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harvestgreen22 said:

I did the "G9-H9-I9-J9" test
Changed the Duty of 4 groups of players





And unfortunately, it had a negative effect,

Each different Duty, it does add growth in the "green highlighted" part , But this comes at the cost of "blue highlighting" growth , This is something I didn't expect.

I checked a few players. They show up : Green Highlight ↑, Blue Highlight ↓ , Compare to "No duty" (G7-X8-S8-V7).

So maybe duty shouldn't be chosen , we should leave it Default


Hmm in that case you would leave blank the role that don't highlight ACC/Pace in green + Dribbling or JR. So only train winger (support) and Wingback (attack), The rest leave blank.

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Footballenjoyer said: Hmm in that case you would leave blank the role that don't highlight ACC/Pace in green + Dribbling or JR. So only train winger (support) and Wingback (attack), The rest leave blank. Maybe can do nonsense CB (cover) still even though it doesn't train acceleration but it trains JR and pace on green

ok, that's one of the options

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harvestgreen22 said: But Determination cannot be trained ,


Mentoring can change - also with Professionalism.  Have you or the community looked at Mentoring in more detail?

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Winglwongl said: Can someone help me, I used the ZaZ and the recommended from here and with Crystal Palace I have multiple players that look like this, they lose all their technicals but the physicals don't even get boosted a lot or anything? I rest the players with low fitness for 2 days after games?



Are you using double intensity? That training schedule assumes double intensity, and no pitch or gym work for tired players. Also, set all players for Quickness individual training (Reflexes for GK). It should give similar results to what they are getting here with their routines.

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ZaZ said: Are you using double intensity? That training schedule assumes double intensity, and no pitch or gym work for tired players. Also, set all players for Quickness individual training (Reflexes for GK). It should give similar results to what they are getting here with their routines.

Thanks for replying, I had the highest ones one double and the others on normal, changed that now...



That someone like Guehi looks like this after winning quadruple still is crazy to me. He was on BPD and Quickness for basically the entire save and still loses the important attributes for BPD?

I haven't done the research ofc, but intuitively it would only make sense because the schedules used had no sessions for the technical?

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Winglwongl said: Thanks for replying, I had the highest ones one double and the others on normal, changed that now...



That someone like Guehi looks like this after winning quadruple still is crazy to me. He was on BPD and Quickness for basically the entire save and still loses the important attributes for BPD?

I haven't done the research ofc, but intuitively it would only make sense because the schedules used had no sessions for the technical?


Well, it is hard to know without more data. I am still testing that schedule. He should grow technical attributes because of Match Practice, Attacking and Defending sessions. I have to investigate it more.

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I'm enjoying switching to this way of thinking.

I have my Jr teams doing 1xQuickness 1xGoalkeeping
I have 1st team and B team doing 1xQuickness 1xGoalkeeping and 0-2xMatch Practice a week (-1 for every actual match).

GKs on Agility/Balance focus, all else on Quickness focus.

Everyone's role focus is now on a role that includes Jumping Reach if possible. For example I am playing DM-Support but they are training Halfback-Defend instead since it includes Jumping Reach.

I like Goalkeeping as a session because it helps the GKs and it only weights towards Role Training for other players.

I need to play more, but I'm not seeing much growth past 15 Pace and 15 Acceleration yet even though my PA isn't maxed out.

I think it could be interesting to put all my under 19 GKs in my 19-B team and all other 19s in 19s, and run all rest on that one.

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Apologies in advance as there is a lot of big brain thinking that's going over my head.

If I'm following, the training is based on what we currently think the best attributes are right?

Most of them make sense to me - priority in getting to the ball through pace and acceleration when it's on the deck and jumping reach when it's in the air.

Even Goalkeepers follow a similar logic, Agility to move in the right direction, Reflexes to get there and Arial Ability to be able to reach.

The other physicals like balance and agility factor in essentially to turn/change momentum and the mental like anticipation to start moving in the right direction before it's time to apply the physicals.

If my understanding here is right, and I get that's a big if, the one that's throwing me is Work Rate.

That should help all the physical and mental in so far as it's how often the player attempts to move towards the ball

The revelation that anything after 10 on Work Rate has diminished returns makes me wonder if this is explicitly tied to Stamina.

Like if a players Stamina can't keep up with their Work Rate as suggested by the in-game prompts, does too high a Work Rate turn out to be a bad thing?

Is there a way to re-test Work Rate where Stamina is increased at the same rate to see if that has any impact on the importance of Work Rate?

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RFC said: Apologies in advance as there is a lot of big brain thinking that's going over my head.

If I'm following, the training is based on what we currently think the best attributes are right?

Most of them make sense to me - priority in getting to the ball through pace and acceleration when it's on the deck and jumping reach when it's in the air.

Even Goalkeepers follow a similar logic, Agility to move in the right direction, Reflexes to get there and Arial Ability to be able to reach.

The other physicals like balance and agility factor in essentially to turn/change momentum and the mental like anticipation to start moving in the right direction before it's time to apply the physicals.

If my understanding here is right, and I get that's a big if, the one that's throwing me is Work Rate.

That should help all the physical and mental in so far as it's how often the player attempts to move towards the ball

The revelation that anything after 10 on Work Rate has diminished returns makes me wonder if this is explicitly tied to Stamina.

Like if a players Stamina can't keep up with their Work Rate as suggested by the in-game prompts, does too high a Work Rate turn out to be a bad thing?

Is there a way to re-test Work Rate where Stamina is increased at the same rate to see if that has any impact on the importance of Work Rate?


The problem is you are applying real life logic to just strings of codes made to give the impression of real life mechanics.

The game can just be broken, it is what it is. The game engine and mechanics had barely been updated the past decade beside the graphics of the match shown.

The game could easily just be take all the attributes + hidden attributes of each team combine them to determine an outcome. The match being shown in game is just picking events to suit the result simulated afterwards.

Work rate below 10? It could just be a string of code that the developer added in to impose a penalty on low work rate players. Since determination and work rate are the fastest growing attributes as long as you play and fine the player consistently. Hence it's not really a real attribute.

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Thank you for doing this in-depth type testing. Big fan!

I have been testing V7 with 2 matches, and doing well, but my questions are:

Should I pay any attention to when my coaches think the player will no longer benefit or are not showing any improvement using focused Quickness? Or is just in-game coach programming non-sense?

Is there an age that we should generally stop using it as the focus?

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Footballenjoyer said: The problem is you are applying real life logic to just strings of codes made to give the impression of real life mechanics.

The game can just be broken, it is what it is. The game engine and mechanics had barely been updated the past decade beside the graphics of the match shown.

The game could easily just be take all the attributes + hidden attributes of each team combine them to determine an outcome. The match being shown in game is just picking events to suit the result simulated afterwards.

Work rate below 10? It could just be a string of code that the developer added in to impose a penalty on low work rate players. Since determination and work rate are the fastest growing attributes as long as you play and fine the player consistently. Hence it's not really a real attribute.


That's a fair point, and I totally get where you are coming from but from the testing here and across the rest of the site, specific attributes/lines of code lead to better outcomes don't they? Faster teams with higher jumping reach for example in the outfield or the Chinese based machine learning a wee while back for the keepers attributes I mentioned.

I still use the 2D view to be honest but this isn't about what we see in the match engine, more about the findings that seem to be fairly consistent over the last few years that mobility is king when it comes to winning matches.

I guess what I'm keen to understand is that we know categorically that some attributes are more valuable than others but if there are attributes that have a certain level of dependency on other attributes then they may be overlooked due to a process of testing them in isolation

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There are test results regarding the influence of these trainings on the match performance ?

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Tynumt said: There are test results regarding the influence of these trainings on the match performance ?

Anecdotally, I have used it for 3 seasons on a new save and have been promoted all 3 seasons. So, I can't quite say anything to the long-term training aspects myself yet, but it did not stop me from getting 80-100 points each season.

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"Does anyone have any progress pics after a few seasons?" ideally of real players etc

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Stryfe002 said: Thank you for doing this in-depth type testing. Big fan!

I have been testing V7 with 2 matches, and doing well, but my questions are:

Should I pay any attention to when my coaches think the player will no longer benefit or are not showing any improvement using focused Quickness? Or is just in-game coach programming non-sense?

Is there an age that we should generally stop using it as the focus?



you can ignore these prompts, I've seen it many times, even though it prompts "coaches think the player will no longer benefit or are not showing any improvement using focused Quickness" The player's pace or Acceleration  still continued to grow


(I'm busy with something else, so I may not be able to reply in time)

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Graz said: Mentoring can change - also with Professionalism.  Have you or the community looked at Mentoring in more detail?

I'm a new player, I probably knew that Mentoring could do it, but I hadn't tried it

Then I mean, the training schedule provides the attributes for growth.
(Mentoring not included)
I looked at a couple of test cases where their Determination didn't grow.

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Stryfe002 said: Thank you for doing this in-depth type testing. Big fan!

I have been testing V7 with 2 matches, and doing well, but my questions are:

Should I pay any attention to when my coaches think the player will no longer benefit or are not showing any improvement using focused Quickness? Or is just in-game coach programming non-sense?

Is there an age that we should generally stop using it as the focus?


focus :
I think it can be used at any time. Because it just means a "super stats weight distributor."
If you're missing something, use it to add weight,
For example, to strengthen the parts that are already strong,
Or supplement the weak parts,

If the player is old and he 's stats starts to decline, then distribution actually means that you choose which attributes of him to keep off from declining.
In this case, a "super weight allocator" is also useful

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RFC said: Apologies in advance as there is a lot of big brain thinking that's going over my head.

If I'm following, the training is based on what we currently think the best attributes are right?

Most of them make sense to me - priority in getting to the ball through pace and acceleration when it's on the deck and jumping reach when it's in the air.

Even Goalkeepers follow a similar logic, Agility to move in the right direction, Reflexes to get there and Arial Ability to be able to reach.

The other physicals like balance and agility factor in essentially to turn/change momentum and the mental like anticipation to start moving in the right direction before it's time to apply the physicals.

If my understanding here is right, and I get that's a big if, the one that's throwing me is Work Rate.

That should help all the physical and mental in so far as it's how often the player attempts to move towards the ball

The revelation that anything after 10 on Work Rate has diminished returns makes me wonder if this is explicitly tied to Stamina.

Like if a players Stamina can't keep up with their Work Rate as suggested by the in-game prompts, does too high a Work Rate turn out to be a bad thing?

Is there a way to re-test Work Rate where Stamina is increased at the same rate to see if that has any impact on the importance of Work Rate?



I can test it when I have time,


And,similar other attributes, such as Finishing, Technique, Flair, etc., about 12 attributes. Recently, i've done a lot of tests sample .
it show that their conclusions (Importance ranking) are the same as in the "all 10 attributes" case,
The test uses "Manchester City replicators team x4", so these players have attributes assigned to the roles/positions/responsibilities they should have , And has one of the best enough technical/mental/physical attributes in the game to execution tactics

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https://imgur.com/a/NZI5B31



updated few things



With limited free time, I just randomly tried new things and included more attributes in the table



Then, [all defend team]
and
[all attack team]

That means putting all 10 players on an attack or defend team


By default, there are 5 front-court players in attack team and 5 back-court players in defend team




[all defend team]+[Quickness]+[Defensive Shadow Play]+[Addtional Focus Quickness]+[Double Intensity]
[all defend team]+[Quickness]+[Attacking Shadow Play]+[Addtional Focus Quickness]+[Double Intensity]
[all attack team]+[Quickness]+[Match Practice]+[Recovery]x7+[attacking Direct]+[Addtional Focus Quickness]+[Double Intensity]
They're acting strange

compare to

[Quickness]+[Defensive Shadow Play]+[Addtional Focus Quickness]+[Double Intensity]
[Quickness]+[Attacking Shadow Play]+[Addtional Focus Quickness]+[Double Intensity]
[Quickness]+[Match Practice]+[Recovery]x7+[attacking Direct]+[Addtional Focus Quickness]+[Double Intensity]

Training programs that put 10 man on defend team or attack team lose some stat growth

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Great Stuff. I am now using M10 w/ 2 matches a week. As far as game results, I've gone 5 seasons, promoting each year from Vill North all the way to the top league at this point using one of the top Gegenpress tactics and just AI signings for the most part. I've occasionally struggled with match fitness, but that could just be rotation issues. Seeing no real issues with game results. Morale is generally very high.

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