Zippo said: Guys, a small notice here. Recently, I posted a guide how to search players with FMRTE based on the fm-arena attribute testing. But we found that FMRTE has an issue when it come to the Position Ratings, it's only possible to set them for the striker position and the application evaluates any other positions only on the Striker position ratings.
However, despite the issue, it's still possible to use FMRTE for searching players based on the position rating but it might be very confusing for some people so we decided to remove the guide about FMRTE.
I just wanted to let you what happened to the guide and why it's gone.
Cheers. Expand
Will you be looking to do something similar for Genie Scout?
Thanks again for the great work! This updates the table here right?
Any opinions on why Jumping Reach is not as important as before? It was the clear third best together with Dribbling and while one can still argue that Dribbling is still the third best, this is not the case any more for Jumping Reach. Does this have to do with the tactic used? (Maybe less emphasis on the set pieces?)
CBP87 said: Will you be looking to do something similar for Genie Scout?
Thanks Expand The last time we checked Genie Scout we found that the app changed the way it works.
Before Genie Scout was loading players directly from the memory, the same way as FMRTE but now it requires creating a player list in the transfer center in the game and Genie Scout can only load the players from that list.
We find the way Genie Scout loads players is a bit complicated and overall the process of setting it up and using it would be too confusing for people.
But we might back to it once more if we don't find any better alternative to use.
Jimmys said: Thanks again for the great work! This updates the table here right?
Any opinions on why Jumping Reach is not as important as before? It was the clear third best together with Dribbling and while one can still argue that Dribbling is still the third best, this is not the case any more for Jumping Reach. Does this have to do with the tactic used? (Maybe less emphasis on the set pieces?) Expand I forgot to mention that in this test we capped the max value of Jumping Reach to 17 instead of 20.
We did that because we were concerned that increasing Jumping Reach to 20 would create a very unrealistic environment, like gnomes play against giants, which might distress the result of the test by giving extra undeserved importance to the Jumping Reach attribute.
Zippo said: I forgot to mention that in this test we capped the max value of Jumping Reach to 17 instead of 20.
We did that because we were concerned that increasing Jumping Reach to 20 would create a very unrealistic environment, like gnomes play against giants, which might distress the result of the test by giving extra undeserved importance to the Jumping Reach attribute. Expand Could you make it a bit more visible in the first post, it's there but unless you read super carefully it's very easy to miss.
Zippo said: The last time we checked Genie Scout we found that the app changed the way it works.
Before Genie Scout was loading players directly from the memory, the same way as FMRTE but now it requires creating a player list in the transfer center in the game and Genie Scout can only load the players from that list.
We find the way Genie Scout loads players is a bit complicated and overall the process of setting it up and using it would be too confusing for people. Expand
Actually, Genie Scout can load all players directly from memory. What you're describing sounds like the process of importing a shortlist from the game into Genie, which is just one of the features available. You can do both. Personally, I load all players from memory, apply @Mark's ratings, and then filter within Genie based on those ratings.
Sorry if I misunderstood your point, but it seemed like you were suggesting that loading players is only possible via shortlist, which isn't the case.
Interesting research! Despite using a slightly different methodology, your results were very similar to those of the chinese tests (see image) done recently. This is good because it shows that the results are replicable. (Second image shows comparison)
HOWEVER, the testing methodology is not necessarily the most robust, for a number of reasons but is probably as robust as you can get without given the time and processing constraints. (Am a data scientist)
Having scoured the FM forums, the most robust (by far) is the testing done by ykykyk0525 (some basketball developer) who employ a multi-layered AI neural network. Their explanation is translated here: https://fm-arena.com/thread/2182-important-attributes-for-blue-dm/ . Admittedly this was done for FM22, so there might have been some change in the game engine and attribute effect, but knowing SI unlikely.
An additional benefit is that it provides different weightings for different positions (for a specified tactic)
kvasir said: Sorry if I misunderstood your point, but it seemed like you were suggesting that loading players is only possible via shortlist, which isn't the case. Expand
Yes, you're right. I somehow overlooked it. It's possible to load players directly from the memory using Genie Scout.
But I found another critical issue with Genie Scout, it doesn't have an option to search for players with Homegrown status.
For example, if you manage a club in any major European league then your team must maintain a certain amount of Homegrown players.
The problem is that for example, if you manage a club in England and you need to find players with Homegrown status for the team then you can't just search players with English nationality because there's a lot good players with English Homegrown status that don't have English nationality.
FMRTE allows you to search players with Trained in club/nation statuses and it's a great a shame that Genie Scout don't have such functionality too.
If I again overlooked it and there's an option to search players with Homegrown status in Genie Scout then please, let me know about.
twkmax said: @Zippo I was wondering what your thoughts were? Expand There are similar results for some attributes but also very different results for other attributes.
I have no clue about the methodology behind other tests but I know everything about our methodology and I have trust in it.
Zippo said: Yes, you're right. I somehow overlooked it. It's possible to load players directly from the memory using Genie Scout.
But I found another critical issue with Genie Scout, it doesn't have an option to search for players with Homegrown status.
If I again overlooked it and there's an option to search players with Homegrown status in Genie Scout then please, let me know about. Expand
I think you're right on that one — Genie Scout doesn’t seem to have a built-in option to search for players with Homegrown status. Funny enough, even with my 14-year Reading save, I’ve never run into a situation where I wasn’t meeting the Homegrown criteria.
That said, the shortlist feature can come in handy for this. Here’s how I’d approach it:
1. In-game, go to the scouting tab. 2. From the players section, select 'players in range.' 3. Add condition to narrow down players based on the Homegrown criteria. 4. Add all those players to a shortlist. 5. Load the shortlist in Genie Scout. 6. Apply further filtering within that shortlist using Genie Scout.
It’s not ideal, but it’s a workaround that might help.
Itsyaboy420 said: @Zippo so does the position rating in fmrte not work? i really need position ratings guide for fmrte. Expand
It works but setting it up for working is a quite complicated procedure.
Using and configurating it requires a very solid understanding of the subject because there're some important steps in the configuration process which, if overlooked, might cause serious issues. Also, using it isn't quite simple, you have to adjust the ratings every time you search players for a different position or replace the file that stores the position ratings settings.
So I'd say it's a bit complicated for an average FM player, even if there's a guide.
I was wondering if your findings here have some implications on unbiased tactic testing @Zippo - as you've stated in some other threads, increasing the attributes by a minor amount will have more impact on results than optimizing a tactic. Do all players in your tactic tests have the same attributes in pace/acceleration? If not, wouldn't this cause a strong bias to tactics that use the "fastest" positions more?
Apologies if this has already been asked but was there any measurements on the types of goals scored with the higher/lower set pieces?
Putting efficiency to one side for a moment I quite like it when my manager profile characteristics has the "sets teams up to be strong at set pieces" in the user the known for section. Actually, it might be show as something different, it's been that long since I had it!
The low scoring attributes might be entirely cosmetic but there are some cosmetic parts I'd like to have on my journey man save but not sure if I'm coming at those in the best way
The link for the testing tools doesn't appear to be working, it says thread not found. I'm interested in more info on the methodology, maybe so I can do some of my own testing.
Would it not make sense to test the attributes on EACH of the common positions? Like, perform the testing while ONLY altering the strikers attributes. One test, do pace, next test, do finishing, next test, try composure. Thus, we will be able to determine what is the MOST IMPORTANT ATTRIBUTES FOR EACH POSITION. I believe this is what truly matters, is what the members are looking for, and is the best method to find out.
Zippo said: Methodology We test each attribute one by one at 2 states, at value "8" and at value "20" then after increasing the value from "8" to "20 we measure the difference for the result.
*Physical* Pace: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +64) | (Goals For +45) | (Goals Against -59)
Acceleration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +64) | (Goals For +49) | (Goals Against -48)
Stamina: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +19) | (Goals For +9) | (Goals Against -16)
Jumping Reach: increasing this attribute from "8" to "17" improves the result on 38 matches distance by (Points +16) | (Goals For +14) | (Goals Against -8)
Balance: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +13) | (Goals For +10) | (Goals Against -8)
Strength: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +10) | (Goals For +7) | (Goals Against -5)
Agility: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +8) | (Goals For +6) | (Goals Against -6)
Natural Fitness: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +2) | (Goals For +2) | (Goals Against -2)
*Mental* Anticipation: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +18) | (Goals For +15) | (Goals Against -10)
Work Rate: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +12) | (Goals For +6) | (Goals Against -10)
Concentration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +9) | (Goals For +4) | (Goals Against -8)
Determination: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +6) | (Goals For +4) | (Goals Against -5)
Decisions: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +1) | (Goals For +2) | (Goals Against 0)
Composure: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +1) | (Goals For +2) | (Goals Against 0)
Aggression:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Bravery:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Flair:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Teamwork:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Vision:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Off The Ball:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Positioning:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Leadership:increasing this attribute from "8" to "20" doesn't make any difference for the result.
*Technical* Dribbling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +19) | (Goals For +25) | (Goals Against -3)
Finishing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +8) | (Goals For +8) | (Goals Against -1)
Long Shots: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +6) | (Goals For +7) | (Goals Against 0)
Heading: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +5 | (Goals For +5) | (Goals Against -1)
Crossing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +4 | (Goals For +5) | (Goals Against 0)
First Touch: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +3) | (Goals For +2) | (Goals Against -2)
Passing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +2) | (Goals For +4) | (Goals Against 0)
Technique: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +1) | (Goals For +2) | (Goals Against 0)
Tackling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +1) | (Goals For 0) | (Goals Against -2)
Marking:increasing this attribute from "8" to "20" doesn't make any difference for the result.
*GK Attributes* Reflexes: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +8) | (Goals For 0) | (Goals Against -10)
Agility: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +6) | (Goals For 0) | (Goals Against -8)
Acceleration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +2) | (Goals For 0) | (Goals Against -3)
One On Ones: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.3) | (Goals For 0) | (Goals Against -1)
Aerial Reach: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Command of Area: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Communication: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Handling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Anticipation: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Concentration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Positioning: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Pace:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Consistency:increasing this attribute from "8" to "20" doesn't make any difference for the result.
Rushing Out(Tendency):increasing this attribute from "8" to "20" doesn't make any difference for the result.
*Set Pieces* Corners: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.5) | (Goals For +1) | (Goals Against 0)
Free Kick Taking: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +0.5) | (Goals For +1) | (Goals Against 0)
Penalty Taking: The attribute hasn't been tested yet.
Long Throws: The attribute hasn't been tested yet.
*Hidden Attributes* Consistency: increasing this attribute from "8" to "20" improves the result on 38 matches distance by (Points +10) | (Goals For +8) | (Goals Against -8)
*Position Rating* Position Rating: increasing Position Rating from "Accomplished(15)" to "Natural(20)" improves the result on 38 matches distance by (Points +6) | (Goals For +5) | (Goals Against -5)
*Morale* Morale: increasing Morale from "Okay(10)" to "Perfect(20)" improves the result on 38 matches distance by (Points +2) | (Goals For +1) | (Goals Against -3)
*Conditions* Conditions: increasing Conditions from "Good" to "Peak" improves the result on 38 matches distance by (Points +6) | (Goals For +4) | (Goals Against -5)
*Team Cohesion* Team Cohesion: improving Team Cohesion from "Good" to "Excellent" improves the result on 38 matches distance by (Points +6) | (Goals For +4) | (Goals Against -4) Expand
Fantastic Work and some very interesting results. From the results shown and with certain attributes not showing any benefit, i'm led to believe that it's possible some attributes are specific to roles and types of players.
for eg. I believe it's quite possible that an attribute like flair would suit creator type players and harm others. Or better still perhaps they work better in tandem with other attributes.
all this to say, if possible, could the OP attempt another test with flair increased for just the AMC/AML/AMR players to see whether more goals are scored. and also to increase teamwork for just the DMS as well to see whether it results in less goals conceded.
Also, and I hate to be dense here, but *if* I were to use this as part of talent evaluation - why (and I’m not trying to be facetious here), why would I care about points?
I feel like the process would be to understand impact on goals compared to some standard (Goals Above Replacement Player for FFM vs. WAR for baseball as an example)?
Zippo said: Guys, a small notice here. Recently, I posted a guide how to search players with FMRTE based on the fm-arena attribute testing. But we found that FMRTE has an issue when it come to the Position Ratings, it's only possible to set them for the striker position and the application evaluates any other positions only on the Striker position ratings.
However, despite the issue, it's still possible to use FMRTE for searching players based on the position rating but it might be very confusing for some people so we decided to remove the guide about FMRTE.
I just wanted to let you what happened to the guide and why it's gone.
Cheers.
Will you be looking to do something similar for Genie Scout?
Thanks
Thanks again for the great work! This updates the table here right?
Any opinions on why Jumping Reach is not as important as before? It was the clear third best together with Dribbling and while one can still argue that Dribbling is still the third best, this is not the case any more for Jumping Reach. Does this have to do with the tactic used? (Maybe less emphasis on the set pieces?)
CBP87 said: Will you be looking to do something similar for Genie Scout?
Thanks
The last time we checked Genie Scout we found that the app changed the way it works.
Before Genie Scout was loading players directly from the memory, the same way as FMRTE but now it requires creating a player list in the transfer center in the game and Genie Scout can only load the players from that list.
We find the way Genie Scout loads players is a bit complicated and overall the process of setting it up and using it would be too confusing for people.
But we might back to it once more if we don't find any better alternative to use.
Jimmys said: Thanks again for the great work! This updates the table here right?
Any opinions on why Jumping Reach is not as important as before? It was the clear third best together with Dribbling and while one can still argue that Dribbling is still the third best, this is not the case any more for Jumping Reach. Does this have to do with the tactic used? (Maybe less emphasis on the set pieces?)
I forgot to mention that in this test we capped the max value of Jumping Reach to 17 instead of 20.
We did that because we were concerned that increasing Jumping Reach to 20 would create a very unrealistic environment, like gnomes play against giants, which might distress the result of the test by giving extra undeserved importance to the Jumping Reach attribute.
Zippo said: I forgot to mention that in this test we capped the max value of Jumping Reach to 17 instead of 20.
We did that because we were concerned that increasing Jumping Reach to 20 would create a very unrealistic environment, like gnomes play against giants, which might distress the result of the test by giving extra undeserved importance to the Jumping Reach attribute.
Could you make it a bit more visible in the first post, it's there but unless you read super carefully it's very easy to miss.
Zippo said: The last time we checked Genie Scout we found that the app changed the way it works.
Before Genie Scout was loading players directly from the memory, the same way as FMRTE but now it requires creating a player list in the transfer center in the game and Genie Scout can only load the players from that list.
We find the way Genie Scout loads players is a bit complicated and overall the process of setting it up and using it would be too confusing for people.
Actually, Genie Scout can load all players directly from memory. What you're describing sounds like the process of importing a shortlist from the game into Genie, which is just one of the features available. You can do both. Personally, I load all players from memory, apply @Mark's ratings, and then filter within Genie based on those ratings.
Sorry if I misunderstood your point, but it seemed like you were suggesting that loading players is only possible via shortlist, which isn't the case.
Hello, how to create a genie scout rating file based on the post result
Interesting research! Despite using a slightly different methodology, your results were very similar to those of the chinese tests (see image) done recently. This is good because it shows that the results are replicable. (Second image shows comparison)
HOWEVER, the testing methodology is not necessarily the most robust, for a number of reasons but is probably as robust as you can get without given the time and processing constraints. (Am a data scientist)
Having scoured the FM forums, the most robust (by far) is the testing done by ykykyk0525 (some basketball developer) who employ a multi-layered AI neural network. Their explanation is translated here: https://fm-arena.com/thread/2182-important-attributes-for-blue-dm/ . Admittedly this was done for FM22, so there might have been some change in the game engine and attribute effect, but knowing SI unlikely.
An additional benefit is that it provides different weightings for different positions (for a specified tactic)
@Zippo I was wondering what your thoughts were?
kvasir said: Sorry if I misunderstood your point, but it seemed like you were suggesting that loading players is only possible via shortlist, which isn't the case.
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Yes, you're right. I somehow overlooked it. It's possible to load players directly from the memory using Genie Scout.
But I found another critical issue with Genie Scout, it doesn't have an option to search for players with Homegrown status.
For example, if you manage a club in any major European league then your team must maintain a certain amount of Homegrown players.
The problem is that for example, if you manage a club in England and you need to find players with Homegrown status for the team then you can't just search players with English nationality because there's a lot good players with English Homegrown status that don't have English nationality.
FMRTE allows you to search players with Trained in club/nation statuses and it's a great a shame that Genie Scout don't have such functionality too.
If I again overlooked it and there's an option to search players with Homegrown status in Genie Scout then please, let me know about.
twkmax said: @Zippo I was wondering what your thoughts were?
There are similar results for some attributes but also very different results for other attributes.
I have no clue about the methodology behind other tests but I know everything about our methodology and I have trust in it.
thepunisher23 said: Hello, how to create a genie scout rating file based on the post result
Try these - https://fm-arena.com/thread/14059-ratings-file-for-genie-scout-based-on-fm-arena-attribute-testing/
Zippo said: Yes, you're right. I somehow overlooked it. It's possible to load players directly from the memory using Genie Scout.
But I found another critical issue with Genie Scout, it doesn't have an option to search for players with Homegrown status.
If I again overlooked it and there's an option to search players with Homegrown status in Genie Scout then please, let me know about.
I think you're right on that one — Genie Scout doesn’t seem to have a built-in option to search for players with Homegrown status. Funny enough, even with my 14-year Reading save, I’ve never run into a situation where I wasn’t meeting the Homegrown criteria.
That said, the shortlist feature can come in handy for this. Here’s how I’d approach it:
1. In-game, go to the scouting tab.
2. From the players section, select 'players in range.'
3. Add condition to narrow down players based on the Homegrown criteria.
4. Add all those players to a shortlist.
5. Load the shortlist in Genie Scout.
6. Apply further filtering within that shortlist using Genie Scout.
It’s not ideal, but it’s a workaround that might help.
@Zippo so does the position rating in fmrte not work? i really need position ratings guide for fmrte.
Itsyaboy420 said: @Zippo so does the position rating in fmrte not work? i really need position ratings guide for fmrte.
It works but setting it up for working is a quite complicated procedure.
Using and configurating it requires a very solid understanding of the subject because there're some important steps in the configuration process which, if overlooked, might cause serious issues. Also, using it isn't quite simple, you have to adjust the ratings every time you search players for a different position or replace the file that stores the position ratings settings.
So I'd say it's a bit complicated for an average FM player, even if there's a guide.
I was wondering if your findings here have some implications on unbiased tactic testing @Zippo - as you've stated in some other threads, increasing the attributes by a minor amount will have more impact on results than optimizing a tactic. Do all players in your tactic tests have the same attributes in pace/acceleration? If not, wouldn't this cause a strong bias to tactics that use the "fastest" positions more?
Am I the only one waiting to see how OP long throws are?
how to transfer this data to genie scout rating?
Exellent said: how to transfer this data to genie scout rating?
https://fm-arena.com/thread/14059-ratings-file-for-genie-scout-based-on-fm-arena-attribute-testing/
https://fm-arena.com/thread/14077-guide-on-how-to-use-genie-scout-to-find-meta-players/
I am using the one @Bafici created - it's better than mine as it splits for offensive and defensive players.
Apologies if this has already been asked but was there any measurements on the types of goals scored with the higher/lower set pieces?
Putting efficiency to one side for a moment I quite like it when my manager profile characteristics has the "sets teams up to be strong at set pieces" in the user the known for section. Actually, it might be show as something different, it's been that long since I had it!
The low scoring attributes might be entirely cosmetic but there are some cosmetic parts I'd like to have on my journey man save but not sure if I'm coming at those in the best way
The link for the testing tools doesn't appear to be working, it says thread not found. I'm interested in more info on the methodology, maybe so I can do some of my own testing.
Would it not make sense to test the attributes on EACH of the common positions? Like, perform the testing while ONLY altering the strikers attributes. One test, do pace, next test, do finishing, next test, try composure. Thus, we will be able to determine what is the MOST IMPORTANT ATTRIBUTES FOR EACH POSITION. I believe this is what truly matters, is what the members are looking for, and is the best method to find out.
This looks like an attribute spread (physicals+anticipation+work rate) for a regular gegenpressing tactic.
I'm wondering (hoping really) that if a different tactic is used maybe other attributes still do something?
Zippo said: Methodology
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We test each attribute one by one at 2 states, at value "8" and at value "20" then after increasing the value from "8" to "20 we measure the difference for the result.
*Physical*
Pace: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +64) | (Goals For +45) | (Goals Against -59)
Acceleration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +64) | (Goals For +49) | (Goals Against -48)
Stamina: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +19) | (Goals For +9) | (Goals Against -16)
Jumping Reach: increasing this attribute from "8" to "17" improves the result on 38 matches distance by
(Points +16) | (Goals For +14) | (Goals Against -8)
Balance: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +13) | (Goals For +10) | (Goals Against -8)
Strength: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +10) | (Goals For +7) | (Goals Against -5)
Agility: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +8) | (Goals For +6) | (Goals Against -6)
Natural Fitness: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +2) | (Goals For +2) | (Goals Against -2)
*Mental*
Anticipation: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +18) | (Goals For +15) | (Goals Against -10)
Work Rate: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +12) | (Goals For +6) | (Goals Against -10)
Concentration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +9) | (Goals For +4) | (Goals Against -8)
Determination: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +6) | (Goals For +4) | (Goals Against -5)
Decisions: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +1) | (Goals For +2) | (Goals Against 0)
Composure: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +1) | (Goals For +2) | (Goals Against 0)
Aggression: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Bravery: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Flair: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Teamwork: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Vision: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Off The Ball: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Positioning: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Leadership: increasing this attribute from "8" to "20" doesn't make any difference for the result.
*Technical*
Dribbling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +19) | (Goals For +25) | (Goals Against -3)
Finishing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +8) | (Goals For +8) | (Goals Against -1)
Long Shots: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +6) | (Goals For +7) | (Goals Against 0)
Heading: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +5 | (Goals For +5) | (Goals Against -1)
Crossing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +4 | (Goals For +5) | (Goals Against 0)
First Touch: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +3) | (Goals For +2) | (Goals Against -2)
Passing: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +2) | (Goals For +4) | (Goals Against 0)
Technique: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +1) | (Goals For +2) | (Goals Against 0)
Tackling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +1) | (Goals For 0) | (Goals Against -2)
Marking: increasing this attribute from "8" to "20" doesn't make any difference for the result.
*GK Attributes*
Reflexes: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +8) | (Goals For 0) | (Goals Against -10)
Agility: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +6) | (Goals For 0) | (Goals Against -8)
Acceleration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +2) | (Goals For 0) | (Goals Against -3)
One On Ones: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.3) | (Goals For 0) | (Goals Against -1)
Aerial Reach: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Command of Area: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Communication: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Handling: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Anticipation: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Concentration: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Positioning: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.1) | (Goals For 0) | (Goals Against -0.25)
Pace: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Consistency: increasing this attribute from "8" to "20" doesn't make any difference for the result.
Rushing Out(Tendency): increasing this attribute from "8" to "20" doesn't make any difference for the result.
*Set Pieces*
Corners: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.5) | (Goals For +1) | (Goals Against 0)
Free Kick Taking: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +0.5) | (Goals For +1) | (Goals Against 0)
Penalty Taking: The attribute hasn't been tested yet.
Long Throws: The attribute hasn't been tested yet.
*Hidden Attributes*
Consistency: increasing this attribute from "8" to "20" improves the result on 38 matches distance by
(Points +10) | (Goals For +8) | (Goals Against -8)
*Position Rating*
Position Rating: increasing Position Rating from "Accomplished(15)" to "Natural(20)" improves the result on 38 matches distance by
(Points +6) | (Goals For +5) | (Goals Against -5)
*Morale*
Morale: increasing Morale from "Okay(10)" to "Perfect(20)" improves the result on 38 matches distance by
(Points +2) | (Goals For +1) | (Goals Against -3)
*Conditions*
Conditions: increasing Conditions from "Good" to "Peak" improves the result on 38 matches distance by
(Points +6) | (Goals For +4) | (Goals Against -5)
*Team Cohesion*
Team Cohesion: improving Team Cohesion from "Good" to "Excellent" improves the result on 38 matches distance by
(Points +6) | (Goals For +4) | (Goals Against -4)
Fantastic Work and some very interesting results.
From the results shown and with certain attributes not showing any benefit, i'm led to believe that it's possible some attributes are specific to roles and types of players.
for eg. I believe it's quite possible that an attribute like flair would suit creator type players and harm others.
Or better still perhaps they work better in tandem with other attributes.
all this to say, if possible, could the OP attempt another test with flair increased for just the AMC/AML/AMR players to see whether more goals are scored.
and also to increase teamwork for just the DMS as well to see whether it results in less goals conceded.
Just a suggestion. again, great work OP @Zippo
Question to make sure I’m tracking - Each attribute can be considered to have impact.
Reflexes for GK = roughly -10 GoalDiff for 1 player, for 38 matches
Pace = roughly -5.9 Goal Diff, for 1 player for 38 matches
Is that correct/valid conclusion?
AlexH said: Question to make sure I’m tracking - Each attribute can be considered to have impact.
Reflexes for GK = roughly -10 GoalDiff for 1 player, for 38 matches
Pace = roughly -5.9 Goal Diff, for 1 player for 38 matches
Is that correct/valid conclusion?
That seems correct to me.
Then if I’m reading other parts of the thread correctly, each point of pace is roughly equal to .5 Goal Diff?
(5.9 goal diff from 12 steps (8 to 20 or 5.9/12) and to quote earlier thread, the benefits seem linear in increase)
Also, and I hate to be dense here, but *if* I were to use this as part of talent evaluation - why (and I’m not trying to be facetious here), why would I care about points?
I feel like the process would be to understand impact on goals compared to some standard (Goals Above Replacement Player for FFM vs. WAR for baseball as an example)?