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Player Overall/Physical Degradation Fix

Tea

Club Supporter
So, I think I've figured out why players are degrading quickly, especially when it comes to physical stats. I also think I've fixed it. Older players should now be viable in career mode! Hopefully I've also explained in enough detail within this post that you can modify things to your liking.

The key is in the playergrowth.ini file; you can find my edited version below.


You'll need to use Frosty Editor to replace the default .ini with my version. The default playergrowth.ini file you have to replace is located under the Legacy Viewer at /dlc/dlc_FootballCompEng/dlc/FootballCompEng/data

My limited testing seems to have revealed that the fix has worked. This is Wesley Sneijder aging from 32 to 33 with no changes applied to the curve:


This is the same year of degradation with my changes applied. Note that this degradation will vary a little each time you test it, so your mileage may vary:


One thing to note is that I haven't yet fixed Goalkeepers - their kicking stat seems to degrade no matter what I do, so some testing is required before we change that. My temporary solution was to stop them degrading completely.

So, what was wrong and what is the fix?

The Short Version:

EA made players degrade by 30-40%, weighted that far too heavily toward physical stats, and didn't account for players needing to lose more physical stats than mental or skills stats to lower their overall. We change the growth curves in playergrowth.ini to fix it.

The Long Version:

In playergrowth.ini there are 7 growth curves, one for each set of positions.

Curve_1 - Goalkeepers (GK)
Curve_2 - Fullbacks (RB, RWB, LB, LWB)
Curve_3 - Centerbacks (CB, RCB, LCB, SW)
Curve_4 - Central Defensive Midfielders (CDM, LDM, RDM)
Curve_5 - Midfielders and Central Attacking Midfielders (CM, LCM, RCM, RAM, CAM, LAM)
Curve_6 - Wingers (LM, RM, LW, RW)
Curve_7 - Strikers (ST, LS, RS, CF, LF, RF)​

Each growth curve is defined by a set of points. Lets look three points from CURVE_7. Each point represents the players age and how much they should have grown toward their potential:

AGE_1 = 16, Ratio_1 = 0.56 // Player is 16 years old, is 56% of the way to their potential.
AGE_7 = 28, Ratio_7 = 1 // Player is 28 years old and is reaching 100% of their potential.
AGE_12 = 40, Ratio_12 = 0.64 // Player is 40 years old and has declined to 64% of their potential.

When we map these points to show the curve, it looks a little crazy! Let's take curve 7 as an example again - the following image shows how a 90 rated striker could develop and degrade over their career using the default curve:



This player began their career aged 16 and rated 51.
They peaked at 90 rating, age 30.
They were rated 88 at age 32.
They were 82 rated at age 34.
They were 79 rated at age 35.
They were rated 57 when they retired at age 40.​

I don't think this degradation is realistic and I think players should degrade less. Players with long careers (age 36+) get absolutely destroyed. Take a look at the current database and there are a good sampling of players who haven't lost that much rating.

Whilst not all players are the same, we need to make a general assumption that players aren't going to lose over 30% of their ability as they age. I think 10-15% is more realistic, so let's shoot for that.

Let us change the Strikers curve so they degrade by 12% and at slower rate. We do this by changing the RATIO values after a player has peaked. Strikers peak at age 28-30 (RATIO_7 = 1, RATIO_8 = 1) so we'll need to change the RATIO values that come after this:

RATIO_9 = 0.97 // was 0.98, player is aged 32
RATIO_10 = 0.94 // was 0.92, player is aged 34
RATIO_11 = 0.91 // was 0.8, player is aged 37
RATIO_12 = 0.88 // was 0.64, player is aged 40

With our changes, the player should now degrade as follows:

Age 30 - 90
Age 32 - 87
Age 34 - 84
Age 37 - 81
Age 40 - 79​

This is consistent with some of the degradation we've seen on players in game over the years

David Villa (87 rated at 30, 82 rated at 35)
Kaka (85 rated at 30, 80 rated at 35)
Samuel Etoo (88 rated at 30, 81 rated at 36)​

I can think of several outliers to this degradation (Ibrahimovic, Barzagli, Buffon) but annoyingly, there doesn't seem to be a way to specify different rates of degradation for individual players, we can only do it by position. If anyone can see a fix for that problem let me know!

So, this solves part one of the problems, however this still doesn't fix that players physical stats are degrading far too quickly, even when the fix above is applied. The explanation for this one comes from two places; the WEIGHT_SKILL, WEIGHT_MENTAL, and WEIGHT_PHYSICAL points from our growth curve and from the way FIFA 18 calculates a players overall rating.

So, when a player is degrading the game uses the WEIGHT values described above to determine what area a players stats should decrease in. Using the same principles above regarding points on the growth curve, lets see what is defined for our striker's curve:

WEIGHT_AGE_8 = 32 // This is the first point used to define how our strikers degrade
WEIGHT_PHYSICAL_8 = 90 // 90% of the overall value degradation comes from physical stats
WEIGHT_MENTAL_8 = 0 // 0% Mental degradation, our player doesn't lose mental stats.
WEIGHT_SKILL_8 = 10 // 10% of the overall value degradation comes from skill stats.

This makes sense, players don't tend to get dumber or less skillful, they become less athletic, less physical. This would make sense, but these values relate to the players reduction in their Overall rating, so how does Fifa 18 calculate an overall rating? This changes from year to year, but in FIFA 16 it was as follows (credit to bpb84 at the EA Sports forums for this, https://fifaforums.easports.com/en/...gs-by-position-not-the-same-as-previous-years):

1 Overall point for a striker was defined as:

Finishing (* 0.18)
Attack Positioning (* 0.13)
Heading (* 0.10)
Ball Control (* 0.10)
Shot Power (* 0.10)
Reactions (* 0.08)
Dribbling (* 0.07)
Short Passing (* 0.05)
Strength (* 0.05)
Sprint Speed (* 0.05)
Acceleration (* 0.04)
Long Shots (* 0.03)
Volley (* 0.02)

So for our striker to lose 1 point of overall, they need to lose nearly four times as many Sprint Speed, Strength or Accelleration points than they would Finishing, and nearly three times as many than they would Attack Positioning.

Resultantly, we change the values to still allow physical stats to degreade, but also allow a small amount of mental and skill degradation:

WEIGHT_AGE_8 = 32 // This is the first point used to define how our strikers degrade
WEIGHT_PHYSICAL_8 = 40 // 40% of the overall value degradation comes from physical stats
WEIGHT_MENTAL_8 = 30 // 30% Mental degradation, our player doesn't lose mental stats.
WEIGHT_SKILL_8 = 30 // 30% of the overall value degradation comes from skill stats.

These values need to be changed at every point AFTER a players peak potential has been reached.

I've tested these results for players of various ages and my results are consistent - much less physical degradation, some technical degradation, some mental degradation. Players should not lose chunks of 15-20 Sprint Speed anymore!

Now, keep in mind there is a degree of randomness to the rate of growth and degradation, so these results will change slightly each time. However, you can tweak the values however you see fit and find a player degradation that works for you.

The same principles I've discussed here could be used to affect growth, not just degradation so have some fun and play around. I also have a theory that the strange growth we see in some players (mental stats not developing, speed maxing out) is also due to these wacky curve weights. Feel free to test and provide feedback, it's much appreciated.
 
Last edited:

edelwatz

Club Supporter
Great post :). I've come to the same conclusions as you but couldn't find the time to tweak the values... I'll now gladly use your's!

The same principles I've discussed here could be used to affect growth, not just degradation so have some fun and play around. I also have a theory that the strange growth we see in some players (mental stats not developing, speed maxing out) is also due to these wacky curve weights. Feel free to test and provide feedback, it's much appreciated.
That's also correct. I changed the weight values and achieved much more balanced growth for all players. The original values were weighted far too heavily towards technical stats. So I gave physical and mental stats more percentage which leads to better growth in the latter and less 99 stats in general.

One thing to note is that I haven't yet fixed Goalkeepers - their kicking stat seems to degrade no matter what I do, so some testing is required before we change that. My temporary solution was to stop them degrading completely.
Same applies to player growth. Goalkeepers tend to grow far too much in their kicking stats, CM's in finishing, fullbacks in heading accuracy, CB's in sprint speed and ball control etc.
I have the theory that this issue is due to the player's overall calculation formula.

That's how EA calculates 1 OVR point for GK's in FIFA 18 (source: attributeprefpositionformula.csv):

reactions = 11%
diving = 21%
handling = 21%
kicking = 5 %
reflexes = 21 %
positioning = 21 %

Because the kicking stat is weighted less (5%) than other primary attributes like diving (21%) it can grow 4 times more than diving before the OVR rises by one. As a consequence gk's kicking grows much more compared to their other stats.
Same goes for CM's where the finishing stat is weighted just at 2% which leads to ridiculous finishing growth.
 
Last edited:

sonaldo

Club Supporter
Great post :). I've come to the same conclusions as you but couldn't find the time to tweak the values... I'll now gladly use your's!


That's also correct. I changed the weight values and achieved much more balanced growth for all players. The original values were weighted far too heavily towards technical stats. So I gave physical and mental stats more percentage which leads to better growth in the latter and less 99 stats in general.


Same applies to player growth. Goalkeepers tend to grow far too much in their kicking stats, CM's in finishing, fullbacks in heading accuracy, CB's in sprint speed and ball control etc.
I have the theory that this issue is due to the player's overall calculation formula.

That's how EA calculates 1 OVR point for GK's in FIFA 18 (source: attributeprefpositionformula.csv):

reactions = 11%
diving = 21%
handling = 21%
kicking = 5 %
reflexes = 21 %
positioning = 21 %

Because the kicking stat is weighted less (5%) than other primary attributes like diving (21%) it can grow 4 times more than diving before the OVR rises by one. As a consequence gk's kicking grows much more compared to their other stats.
Same goes for CM's where the finishing stat is weighted just at 2% which leads to ridiculous finishing growth.
Care to share your changed growth values? :)
 

paulv2k4

Youth Team
Excellent post. Glad someone had the time to explain this to the public. Hopefully this will stop people asking me for a full explanation each week.

Thanks "Tea". I will buy you a coffee. (i will get my coat)
 

novesori

Club Supporter
Please answer me one question: if I edit the .ini file, do I have to save it somehow after I imported it in Legacy Explorer? After I import it, it's shown with an * Icon. But I don't find a way to save it afterwards. Are the changes saved now permanent, or I miss a step to save it?

So, if I want a player after 30yo constantly decrease, but only a very little bit, I will try to change following:

RATIO_8+ to 0.99 (RATIO_9 0.98, RATIO_10 0.97 etc.)

and WEIGHT_PHYSICAL,MENTAL_8+ to 10 (also here, Mental, phsyical and technical have to be 100 together, or that doesn't matter? I will test)
 

paulv2k4

Youth Team
Please answer me one question: if I edit the .ini file, do I have to save it somehow after I imported it in Legacy Explorer? After I import it, it's shown with an * Icon. But I don't find a way to save it afterwards. Are the changes saved now permanent, or I miss a step to save it?

you dont have to but its best that you save your project (top left floppy disk icon) and each time you want to use your changes you load your project in frosty, then launch
 

novesori

Club Supporter
What if I want to launch mods and edited .ini files? For mods I need to Launch with Mod Manager, and for .ini I have to launch with Editor. Does that work together?
 

paulv2k4

Youth Team
What if I want to launch mods and edited .ini files? For mods I need to Launch with Mod Manager, and for .ini I have to launch with Editor. Does that work together?
If you want to use it with other mods you need to "export" your mod. File -> Export.
 

sonaldo

Club Supporter
What if I want to launch mods and edited .ini files? For mods I need to Launch with Mod Manager, and for .ini I have to launch with Editor. Does that work together?
Yeah so you need to save the changes you've made in Frosty Editor to an fbmod file. Then you can load that in Frosty Mod Manager in conjunction with other mods
 

AlexSniffles27

Club Supporter
Please answer me one question: if I edit the .ini file, do I have to save it somehow after I imported it in Legacy Explorer? After I import it, it's shown with an * Icon. But I don't find a way to save it afterwards. Are the changes saved now permanent, or I miss a step to save it?

So, if I want a player after 30yo constantly decrease, but only a very little bit, I will try to change following:

RATIO_8+ to 0.99 (RATIO_9 0.98, RATIO_10 0.97 etc.)

and WEIGHT_PHYSICAL,MENTAL_8+ to 10 (also here, Mental, phsyical and technical have to be 100 together, or that doesn't matter? I will test)


So, does it have to be 100 all together?
 


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