First off, it seemed from your post that you felt offended. I wasn't criticising your formulas, I was just giving you an idea of what I would do if I started from scratch. All the ideas I gave were just general ideas of how you could use weighted factors to get more FM stats into the deal, but at the same time have some be more significant than others. I have no idea if you do it already. In fact I would still like to know how you calculate every stat. Is it with weighted factors of averages? And of course I never said that they work better than yours, because quite frankly i haven't tested them
If it felt like I was implying that mine are better than yours, or that yours don't work, I apologise.
*All the FM definitions a use in my posts are from the research staff manual.
pubb said:
I had thought about it before. But the results were not good when considerring only 'off the ball'. And it's hard to make differences among so many top scorers only by 'off the ball' because all of them are likely with 18-19 'off the ball'. So I will stick on my thoughts until you show a better formula.
True, one stat only would make it hard to differenciate. I'll try to think of something.
I'd thought of use different percents to weight quite a few factors. When I see the results from a much more simple formula, I quit. And I think some of your formulas are a little too complex. If the simple one works fine, I prefer to it much more.
As I said,I just gave a general idea of how we can use he tFM stats to their full extend. I proposed weights based on how FM2005 uses those numbers. For example, in FM positioning and marking are a lot more important for a good defender than tackling is. 40-40-20 is just a reasonable assumption
For Defenders: Strength (60%) - Balance (40%)
For Medfielders: Strength (50%) - Balance (50%)
For Attackers: Strength (40%) - Balance (60%)
Why?
In FM balance is:
How well he keeps his balance when challenged
Someone is obviously challenged when he has the ball. In FM defenders mostly rely on stength to win physical challenges. In PES balance is used for both the attacker and the defender. So i tried to get both stats to fit balance. Again, it's just a general idea, open for discussion.
Yes, I agree. In next version, you will see higher stamina for players with 'stamina 0'. They'll be useful.
An important thing I forgot to mention is how to deal with 0s. There's two things that you can do with 0 stats. One is to use the players Current Ability (with a +-5% random skew) and the other to use the team's average for that particular stat (again with a +-5% random skew).
No 'concentration' be digged out from CM database yet. And I believe many of the above are more absolutely-technical like. I hear no response from the community that the current stats are bad. Maybe it's ok. Let it be.
What about vision?
Vision:
How good he is at recognising players in good positions to pass to (Creativity). The higher the rating the further and wider he will be able to “see” a pass.
Shouldn't vision be part of passing accuracy?
As for dribble speed, i think acceleration is more fitted than pace because pace is the top speed , while acceleration is how fast someone can start moving his feet around.
Shot Technique -> Technique (70%) + Finishing (20%) + Flair (10%)
Flair:How likely he is to try the unexpected.
While flair is suited for Shot Technique, I don't think it should be more than 10-20%. What's the current weight?
'Corner' are some kind of 'free kick', IMOO. When you select player at a 'corner kick', 'free kick accuracy' is one of the factors to help your choice in game, you see. I just admit the current 'curving' is a little higher, but I have no idea to tweak.
True, you do use FK and Curving when you select a corner taker, BUT it is faaaar more difficult to score a free kick than to hit a decent corner kick. What I mean is, you can easily make good corner kicks with players that have FK/Curving at the 65-75 range, but it is a lot more difficult to score free kicks with such players. I think poeple that have a high FK rating in the FM database should not be pelanised because they have a low corner kick rating.
As for curving, I'm confused too. But I think it's more FK and Technique, not too much Corner Kick.
I've expressed what I think in 'aggression' in one of the issues above. Most of backlines have low values and most of forwards have high ones. By any means, 'aggression' is an attacking issue.
FM:Aggression (absolute)
How aggressive he is. This is an on-pitch attribute and refers to the player’s attitude in a match. High aggression will cause the player to make more tackles for example and get involved in play,
PES:
The higher the value the more aggresievly the player will atack
And looking that the default stats it does seem that defenders have lower values than attackers, so you're absolutely right
Oh my god. Better give an example player whose 'mentality' stat is well-matched with your formula while mine sucks.
Again, mate, I never said your stats suck. I was just trying to discuss how we can fit all those FM stats into PES
'Play stability' is for 'during a match'. 'condition stability' is for 'match to match'. Right, I'll be probably wrong.
I'm sure 'consistency' is more fitful to 'condition stability' with my understanding. But I'm not sure whether 'natural fitness' goes. We have no 'concentration' info for 'play stability'. Thanks to god, the current results works. You insist that the values are low in some extent. I don't think so. Greece is a great national team, but the members of it are not so great in clubs maybe. I admire your country,really.
FM2005:
Consistency
How consistently he performs from match to match. If you set this to 5 for example, he will only perform to his Current Ability 25% of the time, if 20 that would be 100% ! This is set on a match-by-match basis. Please note that there are only very few players that would be rated as 20. Note: this is a particularly important attribute
Natural Fitness
How high the player’s natural fitness is. How well he stays fit when injured or not training. This will help players recover more quickly from injury and will help them to be able to stay fit as they go past their peak
PES:
Actually "Play Stability" is probably translated from french by Yannick. In the English version of PES4/WE8I the descriptions are:
Consistency = Yannick's Play Stability
The higher the number, the better the player's consistency (No ****, lol damn Japs)
Condition/Fintess = Yannick's Condition Stability
The higher the value, the better the player retains their condition even after consecutive games.
So, you're right
Play Staility=Concentration (if indeed Play Stability is during match, damn Konami and their explanation of stats, lol)
and Condition Stability=Consistency
But natural fintess has nothing to do with play stability, so maybe something else should go there. Maybe "important mathes"... Or you can get Yannick to get concentration for us
I used Greece and Enlgand just because they have players I know well. I just thought that you don't have to be a star player to be consistent and fit. In fact there are a lot of mediocre players that play in good teams just because they are consistent or in excellent physical condition. So I just picked two national teams and checked their ratings. It all made more sense once I found out that the top values is acutally 8
(look below)
Never see a player with weak foot accuracy '9'. Maybe Konami thinks '8' is the top limit.
Actually, I just went into the game editor, and 8 IS the top limit lol.
That makes the stability values make more sense now...
I DO like the idea.
The problem is, it tweaks a little too much maybe. (max is 7 points, maybe it's ok too.)
In FM Work Rate is not that important (only because the egnine uses all those variables...it's crazy really lol), I think 7 points is maybe too much. How do you do it? Which values are affected?
I like the idea of let 'kicking' be a factor for GK's long pass speed. I don't like let 'throwing' to be one factor for 'short pass'. That's for hands. What would happen when you get a GK to play as a CBT...
Konami says that if a player plays in a position outside his abilities, his skills drop. So I don't think you'd want a GK playing as CB just because he has a little higher short pass accuracy
However it is important to have your keeper throw the ball to his teammates properly. Not too important really, just a thought.
Good ideas. You can contact Yannick himself.
Can I have his email please?
Pealse don't get offended, we're only trying to help you improve your work through discussion. I really appreciate your work, mate. Keep it up!
Nikos