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Chat FMM23 - General Discussion


FuddledFox
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4 hours ago, Cloudisevolve said:

Excuse me,

I just wonder, is it our manager profile fixed for age and date of birth?

Any tricks to change the age?

Its not intended to show a date of birth - if it is I'll remove it in the next update (it won't affect gameplay for humans as its ignored).

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Need to sort when players retiring, players retiring st 32, is just bizarre. Some players still in their prime, some players on my game are 31, and still class 😕

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@Marc Vaughan

Is there a reason why the game uses Holland, instead of Netherlands? I know it's not a massive deal, I just thought it was strange, especially given that in game the contraction is NED, rather than HOL

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@Marc Vaughan

Hello sir, 

Is there any fix about u21 national teams didn't plan any friendly and didn't update the players? 

In my save I'm manager of Brazil National Team, and I realised that Brazil u21 never plan any friendly and not updating the players. There's a lot of 22-24 y.o. Players there. 

I can plan friendly for them but I can't choose the players - and it's not good because I want my younger Brazilian to play there as he is not good enough yet for main team. 

Any reply will be appreciated. Thanks before. 

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1 hour ago, Ariza8 said:

Is there any fix about u21 national teams didn't plan any friendly and didn't update the players? 

First I've heard of this issue - its added to my ever growing 'to do' list ;)

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2 hours ago, Lagom said:

@Marc Vaughan

Is there a reason why the game uses Holland, instead of Netherlands? I know it's not a massive deal, I just thought it was strange, especially given that in game the contraction is NED, rather than HOL

Simply that is what the researcher has entered into the database (seems strange to me, I'll query them).

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Thank you :)

Like I said, it's only a small thing for those of us with a little OCD or hailing from the other provinces, but your presence on here is a big positive for the game in general

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7 hours ago, Marc Vaughan said:

First I've heard of this issue - its added to my ever growing 'to do' list ;)

Thanks for reply. 

Here's the current screenshot of Brazil u21 team, which is almost full of >21 years old players :

Screenshot_2022-12-16-04-35-13-322_com_sega.soccer.eleven.thumb.jpg.54289db4064357ce4abe4d344fee2449.jpg

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Regarding personality:

1. Is having a lazy striker bad? I think its because of low teamwork and I want my striker to shoot rather than pass. Or should I look for a selfish player? or this personality does NOT have anything to do with field behavior?

2. Is having poor judgement the same as having low decision? can we fix by focus training on decision?

3. The trend that I observe is that having lazy as personality made my young player to develop less thank his PA. I had Kimmich (5* rated according to IGE) regen which developed rather poorly and he is lazy. I have 2 other unknown English regen (4*rated IGE) both are hardworking and now performs like Mason Mount.

Do you think my observation correct?

 

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Not sure if this a one-time thing but I just got simulated through a couple of match.It started after I hit the 'continue' as soon as the match againts Accrington Stanley ends.At first I thought the next match got reschedule because of the cup, then I checked the holiday menu and it was set 'until next week' so there is no way I went holiday by accident.

Screenshot_20221216_212341.thumb.jpg.a3e3597e5bf16256b4913d5463eb458c.jpg

Luckily we win the all the league matches when this happen but i was so mad with the cup result since I felt like we could win it.

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52 minutes ago, Spencer08 said:

Not sure if this a one-time thing but I just got simulated through a couple of match.It started after I hit the 'continue' as soon as the match againts Accrington Stanley ends.At first I thought the next match got reschedule because of the cup, then I checked the holiday menu and it was set 'until next week' so there is no way I went holiday by accident.

Screenshot_20221216_212341.thumb.jpg.a3e3597e5bf16256b4913d5463eb458c.jpg

Luckily we win the all the league matches when this happen but i was so mad with the cup result since I felt like we could win it.

It happens again but only for a match againts Crewe because I tap on the screen as soon as I saw the match got simulated and it went normal on the next match.

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23 minutes ago, DutchTony said:

Why is this line red? There's nothing to say the players don't like each other...

1728073532_Screenshot_20221216_155641_FM23Mobile.thumb.jpg.fdd7fdc3d37f50b541afddca87b85a71.jpg

Means they both get crap ratings when starting together

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2 hours ago, DutchTony said:

Why is this line red? There's nothing to say the players don't like each other...

1728073532_Screenshot_20221216_155641_FM23Mobile.thumb.jpg.fdd7fdc3d37f50b541afddca87b85a71.jpg

The lines are simply revealing information that is happening in the game.
A red/orange line indicates either a player pair who have a bad relationship (which might affect their play on pitch) or who play badly when paired together (even if they don't have a poor relationship or like each other - some people might be friends but distract/work badly together on the pitch for example).
A green line indicates a pairing that do work well together on the pitch (or are friends and don't work badly on the pitch together).
With this in mind some lines will naturally form and/or decay as the game goes on and your team moves through matches.
Finally to reiterate - The lines in themselves have no effect, they're just informing you as the manager of things to bear in mind.
PS - If the is with the players personal relationship talking to them can help.
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7 hours ago, Adrien said:

1. Is having a lazy striker bad? I think its because of low teamwork and I want my striker to shoot rather than pass. Or should I look for a selfish player? or this personality does NOT have anything to do with field behavior?

Personalities DO affect on pitch decision making - what you should look for in a striker depends on what you want him to do, if you want an out and out goal-scorer look for someone who is selfish (not a team player) ... but bear in mind they might miss an awkward shot when someone else was clear in the middle etc.

7 hours ago, Adrien said:

2. Is having poor judgement the same as having low decision? can we fix by focus training on decision?

Poor judgement is normally related to 'low decisions' yes.

7 hours ago, Adrien said:

3. The trend that I observe is that having lazy as personality made my young player to develop less thank his PA. I had Kimmich (5* rated according to IGE) regen which developed rather poorly and he is lazy. I have 2 other unknown English regen (4*rated IGE) both are hardworking and now performs like Mason Mount.

Player personalities WILL affect the development of players - lazier and especially unprofessional players may well develop slower than someone who is professional and hard-working .. as you'd kinda expect ;)

PS - Do bear in mind that with young players their personalities can be affected by the senior players around them, if your team is full of lazy unprofessional players then that is who the kids will emulate and look to become .... and vice versa if your senior players are model professionals.

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2 hours ago, Marc Vaughan said:
The lines are simply revealing information that is happening in the game.
A red/orange line indicates either a player pair who have a bad relationship (which might affect their play on pitch) or who play badly when paired together (even if they don't have a poor relationship or like each other - some people might be friends but distract/work badly together on the pitch for example).
A green line indicates a pairing that do work well together on the pitch (or are friends and don't work badly on the pitch together).
With this in mind some lines will naturally form and/or decay as the game goes on and your team moves through matches.
Finally to reiterate - The lines in themselves have no effect, they're just informing you as the manager of things to bear in mind.
PS - If the is with the players personal relationship talking to them can help.

Amazing. Thank you very much 😊 

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My impression has ever been that training mental skills is harder than the physical or technical ones, even considering young hard-working youngsters... Is it correct? 

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511204AA-3F6E-4F72-B1AA-E8FA8B8C8981.thumb.png.109ae495e03218a19780b0751c90c700.png

not a bug but a bug bear of mind I suppose, I’d love to know more on what the staff actually do e.g motivational is this solely to improve player/team talks and moral, or does this also affect their mental attributes growth and improve their personality’s.

Will say attacking coach’s improve the attacking/whole attributes of just my attackers or all attacking attributes of all in my squad e.g crossing passing dribbling etc of fullbacks.

an lastly fitness coaches are these growing the physical attributes of players, preventing older players from losing ability and/or improving in game fatigue and recovery much like a physio 

would love a description for next year 😉 

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1 hour ago, Migraz said:

My impression has ever been that training mental skills is harder than the physical or technical ones, even considering young hard-working youngsters... Is it correct? 

To some extent yes*, however it becomes somewhat easier (and some may improve naturally as the player ages).

Simply put some things come with age, while a player is young however you might find that mentoring is an effective way to pass mental skills on from one generation to the next .. as in real-life.

*In contrast physical improvements are easiest to make while a player is young.

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25 minutes ago, YetAnotherDisplayName said:

511204AA-3F6E-4F72-B1AA-E8FA8B8C8981.thumb.png.109ae495e03218a19780b0751c90c700.png

not a bug but a bug bear of mind I suppose, I’d love to know more on what the staff actually do e.g motivational is this solely to improve player/team talks and moral, or does this also affect their mental attributes growth and improve their personality’s.

Will say attacking coach’s improve the attacking/whole attributes of just my attackers or all attacking attributes of all in my squad e.g crossing passing dribbling etc of fullbacks.

an lastly fitness coaches are these growing the physical attributes of players, preventing older players from losing ability and/or improving in game fatigue and recovery much like a physio 

would love a description for next year 😉 

  • General - can improve all players somewhat, no bias for a particular area or age range.
  • Defensive - can improve defensively minded players at a higher rate than a 'General' coach
  • Attacking - can improve attacking minded players at a higher rate than a 'General' coach
  • Motivational - can improve all players (at a slower rate than a 'General' coach); can also improve mental attributes in a positive manner better than any other coach. Also helps improve morale of players when it is low.
  • Goalkeeping - can improve goalkeepers at a higher rate than a 'General' coach
  • Youth - can improve youth (under 23) players at a fasster rate than a 'General' coach, can also help younger players with their mental attributes - especially coping with pressure.
  • Fitness - can improve physical attributes at a far higher rate than a 'General' coach.

I'll add in descriptions to the game for these in an update / future version - good call.

PS - Also worth mentioning that the 'vibe' your coaching staff has affects which youth players come through the ranks, so if you have all 'General' coaches then you'll get a mix, if you have more attacking then you'll see more attacking youth players, if you have lots of fitness coaches then youth players will be better in that area than they would have been otherwise etc.

The 'vibe' also has a subtle effect behind the scenes in terms of how well trained in an area the team is, so your teams defensive cohesion is slightly improved depending on the coaching in that area etc.

There might be a couple of other things I've neglected to add (I'm currently cooking a meal) but if they come to me I'll update this post later.

Edited by Marc Vaughan
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15 minutes ago, Marc Vaughan said:
  • General - can improve all players somewhat, no bias for a particular area or age range.
  • Defensive - can improve defensively minded players at a higher rate than a 'General' coach
  • Attacking - can improve attacking minded players at a higher rate than a 'General' coach
  • Motivational - can improve all players (at a slower rate than a 'General' coach); can also improve mental attributes in a positive manner better than any other coach. Also helps improve morale of players when it is low.
  • Goalkeeping - can improve goalkeepers at a higher rate than a 'General' coach
  • Youth - can improve youth (under 23) players at a fasster rate than a 'General' coach, can also help younger players with their mental attributes - especially coping with pressure.
  • Fitness - can improve physical attributes at a far higher rate than a 'General' coach.

I'll add in descriptions to the game for these in an update / future version - good call.

PS - Also worth mentioning that the 'vibe' your coaching staff has affects which youth players come through the ranks, so if you have all 'General' coaches then you'll get a mix, if you have more attacking then you'll see more attacking youth players, if you have lots of fitness coaches then youth players will be better in that area than they would have been otherwise etc.

The 'vibe' also has a subtle effect behind the scenes in terms of how well trained in an area the team is, so your teams defensive cohesion is slightly improved depending on the coaching in that area etc.

There might be a couple of other things I've neglected to add (I'm currently cooking a meal) but if they come to me I'll update this post later.

This is great to know, thanks a lot! 

 

If you don't mind, could you give us a few ideas of the inner workings of Aggression and Stamina? What do they really do? And does condition affect performance, or is it only a countdown to injury, etc? 

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44 minutes ago, Marc Vaughan said:
  • General - can improve all players somewhat, no bias for a particular area or age range.
  • Defensive - can improve defensively minded players at a higher rate than a 'General' coach
  • Attacking - can improve attacking minded players at a higher rate than a 'General' coach
  • Motivational - can improve all players (at a slower rate than a 'General' coach); can also improve mental attributes in a positive manner better than any other coach. Also helps improve morale of players when it is low.
  • Goalkeeping - can improve goalkeepers at a higher rate than a 'General' coach
  • Youth - can improve youth (under 23) players at a fasster rate than a 'General' coach, can also help younger players with their mental attributes - especially coping with pressure.
  • Fitness - can improve physical attributes at a far higher rate than a 'General' coach.

I'll add in descriptions to the game for these in an update / future version - good call.

PS - Also worth mentioning that the 'vibe' your coaching staff has affects which youth players come through the ranks, so if you have all 'General' coaches then you'll get a mix, if you have more attacking then you'll see more attacking youth players, if you have lots of fitness coaches then youth players will be better in that area than they would have been otherwise etc.

The 'vibe' also has a subtle effect behind the scenes in terms of how well trained in an area the team is, so your teams defensive cohesion is slightly improved depending on the coaching in that area etc.

There might be a couple of other things I've neglected to add (I'm currently cooking a meal) but if they come to me I'll update this post later.

Beautiful this is thank you

I will be deffo not having 5 attacking coaches before the start of every youth take going forward 😂 

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20 minutes ago, hhooo said:

If you don't mind, could you give us a few ideas of the inner workings of Aggression and Stamina? What do they really do? And does condition affect performance, or is it only a countdown to injury, etc? 

Aggression affects things on and off the pitch - so an aggressive player is more likely to be 'spiky' in dealings with the media or when you talk to him (either teamtalks or privately). This can be a benefit or a disadvantage depending on the circumstances, some players are best when wound up (think Roy Keane back when he played) because they play in a role where aggression is an advantage, others areas not so much (ie. you might not want a DC lunging into tackles because he's angry.

Stamina affects both how quickly a player loses condition during a match and also their recovery rate outside of it. The 'visible' stat is actually two stats behind the scenes combined - Natural Fitness and Stamina (Natural Fitness is the recovery aspect, Stamina is how fast they lose condition during a match).

The level of condition during a match affects a players performance and behavior increasingly as it gets low - a condition above 95 is basically near perfect and has no adverse affect, slightly below that (85-95's) might affect how energetic a player is on the pitch depending on their work-rate. When a players condition drops below that it might affect their performance slightly, the lower it goes the more it likely it is to affect the performance. In real-world terms think about when you play soccer and get tired, the ball seems heavier and your passes are slightly less accurate etc.

Lastly as you mentioned the lower a players condition is the more likely he is to pick up an injury from a strain or similar, however the increase for this is fairly minor until a players condition gets really low (ie. low 70s).

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Oh one final thing about 'coaches' - if you're at a top club and see a message on a players training indicating that he needs more specialized coaching or similar then that is an indication that to improve further you need to have decent specialism in his 'area' - so if he's a defender you might need a Gold Defensive coach combined with some Good general coaches to allow him to improve.

This normally only happens for fairly exceptional players - if it happens with a lesser player or at a small club then it can be mitigated by improving coaches, but it might be easier to simply raise the general 'training' setup at the club which will helps all players.

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1 hour ago, Marc Vaughan said:

Aggression affects things on and off the pitch - so an aggressive player is more likely to be 'spiky' in dealings with the media or when you talk to him (either teamtalks or privately). This can be a benefit or a disadvantage depending on the circumstances, some players are best when wound up (think Roy Keane back when he played) because they play in a role where aggression is an advantage, others areas not so much (ie. you might not want a DC lunging into tackles because he's angry.

Stamina affects both how quickly a player loses condition during a match and also their recovery rate outside of it. The 'visible' stat is actually two stats behind the scenes combined - Natural Fitness and Stamina (Natural Fitness is the recovery aspect, Stamina is how fast they lose condition during a match).

The level of condition during a match affects a players performance and behavior increasingly as it gets low - a condition above 95 is basically near perfect and has no adverse affect, slightly below that (85-95's) might affect how energetic a player is on the pitch depending on their work-rate. When a players condition drops below that it might affect their performance slightly, the lower it goes the more it likely it is to affect the performance. In real-world terms think about when you play soccer and get tired, the ball seems heavier and your passes are slightly less accurate etc.

Lastly as you mentioned the lower a players condition is the more likely he is to pick up an injury from a strain or similar, however the increase for this is fairly minor until a players condition gets really low (ie. low 70s).

Thanks a ton, this is really useful. Am I correct in assuming that high aggression will be beneficial in a high press, as well?

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12 hours ago, hhooo said:

Thanks a ton, this is really useful. Am I correct in assuming that high aggression will be beneficial in a high press, as well?

High Aggression will increase the likelihood of a player pressing and a challenge being made and so can be helpful in ensuring that players are closed down ... however it can also increases the chance of cards if a player is bad at tackling and/or a dirty player.

PS - One thing to clarify, controlled aggression is more useful than a player who is out of control - so professionalism and pressure are important in making this a positive, but all players in the wrong place at the wrong time have the potential to lose it (some players have PPM's etc. which encourage this and a few bad decisions by a referee or linesman can also encourage a player to lose it).

Edited by Marc Vaughan
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3 hours ago, Marc Vaughan said:
  • General - can improve all players somewhat, no bias for a particular area or age range.
  • Defensive - can improve defensively minded players at a higher rate than a 'General' coach
  • Attacking - can improve attacking minded players at a higher rate than a 'General' coach
  • Motivational - can improve all players (at a slower rate than a 'General' coach); can also improve mental attributes in a positive manner better than any other coach. Also helps improve morale of players when it is low.
  • Goalkeeping - can improve goalkeepers at a higher rate than a 'General' coach
  • Youth - can improve youth (under 23) players at a fasster rate than a 'General' coach, can also help younger players with their mental attributes - especially coping with pressure.
  • Fitness - can improve physical attributes at a far higher rate than a 'General' coach.

I'll add in descriptions to the game for these in an update / future version - good call.

PS - Also worth mentioning that the 'vibe' your coaching staff has affects which youth players come through the ranks, so if you have all 'General' coaches then you'll get a mix, if you have more attacking then you'll see more attacking youth players, if you have lots of fitness coaches then youth players will be better in that area than they would have been otherwise etc.

The 'vibe' also has a subtle effect behind the scenes in terms of how well trained in an area the team is, so your teams defensive cohesion is slightly improved depending on the coaching in that area etc.

There might be a couple of other things I've neglected to add (I'm currently cooking a meal) but if they come to me I'll update this post later.

wow this is new to me, thanks for explaining

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7 hours ago, Marc Vaughan said:
  • General - can improve all players somewhat, no bias for a particular area or age range.
  • Defensive - can improve defensively minded players at a higher rate than a 'General' coach
  • Attacking - can improve attacking minded players at a higher rate than a 'General' coach
  • Motivational - can improve all players (at a slower rate than a 'General' coach); can also improve mental attributes in a positive manner better than any other coach. Also helps improve morale of players when it is low.
  • Goalkeeping - can improve goalkeepers at a higher rate than a 'General' coach
  • Youth - can improve youth (under 23) players at a fasster rate than a 'General' coach, can also help younger players with their mental attributes - especially coping with pressure.
  • Fitness - can improve physical attributes at a far higher rate than a 'General' coach.

I'll add in descriptions to the game for these in an update / future version - good call.

PS - Also worth mentioning that the 'vibe' your coaching staff has affects which youth players come through the ranks, so if you have all 'General' coaches then you'll get a mix, if you have more attacking then you'll see more attacking youth players, if you have lots of fitness coaches then youth players will be better in that area than they would have been otherwise etc.

The 'vibe' also has a subtle effect behind the scenes in terms of how well trained in an area the team is, so your teams defensive cohesion is slightly improved depending on the coaching in that area etc.

There might be a couple of other things I've neglected to add (I'm currently cooking a meal) but if they come to me I'll update this post later.

This is probably the most revolutionary information I got about the coaches this year. Perhaps it will be very helpful in challenges where you use only youth intakes.

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