Season 36 Round 3 / 60
Game Time 2024 Mar 28, 11:00 UTC(+00:00)
Questions to Tegimus
Vasilis
2023-05-14 04:18
Herr Ademir wrote :
What is the penalty for a WB with 5* of flexibility playing as DM?

He doesn't have if he will play dmr/dml
Herr Ademir
2023-05-14 04:25
DMC to be more specific
Mike Stone
2023-05-26 05:49
Hello Tegimus, Does a new bought player performs 100% straight away (at his level) when you play him?
Tegimus
2023-05-26 07:07
Mike Stone wrote :
Hello Tegimus, Does a new bought player performs 100% straight away (at his level) when you play him?

Yes.
Uchiha
2023-05-27 10:43
Hi Tegimus I was wondering if the total loss of attributes skills as players get old is the same or different if the players share the same age.

I know Learning, Potential and how this players are being trained will have effect on how much they end up losing by season end.

What my focus is was their skills loss distribution the same or is it randomly, this players share the same age .

I apologize for my long writing I hope you get what I'm trying to ask.
Tegimus
2023-05-27 13:07
If the players have the exact same age and attribute values, then they lose the exact amount of attributes, give or take a small % due to random factor.

The higher a players attributes are, the more attributes they lose. Same goes with age, older players lose more.

Then finally there are gains which negate some of the losses, and that depends on learning, potential, training centre level and coaches.
Carsten Vejleaa
2023-05-31 19:05
It's funny, that my opponent in this match https://www.f4football.com/matches/report/92602
had 40 tackles and I only had 18.
They won 19 of the 40, and I won 12 of the 18.

Who is tackling who?
Kasper A.
2023-05-31 20:36
Carsten Vejleaa wrote :
It's funny, that my opponent in this match https://www.f4football.com/matches/report/92602
had 40 tackles and I only had 18.
They won 19 of the 40, and I won 12 of the 18.

Who is tackling who?

Only defending players tackle. It is the same in real life statistics
Michael
2023-06-01 04:27 Edited by Michael at 2023-06-01 04:28
Michael wrote :
I have a couple of questions on the game engine that I don't believe are covered anywhere and that I don't think would ruin the game for people to know.

I have noticed that my team creates fewer shots than my opponents despite having more possession, same tactics and very similar formations. I'm ordinarily at a higher rating, but it's only noticeable against teams with similar ratings.

My current assumption is that my players have less flair than my opponents - would this be something that may lead to this sort of consistent issue occurring?

If so - do Direct and Long Ball tactics reduce the need for flair to create shots from possession?

Do Shots created by Direct and Long Ball tactics have less of a chance of being successful goals?

Alternatively does an opponent using Hard tackling reduce possession to shot conversion?

Why are we not able to see whether opponents selected Hard tackling /off-side/zonal marking in the match summary?

Why does shooting skill not improve the accuracy of shots and is there a hidden attribute that does or is shot accuracy entirely random?

Oops - I put this in the wrong thread....
Fathima
2023-06-01 06:24
Carsten Vejleaa wrote :
It's funny, that my opponent in this match https://www.f4football.com/matches/report/92602
had 40 tackles and I only had 18.
They won 19 of the 40, and I won 12 of the 18.

Who is tackling who?

You were playing defensive/longball so your AMC (and even FLC) was playing deep and making tackles, and his tackling/marking is decent so he succeeded in most of them. On the other hand, your opponent had only one player to deal with most of the time (your FLC) and they were probably man marking so their DRC was dealing with him. The high number of attempted tackles of their DRC shows this.
Why play ultra defensive when you have a better attack than their defense? You even had the home advantage. Going defensive cost you the game.
Kasper A.
2023-06-01 06:45
Arh he was really unlucky. Their only attempt was a header and somehow his attacker doesnt score and their attacker scores with 24 in heading skill. Lol
Michael
2023-06-01 07:19
Tegimus wrote :
Michael wrote :My current assumption is that my players have less flair than my opponents - would this be something that may lead to this sort of consistent issue occurring?

Flair is not an attribute which depends on your opponent's flair. If your players have flair, they display it regardless of your opponents having it or not.
Having high flair will help a player to make unexpected moves (passes, runs, shots etc) which those with low flair can't make. But that doesn't mean an automatic increase in chances created. There should be players in your team who can complement that ability. For eg., a striker with high flair is complemented by another player with high passing ability so that he can deliver a good pass when a great run is made. And finally it comes down to the opponent's defensive abilities whether that pass to the runner is good enough to create a clear chance on goal.

Michael wrote :If so - do Direct and Long Ball tactics reduce the need for flair to create shots from possession?

No. Flair works independent of your playing style. Playing direct/long ball just means your passers will take more risks in trying to get the ball forward. There will be less successful passes if you go direct/long ball, but higher chance of catching opponent's defenders out of position especially if the defenders are weak or your opponent is playing a highly attacking formation/style.

Michael wrote :Do Shots created by Direct and Long Ball tactics have less of a chance of being successful goals?

In simple terms you can think like this: direct/long ball means more chances but less quality chances. Possession/mixed means less chances but higher quality chances. But finally it comes down to the skills of your attackers and the skills of opponent's defenders to decide whether a chance results in a successful shot at goal.

Michael wrote :Alternatively does an opponent using Hard tackling reduce possession to shot conversion?

Yes, hard tackling helps to recover the ball better, but at a higher risk of getting cards and an increased loss of fitness.
As a side note, we are looking at data relating cards issued since there were suggestions that number of cards in the game is too low and doesn't deter people enough from playing hard tackles. If required we might slightly change it in near future.

Michael wrote :Why are we not able to see whether opponents selected Hard tackling /off-side/zonal marking in the match summary?

Hard tackling: To avoid relationship issues between managers. Nobody likes someone playing hard tackles against you, and if one of your players gets injured in that match it makes things worse., even though that injury might not be always due to the opponent playing hard tackles.
Offside/Marking style: Number of successful offside traps or closing down a player might not be directly related to these instructions, so creates confusion. By turning on offside traps, you tell your players to try the trap, but finally it is upto your players and the opponent's playstyle which decides how many times they have to actually try it.
If you read the full match reports, it is not that hard to figure out what setting your opponent's is likely to be playing with. But we did not want someone to be 100% sure because of the reasons stated above. We can think of making offside traps/marking style transparent if needed, but hard tackling is very unlikely to be made visible.

Michael wrote :Why does shooting skill not improve the accuracy of shots and is there a hidden attribute that does or is shot accuracy entirely random?

Accuracy of shots depend on two more factors apart from shooting ability: the quality of the chance, and the pressure on the shooter.
Quality of the chance depends on your and your opponent's tactics, quality of the pass, positioning and/or speed of the attacker.
Pressure on the shooter depends on the skills of the defenders around him and how close they are.
There are no hidden attributes related to this specifically, although flair makes a small difference. There is also a small random factor involved as in all calculations in the match engine.


Thanks Tegimus - this is really useful and I really appreciate you taking the time to respond.

Just a couple of follow-ups.

I understand that its not my Flair against my opponents Flair that might make a difference, but rather that if my opponents have high flair it might be the reason they create more chances from their 40% possession than I do from my 60% possession. You say high flair doesn't automatically increase number of shots per possession, but reading between the lines I think you're saying that it could be the reason?

You confirm that Hard tackling increases possession but does Hard tackling also increase the pressure on a shooter to reduce shot accuracy or reduce space (or some other factor) to reduce shot numbers?

In terms of a suggestion re. Hard tacking - I'd suggest switching the injury impact - High intensity and Hard tacking should increase the users loss of fitness and chance of injury (and cards) and not the opponents (I appreciate that doesn't follow real life, but for the purposes of risk/reward in a game situation it seems fairer to me and would stop the need for secrecy too).

I completely support your Season 27 changes by the way - thank you for looking into the taxes issue.
Fathima
2023-06-01 08:07
Kasper A. wrote :
Arh he was really unlucky. Their only attempt was a header and somehow his attacker doesnt score and their attacker scores with 24 in heading skill. Lol

It is just one of those games when the random factor goes against you in a critical moment. But as a manager, there is no excuse to choose bad tactics when it was a match at home against a weak opponent.
Tegimus
2023-06-01 10:09
Michael wrote :I understand that its not my Flair against my opponents Flair that might make a difference, but rather that if my opponents have high flair it might be the reason they create more chances from their 40% possession than I do from my 60% possession. You say high flair doesn't automatically increase number of shots per possession, but reading between the lines I think you're saying that it could be the reason?

You confirm that Hard tackling increases possession but does Hard tackling also increase the pressure on a shooter to reduce shot accuracy or reduce space (or some other factor) to reduce shot numbers?

In terms of a suggestion re. Hard tacking - I'd suggest switching the injury impact - High intensity and Hard tacking should increase the users loss of fitness and chance of injury (and cards) and not the opponents (I appreciate that doesn't follow real life, but for the purposes of risk/reward in a game situation it seems fairer to me and would stop the need for secrecy too).

I completely support your Season 27 changes by the way - thank you for looking into the taxes issue.

As I said high flair don't automatically increase chances created, but having flair on a good player and having other good players around him to complement that flair does indeed increase your goal chances.
Hard tackling indirectly reduces quality of chances created by opponent, given all other things are the same.

And regarding your suggestion, hard tackling currently increases injury chances on players of both teams, and increases cards and fitness loss on the team playing it. But it looks like the rewards of hard tackling are more compared to it's risks now, that's why we are looking at data to analyse how much it needs to be tweaked. Hopefully we can make it fairer soon.
Shaun Stephens
2023-06-01 12:24
Fitness?? Does it mean anything in this game, so many games without a team making a sub and none of their players ever seem to end up getting hurt or tired at all?

I think Fitness should be playing a much bigger role during games, and seasons.
Uchiha
2023-06-01 13:55
I agree with you

Changes For Season 24

Stamina and Fitness Loss during matches

"The fitness loss of players during a match would be reworked slightly making the ""stamina"" attribute a bit more important. It would mean that players will lose more fitness in high intensity matches, and will no more be able to play two such matches every round without significant drop in fitness unless they have very high values in stamina. Managers will need to lower the intensity for friendlies and ""easier"" matches to manage fitness of players throughout the season efficiently, and this will also encourage them to train more stamina on players especially since stamina is not part of rating calculations"



•Stamina Attributes plays a role in fitness loss right
•high intensity matches : means high fitness loss
•Normal or Balance intensity matches: means ? fitness loss
•lower intensity matches: means ? fitness loss

°Currently playing with easy intensity and 20 to 30 stamina Attributes and 4 to 5 hours gap between fixtures: Fitness won't be a problem for lot of us.

•What I'm thinking is for Tegimus to turn the heat a little on Stamina for fitness to be effective

Example: Match Intensity vs Stamina attributes
Like 50% High intensity + Stamina attributes value
25% Normal Intensity + Stamina attributes value
12,5% Easy Intensity + Stamina attributes value

Thanks Tegimus for such wonderful game, I enjoy playing it.
Adam
2023-06-01 14:36
Tegimus wrote :
Michael wrote :I understand that its not my Flair against my opponents Flair that might make a difference, but rather that if my opponents have high flair it might be the reason they create more chances from their 40% possession than I do from my 60% possession. You say high flair doesn't automatically increase number of shots per possession, but reading between the lines I think you're saying that it could be the reason?

You confirm that Hard tackling increases possession but does Hard tackling also increase the pressure on a shooter to reduce shot accuracy or reduce space (or some other factor) to reduce shot numbers?

In terms of a suggestion re. Hard tacking - I'd suggest switching the injury impact - High intensity and Hard tacking should increase the users loss of fitness and chance of injury (and cards) and not the opponents (I appreciate that doesn't follow real life, but for the purposes of risk/reward in a game situation it seems fairer to me and would stop the need for secrecy too).

I completely support your Season 27 changes by the way - thank you for looking into the taxes issue.

As I said high flair don't automatically increase chances created, but having flair on a good player and having other good players around him to complement that flair does indeed increase your goal chances.
Hard tackling indirectly reduces quality of chances created by opponent, given all other things are the same.

And regarding your suggestion, hard tackling currently increases injury chances on players of both teams, and increases cards and fitness loss on the team playing it. But it looks like the rewards of hard tackling are more compared to it's risks now, that's why we are looking at data to analyse how much it needs to be tweaked. Hopefully we can make it fairer soon.


Is tackling strength something that could be individualized by player, similar to the attack/defend options for set pieces? This could give the game more nuance and another layer of strategy.
Carsten Vejleaa
2023-06-01 19:16
Fathima wrote :
Carsten Vejleaa wrote :
It's funny, that my opponent in this match https://www.f4football.com/matches/report/92602
had 40 tackles and I only had 18.
They won 19 of the 40, and I won 12 of the 18.

Who is tackling who?

You were playing defensive/longball so your AMC (and even FLC) was playing deep and making tackles, and his tackling/marking is decent so he succeeded in most of them. On the other hand, your opponent had only one player to deal with most of the time (your FLC) and they were probably man marking so their DRC was dealing with him. The high number of attempted tackles of their DRC shows this.
Why play ultra defensive when you have a better attack than their defense? You even had the home advantage. Going defensive cost you the game.

It is not about the result of the match.
It is about the numbers of tackles that don't match up.

If my opponent has 40 tackles and I just have 18, who did they tackle the last 22 times?
Michael
2023-06-02 01:30
Carsten Vejleaa wrote :
Fathima wrote :
Carsten Vejleaa wrote :
It's funny, that my opponent in this match https://www.f4football.com/matches/report/92602
had 40 tackles and I only had 18.
They won 19 of the 40, and I won 12 of the 18.

Who is tackling who?

You were playing defensive/longball so your AMC (and even FLC) was playing deep and making tackles, and his tackling/marking is decent so he succeeded in most of them. On the other hand, your opponent had only one player to deal with most of the time (your FLC) and they were probably man marking so their DRC was dealing with him. The high number of attempted tackles of their DRC shows this.
Why play ultra defensive when you have a better attack than their defense? You even had the home advantage. Going defensive cost you the game.

It is not about the result of the match.
It is about the numbers of tackles that don't match up.

If my opponent has 40 tackles and I just have 18, who did they tackle the last 22 times?

Tackles just refers to the one doing the tackle not the one being tackled - they tackled you 40 times and you got tackled 40 times, you tackled them 18 times and they got tackled 18 times. There were 58 tackles in the game.
Michael
2023-06-02 01:35
Shaun Stephens wrote :
Fitness?? Does it mean anything in this game, so many games without a team making a sub and none of their players ever seem to end up getting hurt or tired at all?

I think Fitness should be playing a much bigger role during games, and seasons.

I definitely agree with this - both in game, recovery game to game (both of which i imagine would be easy to dial up as I understand it's already an element of the game) and over a season as a player plays more games (may be a new element so might be harder work).

We should have a seasons warning for something like this so we can prepare our players though - should be a Season 28 stamina increase and announce it this season if it is going to happen.