So I had a spare afternoon this weekend and its was rainy. What could I do to fill in the time? Well that meant it was time to pull out an idea that i have had in the back pocket regarding FMM.
If you are like me, then when looking at a player, you tend not to pay too much attention to the value next to the attribute "Teamwork". Yes if its a midfielder and the attribute is red then you might have concerns but I have tended to pay more attention to such things as passing, tackling etc. Anyway I recently got inspired to investigate this a bit further. So I decided to setup an experiment to see if i could quantify the impact this attribute might have on the game. To do this, I decided to pick a team and model what affect it would have on their performance where the players had their teamwork attribute increased. To eliminate the impact chance might have, I needed to minimise the possibility of injuries affecting the results. Hence I decided on using FMM2016 for my purposes because Jay Marvels excellent Save Editor is available for that platform. Thus the team I selected for the purposes of my experiment was Aston Villa who finished bottom of the league that year. My thinking was that since they were clearly the worst team of that season, they were less likely to be subject to the fluctuations of chance. So my aim was to modify the teamwork attribute of the players in that squad, then holiday through the season and see what difference this made to their performances. So how did I go?
The Control
To baseline my results, I simulated what would happen if the team was untouched. So I started a save with Aston Villa, opened up the Save Editor and set the hidden attribute "Injury Proneness" to 1 for every player. Why 1. Well basically because I was unsure what affect setting it to 0 might have as i was certain the game devs wouldnt have considered that as a realistic option and wasnt sure how thoroughly they might have tested that value. This meant that as I holidayed through the saves, i noticed that some players still did have some injuries but only for a very short time and only rarely. Little enough that I still felt comfortable that injuries didnt really affect my results.
So after holidaying through the save 4 times this is how Aston Villa went:
Save 1 : Finished 20th
Save 2 : Finished 16th
Save 3 Finished 20th
Save 4: Finished 19th
So Aston Villa was relegated in 3 out of 4 saves. Evidently the game was in agreement that Aston Villa had a lousy side that season.
So how did they go when their teamwork was improved
The Team with Maximised Teamwork
My initial plan was to simply open up the Save Editor and change the "Teamwork" attribute of every player to 20 to maximise their ability to work with one another. Here is where I ran into an interesting issue. What i noticed was that even if I set the attribute to 20, the value displayed in game didnt update to this and in some case was some way short of it, What was going on here? After some playing around, I stumbled on the fact that the attribute displayed in game is not only a function of the underlying hidden attribute "teamwork" but is also reflective of the players hidden attribute "workrate". To have a player's Teamwork attribute show as 20, I needed to set both the "Teamwork" and the "Workrate" to 20. With consideration this makes sense. The player needs to be able to see how they can help the team achieve its aims and have the willingness to work hard in order to achieve this. In other words, its no good having the ability to see an opportunity to support a team mate, if you cant be bothered working to get into position to do this (think Joel Matip)
So how did they go?
Save 1 : Finished 19th
Save 2 : Finished 10th
Save 3 Finished 11th
Save 4: Finished 15th
Hmm so the results for Save 1 are not quite as I expected. Its possible that this was an anomaly. The Aston Villa team is clearly out of its depth and so bad results are still to be possible. There was a clear improvement in the subsequent results which would suggest that teamwork does have an affect on their performances. Really what i should have done was take a larger sample size which would (I assume) have clarified this trend more clearly.
Implications
When looking at a player, if their Teamwork is displaying as green, you can be confident that they have the willingness to help out your team. Not only this, they should also have a high work rate.
If a player has a low teamwork value, this could mean that they either have a low teamwork and/or that they have a low workrate. Traditionally i have tended to ignore the team work attribute for forwards as a bit of selfishness can be a good thing in your goal scorers, But this could become an issue if they have a low work rate and expect their players to lay chances on a plate for them. Unfortunately this is trickier to work out unless you use them for some time or unless you have access to Jay's Editor :-)
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So I had a spare afternoon this weekend and its was rainy. What could I do to fill in the time? Well that meant it was time to pull out an idea that i have had in the back pocket regarding FMM.
If you are like me, then when looking at a player, you tend not to pay too much attention to the value next to the attribute "Teamwork". Yes if its a midfielder and the attribute is red then you might have concerns but I have tended to pay more attention to such things as passing, tackling etc. Anyway I recently got inspired to investigate this a bit further. So I decided to setup an experiment to see if i could quantify the impact this attribute might have on the game. To do this, I decided to pick a team and model what affect it would have on their performance where the players had their teamwork attribute increased. To eliminate the impact chance might have, I needed to minimise the possibility of injuries affecting the results. Hence I decided on using FMM2016 for my purposes because Jay Marvels excellent Save Editor is available for that platform. Thus the team I selected for the purposes of my experiment was Aston Villa who finished bottom of the league that year. My thinking was that since they were clearly the worst team of that season, they were less likely to be subject to the fluctuations of chance. So my aim was to modify the teamwork attribute of the players in that squad, then holiday through the season and see what difference this made to their performances. So how did I go?
The Control
To baseline my results, I simulated what would happen if the team was untouched. So I started a save with Aston Villa, opened up the Save Editor and set the hidden attribute "Injury Proneness" to 1 for every player. Why 1. Well basically because I was unsure what affect setting it to 0 might have as i was certain the game devs wouldnt have considered that as a realistic option and wasnt sure how thoroughly they might have tested that value. This meant that as I holidayed through the saves, i noticed that some players still did have some injuries but only for a very short time and only rarely. Little enough that I still felt comfortable that injuries didnt really affect my results.
So after holidaying through the save 4 times this is how Aston Villa went:
Save 1 : Finished 20th
Save 2 : Finished 16th
Save 3 Finished 20th
Save 4: Finished 19th
So Aston Villa was relegated in 3 out of 4 saves. Evidently the game was in agreement that Aston Villa had a lousy side that season.
So how did they go when their teamwork was improved
The Team with Maximised Teamwork
My initial plan was to simply open up the Save Editor and change the "Teamwork" attribute of every player to 20 to maximise their ability to work with one another. Here is where I ran into an interesting issue. What i noticed was that even if I set the attribute to 20, the value displayed in game didnt update to this and in some case was some way short of it, What was going on here? After some playing around, I stumbled on the fact that the attribute displayed in game is not only a function of the underlying hidden attribute "teamwork" but is also reflective of the players hidden attribute "workrate". To have a player's Teamwork attribute show as 20, I needed to set both the "Teamwork" and the "Workrate" to 20. With consideration this makes sense. The player needs to be able to see how they can help the team achieve its aims and have the willingness to work hard in order to achieve this. In other words, its no good having the ability to see an opportunity to support a team mate, if you cant be bothered working to get into position to do this (think Joel Matip)
So how did they go?
Save 1 : Finished 19th
Save 2 : Finished 10th
Save 3 Finished 11th
Save 4: Finished 15th
Hmm so the results for Save 1 are not quite as I expected. Its possible that this was an anomaly. The Aston Villa team is clearly out of its depth and so bad results are still to be possible. There was a clear improvement in the subsequent results which would suggest that teamwork does have an affect on their performances. Really what i should have done was take a larger sample size which would (I assume) have clarified this trend more clearly.
Implications
When looking at a player, if their Teamwork is displaying as green, you can be confident that they have the willingness to help out your team. Not only this, they should also have a high work rate.
If a player has a low teamwork value, this could mean that they either have a low teamwork and/or that they have a low workrate. Traditionally i have tended to ignore the team work attribute for forwards as a bit of selfishness can be a good thing in your goal scorers, But this could become an issue if they have a low work rate and expect their players to lay chances on a plate for them. Unfortunately this is trickier to work out unless you use them for some time or unless you have access to Jay's Editor :-)
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