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Chat About Player Traits


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Hello, i've been meaning to ask about this and it lingers in my head for a long time.

how many traits are in the game and what are they? How much does it actually affect the gameplay of the players? (The trait that are easily noticed by me are 'Shoot From Distance' since in most game they will shoot like 10 times in one game)

Also if the traits are red on certain position what does it mean? is it just 'not activated' and if green it's 'activated'? what if it's white? i have player with 'Plays no through balls' and it's just white, does it mean he wont play through balls? or would he?

I think for now i just want a list of the player traits in FMM, since i think some traits from the original FM are not brought to the mobile version.

Thank you in advance.

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A good guide about traits : (https://www.guidetofm.com/players/traits/) . Some of the traits mentioned do not exist in the Mobile version, but you get the point.

As for the colors, what I think they mean is that

-When it's red it means that the red-colored trait does not align with the role that is shown above. Notice that if you change the role, some traits may turn white or even green.

-When it's green it means that the green-colored trait is compatible with the role shown above.

-When it's white it means that this particular trait neither is entirely compatible with the role nor it is a red-flag. 

Whatever the color of the trait, in my experience, the player will do it during the match, whatever the role you have given to him. So that is why it is advisable you choose the role accordingly, so that the traits do not conflict with the role. Otherwise the player may have a bad match, since he is instructed to do things that the one conflicts with the other.

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You know what, in all the years I've been playing FM, I've never even looked at the traits 😯 I've got a mean tactic (took me ages to perfect it, but it's bloody ace) I'll take a took at the traits later, once finished work 

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Ah. I have some bad news for you.

In the full FM game, traits are super important and useful. However in FMM / Mobile, they seem to be much simpler - basically labels which describe visible (and hidden) attributes.

You can see 13x experiments here

https://fmmvibe.com/forums/topic/48439-experiment-do-player-traits-matter-in-the-match-engine/

 
Plus here is a poll within that link - asking what FMM players think traits do in our mobile game

IMG_6842.thumb.jpeg.5193718b3b3222c50fc2f89096f2eaa9.jpeg
 

Example - an attacking midfielder may take a lot of long shots because they have a high ‘long shot’ hidden attribute (like Bruno Fernandes). The trait ‘shoots from distance’ doesn’t actually do anything in the match engine, but it does show you what the hidden attribute should be, plus shows you what the player should be good at. 

Hope this helps add some context around your learning on traits.

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On 03/05/2025 at 20:52, ck630p said:

A good guide about traits : (https://www.guidetofm.com/players/traits/) . Some of the traits mentioned do not exist in the Mobile version, but you get the point.

As for the colors, what I think they mean is that

-When it's red it means that the red-colored trait does not align with the role that is shown above. Notice that if you change the role, some traits may turn white or even green.

-When it's green it means that the green-colored trait is compatible with the role shown above.

-When it's white it means that this particular trait neither is entirely compatible with the role nor it is a red-flag. 

Whatever the color of the trait, in my experience, the player will do it during the match, whatever the role you have given to him. So that is why it is advisable you choose the role accordingly, so that the traits do not conflict with the role. Otherwise the player may have a bad match, since he is instructed to do things that the one conflicts with the other.

 

On 03/05/2025 at 21:26, leedsunited87 said:

You know what, in all the years I've been playing FM, I've never even looked at the traits 😯 I've got a mean tactic (took me ages to perfect it, but it's bloody ace) I'll take a took at the traits later, once finished work 

 

On 04/05/2025 at 06:21, DanEnglish said:

Ah. I have some bad news for you.

In the full FM game, traits are super important and useful. However in FMM / Mobile, they seem to be much simpler - basically labels which describe visible (and hidden) attributes.

You can see 13x experiments here

https://fmmvibe.com/forums/topic/48439-experiment-do-player-traits-matter-in-the-match-engine/

 
Plus here is a poll within that link - asking what FMM players think traits do in our mobile game

IMG_6842.thumb.jpeg.5193718b3b3222c50fc2f89096f2eaa9.jpeg
 

Example - an attacking midfielder may take a lot of long shots because they have a high ‘long shot’ hidden attribute (like Bruno Fernandes). The trait ‘shoots from distance’ doesn’t actually do anything in the match engine, but it does show you what the hidden attribute should be, plus shows you what the player should be good at. 

Hope this helps add some context around your learning on traits.

Well that's kinda sad, i really thought that traits can be a replacement for duties/mentalities on player roles from the full game. for example the trait 'get into opposition' area on CM might translate into CM on Attack duty. But i guess it's too much lmao, thanks for the answer everyone 

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On 06/05/2025 at 13:50, gorp said:

... for example the trait 'get into opposition' area on CM might translate into CM on Attack duty ...

If you wanted your MC to get into the opposition area, you'd need to pick one of the forward moving  / attacking MC roles (AP, RP, B2B), or use an attacking / overload mentality with a neutral MC role (like CM). Its unlikely an Anchor will move into the opposition box (unless maybe you're on overload mentality ... maybe).

Of course if the player has high decisions and high attacking attributes (and isn't too tired), then he'll be more likely to try to make those attacking runs - but the player role (and team mentality) you select will either encourage or discourage that.

Hope that helps as extra context

 

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Posted (edited)
3 hours ago, DanEnglish said:

If you wanted your MC to get into the opposition area, you'd need to pick one of the forward moving  / attacking MC roles (AP, RP, B2B), or use an attacking / overload mentality with a neutral MC role (like CM). Its unlikely an Anchor will move into the opposition box (unless maybe you're on overload mentality ... maybe).

Of course if the player has high decisions and high attacking attributes (and isn't too tired), then he'll be more likely to try to make those attacking runs - but the player role (and team mentality) you select will either encourage or discourage that.

Hope that helps as extra context

 

yea the reason i try to replicate CM (At) is because the attacking MC role are only playmakers, and if not playmakers it's BTB which can be very tiring for the player. I just don't like having more than 1 playmakers in general, but thanks for the advice anyway.

Edited by gorp
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