Man this video has come along at the perfect time. I'm back - balls deep in fm24 - and was looking for an updated training deep dive. EBFM training schedule for fm23 workded very well, but didn't produce the same results in fm24. I had created a fairly successful training schedule for Liverpool (2 games a week), but I wanted to reduce modules and increase rest. The results shown in this video are EXACTLY what I was looking for. A massive thanks to those who took the time to produce them.
It wasn’t complete clear to me how Zealand thought training worked. Apparently Professionalism is “broken”, but honestly does make sense in some way imo. About the flowing development, not to be a smart ass, but it was kinda clear to me how that worked. It’s not like training itself is “generating” CA. Matches and additional focus always seemed like the things doing that for me. SI has been getting a lot of shit lately, and rightly so. But this is not it…
@@edubrooke2753 Zealand should stream less and spend some time reading FM manuals, hints and instructions. It's all written there. 28 minutes of video reporting crazy analysis of Chinese databases to reach the conclusion that, yes, what is written in FM manual since 20 years is true
Training schedule steering attribute growth instead of growing it out of thin air isn't the issue. The issue is clearly how training schedules are completely broken and they don't make any sense at all.
@@dirkgroothuis3302 As somebody who does change the training intensity and swaps out A LOT(basically I try to make my entire team "squad player" or at most "important player".) no. Injuries are very, very manageable on default training. I do tinker with it a little bit on occasion if the match schedule changes though. Having a match and then normal training the day after is just a bad idea. So I tinker with making sure they have normal schedules the day before and after a match. But that's all.
It's funny how normally we probably wouldn't care about this, because at this time of year we'd be playing a new FM already, but because of the delay everyone digs into the older game and points out "Wai,t nothing really works here". Talk about shooting yourself in the foot.
@@ankushkar3364 dont know exactly, but its probably a very specific offer that is always accepted by the AI, they probably added it to test transfers while developing and either forgot to remove it or they were hoping nobody would find it since its probably a very weird offer
What is said in this video is literally written in FM manual and hints since something like 20 years: training doesn't matter for development after 18. It matters for winning games and winning games (rating actually) is what matter for development
Something that was discovered years ago was that as players have a maximum possible growth for all atributtes, it's always more efficient letting your staff set individual training because the cpu knows this maximums and acts in accordance not wasting any time.
I saw people doing these test back in 2022 and reached the conclusion that all you needed was Match practice, Resistance and then general attacking & defending. So that's all I've been using in my schedules since then.
It is a game so of course there are ways to 'play the system'. Honestly, if I was going to go THAT deep, I would just use the editor to get the game-breaking players. All these 'perfect setups with perfect players' things are not really that effective for me. The main issue would be that these Super-Athletes being able to win with no mental or technicals. THAT is what makes or breaks it for me. Because I certainly didn't expect training to 'develop' players since training is not about that, even in real life. Training is about getting you fit, work with the team. Additional focus does what it says ( personalized focus ) that does help improve your talent in that way. And when I think of 'resting' a player or having them not training, I don't think they are just sitting at home doing nothing. They probably do their own work-out to stay fit etc and the 'passive growth' comes from that. As each player in the game suppose to have a RC and without training or matches to guide what it is. Now, can all of this be improved? Of course. But to me, the real issue is the balance of physical attributes vs the others. THAT is what I hope would be balanced better so you don't have defenders stuck in Strikers scoring 30 goals a season from the headers at top leagues. THAT is the main problem to fix.
Something that EBFM had found was: Ground defence training sessions are incredibly helpful for Goalkeepers, so doing that once a week is good for GK development
The more I learn about football manager the more I realize that it's a game that pretends to be a complex simulation with multiple pieces coming together to form a jigsaw puzzle, while in reality only a handful of things matter and everything else is fluff added on top to give the impression the game is more complex than it actually is.
As a shameless cheater (single player of course) who looks at CA/PA in extreme lower leagues. You really see the "edges" of the simulation where you'd think reputation (club and player) would matter for attracting players and their wage demands. But really current ability of the respective player compared to the players in your team is what actually matters. In effect, it means players significantly better than what you have won't want to join no matter what their reputation is. This of course balances the game making it difficult to buy a superstar to a pub team. But kills the fun of breaking the game with a crazy good signing for cheap/nothing like the old Championship manager days
Honestly reinforces my desire of a much more 'gameified' FM style game. Like you say, FM feels like it's trying to appear to be a complex simulation when the behind the scenes systems can't keep up with what it's pretending to be. I personally (I know this isn't to everyone's tastes) would prefer it if they made these systems less of a simulation and more of a game. To use training as an example, maybe doing a batch of quickness training will give each player X amount of xp in pace & acceleration (where x is modified by the obvious player attributes, coach, and training facilities quality etc) getting enough xp in these attributes and it progresses a level. While I prefer the game that FM pretends to be, it's obvious that SI aren't capable of making it. So a gamified version which is more transparent and understandable systems to me feels like a nice middle ground.
Player: *complains to manager about training that he put together and pinned on the assistant* Manager: "Look, I don't make the rules. I just think them up and write them down."
I'll be sure to pass this on to my assman (it's Mike Phelan) On a serious note though, everything in FM is programmed. I can't even get started on how hard it would be to develop a training system representing reality. Doing it in a way that is very hard to understand or make sense of (current solution) is probably better than trying to reflect reality, or to make it easy to understand and easy to game. Just my two cents though (as a programmer)
I had a suspicion this was the case. I've been using the standard Gegenpress schedule for a couple of seasons in my last save and it gave me the best results, with attributes raising in the areas i want (i play gegenpress). It also includes some setpieces and tactics training, so the match performances are good. I used to try Zealand's or other youtubers' training schedules and I always felt they weren't producing the expected results for me. Now i know why. Thanks Z for lifting the curtain on this
Honestly, I realised maybe 4 seasons in to my journeyman save that recovery and rest are OP. The team morale alone is amazing if you use these sessions regularly. I recover my team's before and after matches haha
SI don't know how it works. They haven't known in years. They inherited code from previous generations and they just kind of move things around a bit to see what happens every year.
Zealand, why should that training schedule with 1 training a day look strange? As far as I know, a pro Premier League player has usually only 1 training a day. On a very hard pre-season training, they might train 2 times a day for a 2 or 3 weeks to get in shape for the season start. They also rest one who day (full rest) amlost after every game. So lets imagine we have one match at Saturday, during a season, it seems pretty logical for me to train something physical on Moday (like Quickness), just one time a day, after that Tuseday to Thursday more heavy trainings (but again once a day), Friday is the day for match preparation - to only tactical training, maybe a bit or Penalties or Corder routines. Saturday is game day and Sunday is rest full day, maybe occasonally Revorery if someone needs it. With my real football training understanding, that is what the schedule look like for most of the professional teams. I am a supporter of pro team in Bulgaria, and when possible I go to their trainings. And indeed, especially during season, there is no such thing as training 2 or 3 times a day. In FM I understand the daily trainings slots as one in the morning, one in the afternoon and one in the evening. Till now I was making sure all the slots are full, as thet was the thought to be the Meta training. And in my head I was thinking about them that the first one is one hour, second slot is the second hour and the third slot is lets say the last 30 minutes of the single training that my team is having for the day. As it was never making sense for me, even a pro player to train 3 times a day. So I am actually glad now that this is not needed and I am eager to try these training schedules with just one training once a day.
Very interesting. One caveat is that it's not quite possible to be as efficient as possible in a real FM game because your wonderkids will be coming in year after year, not in one batch of 18 years old. If you wanted to be as efficient as possible you'd need to only do quickness training to have your wonderkids drop their technical/mental CA while developping physical, and then start doing match practice in the following years to start developping their overal CA. But how would that work when your players are not at the same stage of development? If you were to only do quickness year after year, it would benefit the youngest wonderkids, but my older players or older wonderkids that have already developped their physical wouldn't be able to get their technical/mental attributes up. And if I introduced match practices from the get go, then my youngest wonderkids will see their CA grow quickly, meaning they wont be able to max out their physicals before their PA is reached.
I would always (especially in my first season at a club or when moving to a new tactical style) play as many friendlies as possible (3 sometimes even 4 a week) as it helped quickly max tactic familiarity. Most of these friendlies were against sh*t opposition and always at home (no travel). But seeing streamers like Zealand, benji, WTS, etc do traditional preseasons (lots of sessions, only 1-2 matches a week), I thought maybe I was going about it wrong. This is actually vindicating and suggests I'm right to prioritise matches (even easy friendlies or match practice) over training sessions.
this is the one thing that's been a barrier of truly getting into fm for me.. theres no direct feedback or even visible feedback from the game when you tweak certain things. you can lose with the right general gameplan and win with awful ones. in most games even sims, your decisions end up resulting in visible effects fairly soon after. in fm theres honest to god no way of knowing what does what because games have limitations and it's not a carbon copy of real life. so some things are just going to be incorrect.
I totally buy this. I use a squad of 18-19 usually and they play so much I skip so much training with “rest” and it hasn’t mattered in the 24 years of my current save.
playing matches is the best training you can get to grow on players attributes. For me, my training schedules only consist of "General" (Overall/Tactics/Physical) + “Extra-Curricular” + “Rest” + “Recovery” + Matches.
I sort of view this the same way I view glitchhunting and speedrun tech. Its something for the people who are deep in the sauce to poke at and break, but it doesn't really change the game experience on a casual level. Like, I know how to BLSS in BOTW, but I don't use it in a normal playthrough because it isn't as fun as riding around on a horse (windbombs on the other hand, I love). If you're playing the game to break it and min max it, then every game will give really counter intuitive outcomes - and like, same as speedrunners, if thats how you want to play, fucking go for it. But its also not actually that big a deal? and its not something that anyone playing "normally" needs to particularly worry about.
One of the biggest issues I have with FM is just how much jank there is in the game. It used to be I could look past the flaws, a bit like an old car, it was beat up, a bit temperamental and had it's little issues but if you knew how to apply the gas or kick a certain part of the engine it'd run just fine. It's at the point now where FM needs to go to the metaphorical junk yard and build a game with features that actually work as intended.
I tried some of these schedules recently after reading the forum posts. My match results tanked almost immediately. Anecdotal but not great. I might have to think about finding the right balance.
This is what I’m most curious about, but even if it tanks performance it still allows you to hack youth training to boost physical attributes like crazy by not training
I'm watching this video and being that meme "yeah now I get it" while a text points at me saying "doesn't get it at all" I don't even play Football Manager
The thing they should have done is determine which team in the entire game is the most 'average' based on whatever metrics on a squad basis equate to Average. Then, test CA growth via training. You could also do the same thing by just drilling down onto one player ... the 'most average of average' player. Think: Marcos Llorente.
You need to learn to say Annan, Z. I just caught an insta reel of you turning into Key and Peele and hitting out with something akin to A-A-RON! It's just Ann-an mate. Ann-an. :P
There's a striker in my St. Pauli save who I thought was like 180+ CA because his physicals were absolutely insane. Almost everything above 17 and the usual numbers in the right spots. Then I got curious, went to check his CA: 155 LMAO. There are players you simply don't know how their CA is high and others where you have no idea how it's so low. It must be due to physicals.
That is the big issue really. Honestly, with hop OP Physicals are to the point of almost breaking the match engine, they should be more 'expensive' in CA cost. Because yea there are physically better players but they simply cannot 1 vs 11 by just physicals alone. Hell, technical ability should be just as important considering many top stars are not physical specimens and yet they can dominate a game with their technical and mental abilities. In FM, that is harder to come by.
I really dont see that part as a problem? Some players IRL are earlycomers to the game (Rashford, Reinier, etc.) but dont necessarily have the potential they were thought to have
9:09 We make certain not to train new positions, 2-footed, etc. to leave more points open for attributes. We grow their physical attributes initially before, if ever, switching to technical ones. Basically focus on most bang for your buck. edit: Cheers, I was correct.
I kinda like the explosive growth it can give your youth team. In a LTS, it always feels like I'm responsible for feeding the world with footballers because the AI is crappy at developing players anyways. Maybe this can make the game somewhat more challenging?
Why have they still not put in a cap limit for how much pace can improve? You cannot just train to be fast, it's a natural talent. Obviously pace can improve, but going up 7/8 points is ridiculous. Same can be said about acceleration and jumping.
You think, pace and that doesnt effect CA very much? The physcial attributes are the ones that affects it the most. All you have to do is a 200 player with 1 all stat with the ingame editor and read the suggested CA. Then give him 20 Pace, Accelleration ect. and check the expected CA each time. it skyrockets. You have can have a 20 pace/accel/Str player with basically nothing else and he would still be around 100-110 CA.
I play FM for personal enjoyment and to try to manage teams in as close to realistic manners as possible. While we can argue that there are certain training mechanics that are kind of disturbing in, if we take a moment to think about playing the game in a realistic and fair manner, there are quite a few exploits in this so called "meta" training method that just don't make sense. The thing that bothers me the most is that more sessions don't relate to more growth, but stuff like no training or very little training or using exploits to avoid player morale issues is just not fun. its not what FM stands for me. This video pretty much proves that training works quite well in FM and if we arent looking to exploit loopholes, the overall experience is still intuitive
Wow, that’s disappointing. Those training schedules would be unuseable for me, simply because I need training for more than just player development: tactical familiarity, set piece understanding, team cohesion, match sharpness, fatigue/injury management etc.. Still… wtf 😂
How does playing actual matches affect player development? Does it benefit the player in the same way the Match Practice does or is it not similar? Theoretically, would replacing all the seasons professional matches with Match Practice training result in more development for players?
Maybe most of the training stuff is just for immersion rather than actual development. If i cant be bothered with training changes week in week out (cup games/rearranged matches) I've noticed my assistant always puts in quickness into the new schedule. I guess the game knows.
Hey Z, after all tose findings with the "speed"ting and ow tis traiing, would be interesting to get some words with SI Games to see if they have the knowledge of what is happening and if this was intetional from the start. Because for me, it looks like they don't know that this "cheat" was possible.
Well, learning all these findings, of course I'm disappointed. But I'll keep scheduling training as usual. That way, it could make me feel that my training have significant effect based on the result of the matches. If bad, then my training schedule is bad and vise verca. It's sad because of course it's like lying to myself, but hey at least I can enjoy playing it that way
Been playing CM/FM since 1992 back in the Amiga days. All the stars mean nothing, potential and all of that is pretty meaningless. I can turn average youngsters into wonder kids. I just took the best player in my youth intake with a rubbish potential, gave him his league debut with Marumo Gallants at 15 and now hes on track to being the best south african player in the world, he already "reached" his "potential" at 16 which is the game lying to you. The only effective way to train is to be proactive and reactive. Use individual training to focus on weak points, weak points being they need work on the stats they need for their role in your tactic (Proactive). You HAVE to be reactive aswell and customise training week by week depending on fixtures and workloads to avoid injuries and keep players Fresh, Fresh Fatigue level Compared to Low can be the difference between winning and losing. Like in real life, ever heard managers moan about their opposition getting more rest than them? "They get an extra days rest" is a common quote in football, and that's because theres a big difference between Fresh and Low fatigue. Fatigue not only affects the players physically it affects them mentally aswell, just like real life which is what jaded is and you can be jaded with low fatigue. You'll notice it when your players start getting tired and needing to be substituted earlier than normal. As long as you're doing match training, match reviews, physical training and the rest around whatever system/tactic you're using you'll be fine. Also youre supposed to build up in training intensity right up to the match so the day before the match you cant have any rest, if you have a low intensity session the day before a match your teams not at full tilt, the training load the days before a match are supposed to get your team up to the intensity needed to win the match. You can't have players sitting around for a day or so before a match and then expect them to play the game with full intensity, not only does it affect your performance but it causes injuries. And never, never give them a day off after a win, don't let the journalists in game sabotage you, always use the day after to do a recovery session and match review, that's what happens in real life and it works in FM because it's simulating real life.
This kind of reminds me of the speed runs in various games where people completely break it and are able to finish in like 3 mins. And yes it's pretty much any game, even those considered the best out there. Does that make the game broken? I don't think so. It's up to each of us how much we want to use gimmicks like this. On the other hand it's also really hard for developers to think of every possible way players will try to abuse the systems.
This is a much worse issue: a streamer believes that the game works differently than what the manual explains since 20 years, makes videos about this false belief and after months makes another video to say that, yes, it works exactly as explained in the game. He could have made a 10 seconds video once saying "read carefully every single hint and every single instruction in the game", but, hey, they have bills to pay. There are creators like the Deep Lying Playmaker who actually explain how the game works, others are just running a show
I feel teamwork, decision, leadership, and determination should be not included in the potential rating and develop based on match experience. This would allow for those players that aren't that good, but somehow perform well because of their mental attributes.
U didnt watched this video and from experience that training that supplyments and compliments the way you play will effect the matches and also doing some extra like gk and set peices will give a boost in that regions
training is functioning as it's supposed to, and exactly how the *game* communicates it's supposed to work. it's not actually a surprise that all these years of accumulated fan cruft and misleading marketing isn't accurate, but i think labouring that point is missing the forest for the trees
I always wonder if FM Devs see these videos and laugh about how we hopelessly try to understand the game or if they finally found an explanation for a piece of code they couldn't figure out.
Harvest posted an update today with a new combo. My question is what day do you do the sessions on, how do you take into account your double intensity only works when your players are green hearts, do you need a full day off after a match to recover so they will actually take part in the double intensity pitch work?
I don't know if I'm setting up training right because I've never used training to develop my players, always get them familiar with my tactic and also match prep week by week.
The over-arching dynamic here is to assume the developers have an over-simplified dynamic for something behind the facade of complicated training routines. It looks complex and pretty, but it's basically not complex nor realistic. It's just a lot of pretty choices that don't do much (although overloading regimes can obviously affect injury probability).
It's a videogame and it works exactly as explained in the videogame. Remove TH-camrs and Redditors, trust only official information and enjoy the game. I promise you FM24 is amazing and I play FM since more than 25 years
You need to go back and play FM12. Experience the absolute majesty that is the training sliders. That system was perfect, and they gutted it to whatever the he'll we ha e now. Cowards. Absolute cowards.
Training is a pain in the ass, and FM has constantly since CM 99/00 or 00/01 tried to make it more elaborate. At this point it would do the game and the playing experience a whole lot of good if they just dumbed it down. I'd scrap training completely and let the development soley be dictated by match experience, match rating, , morale, coach ratings and facilities rating. Probably in that order too.
FM24 is amazing. There is nothing broken at all. Streamers believe the game works different than what is written in the game itself, make a video spreading a false information and after some months make another video saying that it actually works exactly as written in the manual
Isn't player performance in game affected by constant rest though? I've certainly found that it's risky to rest players in a normal save because results usually suffer.
The only issue is at the start of the season match sharpness takes a while cause it's only going up from matches. If you do the combo with 2x match practises that speeds it up
Yes it is. They can even get upset and their morale can go down if you send them too much on holiday or rest them too much. Their training happiness will drop and happiness is more important than everything else in FM
And Form matters too. I had young players who were great on paper but in the matches, they had horrible spells of form. Yea, consistency is a big deal but they also had green consistency too so, they were just consistently bad :D
They're very interesting takeaways but I wasn't really that moved. Most of this isn't surprising because 1- as Zealand points out, these are obviously unrealistic scenarios and 2- your save is so much more fluctuating and random than the lab they created this experiment in, and you still have to tailor training to what your youth look like and actually work to try and get good regens with good professionalism in the first place, and 3- more obvious point: training doesn't matter for development past the age of 18 and that's always been the case. It's an interesting look into how you *potentially* can steer development into the best possible direction given the code's loopholes, which are always gonna be present. There are countless examples of exploits that code unsurprisingly leaves. This is still the closest experience to being a real manager but the amount of painstaking detail that has to go in will always leave large gaps like this, which are exposed *past the original end of this FM cycle* by the way, using a lab for a save file, and running the test only 3 times (understandable that it'll be difficult to run it like a hundred times with all the data input obviously). No need for freakout. Open to hearing counterpoints of course
So after watching this video, how many people are going to break their game? haha I'll be honest.. i won't do this, it will make the game to easy and no fun anymore.
this is obvious in real life your not gonna train every day apart from football matches , its because all these clickbaiting youtubers have got a way to get quick views i have never ever ever taken anything said as 100% truth even you
I AM RESTING AT DOUBLE INTENSITY. TRY AND STOP ME
Same, whats wrong with that? I cant watch this 30mins
Rest harder, not smarter.
Do you mind?? I'm resting here! 😂
Man this video has come along at the perfect time. I'm back - balls deep in fm24 - and was looking for an updated training deep dive. EBFM training schedule for fm23 workded very well, but didn't produce the same results in fm24. I had created a fairly successful training schedule for Liverpool (2 games a week), but I wanted to reduce modules and increase rest. The results shown in this video are EXACTLY what I was looking for. A massive thanks to those who took the time to produce them.
You will not believe how much I smiled when Z mentioned Jayhuahua. Jay's so good at what he does.
Second that
Amen. Underrated fm youtuber
At this point the question is, ' Which features actually work in FM?'
Training works exactly as written in the FM manual. It works perfectly
It wasn’t complete clear to me how Zealand thought training worked.
Apparently Professionalism is “broken”, but honestly does make sense in some way imo.
About the flowing development, not to be a smart ass, but it was kinda clear to me how that worked. It’s not like training itself is “generating” CA. Matches and additional focus always seemed like the things doing that for me.
SI has been getting a lot of shit lately, and rightly so. But this is not it…
"features" -- just to get it right :D
@@edubrooke2753 Zealand should stream less and spend some time reading FM manuals, hints and instructions. It's all written there. 28 minutes of video reporting crazy analysis of Chinese databases to reach the conclusion that, yes, what is written in FM manual since 20 years is true
@@VurtAddicted So it not working is exactly how it works perfectly?
Tbh this is kind of exactly how I've treated training for years anyway. Training was always steering development in my mind
Training schedule steering attribute growth instead of growing it out of thin air isn't the issue. The issue is clearly how training schedules are completely broken and they don't make any sense at all.
This is why I let the AI do my training, if it's not working then I'm not wasting my time
But it does, it increases the injury risk
@@jamesrexus8555 if you give enough rest and half intensity training when not fit. Will they still get injured so much faster?
@@dirkgroothuis3302 As somebody who does change the training intensity and swaps out A LOT(basically I try to make my entire team "squad player" or at most "important player".) no. Injuries are very, very manageable on default training.
I do tinker with it a little bit on occasion if the match schedule changes though. Having a match and then normal training the day after is just a bad idea. So I tinker with making sure they have normal schedules the day before and after a match. But that's all.
I let the AI do my training but If I see an intense day coming up I will change it to something less intense
my ai always puts phyiscal training day after game. always have to change it or my players are injured constantly
It's funny how normally we probably wouldn't care about this, because at this time of year we'd be playing a new FM already, but because of the delay everyone digs into the older game and points out "Wai,t nothing really works here". Talk about shooting yourself in the foot.
Transfer glitches are already being discovered too lol. And SI won't batch all this cuz this is the older game
@@theviper6189 whats the transfer glitch (for research purposes)
@@ankushkar3364 dont know exactly, but its probably a very specific offer that is always accepted by the AI, they probably added it to test transfers while developing and either forgot to remove it or they were hoping nobody would find it since its probably a very weird offer
This is why I download training schemes/copy them from other people. The only change I make is adding penalty training when a final is coming up
Why do the work when we can just copy someone who's already got it right? 😂
Next SI announcement: "training isn't working as intended so we'll be removing that as well"
Announcement after that: We never really knew how anything in our game worked so we just made it up as we went along.
How long until someone that definitely isn't Miles replies from the official FM account saying this isn't true?
What is said in this video is literally written in FM manual and hints since something like 20 years: training doesn't matter for development after 18. It matters for winning games and winning games (rating actually) is what matter for development
Something that was discovered years ago was that as players have a maximum possible growth for all atributtes, it's always more efficient letting your staff set individual training because the cpu knows this maximums and acts in accordance not wasting any time.
I saw people doing these test back in 2022 and reached the conclusion that all you needed was Match practice, Resistance and then general attacking & defending. So that's all I've been using in my schedules since then.
There are other reasons to train. Team Bonding raises cohesion, and cohesion seems to matter, though I'd always be interested in seeing more tests.
It is a game so of course there are ways to 'play the system'. Honestly, if I was going to go THAT deep, I would just use the editor to get the game-breaking players. All these 'perfect setups with perfect players' things are not really that effective for me.
The main issue would be that these Super-Athletes being able to win with no mental or technicals. THAT is what makes or breaks it for me.
Because I certainly didn't expect training to 'develop' players since training is not about that, even in real life. Training is about getting you fit, work with the team. Additional focus does what it says ( personalized focus ) that does help improve your talent in that way.
And when I think of 'resting' a player or having them not training, I don't think they are just sitting at home doing nothing. They probably do their own work-out to stay fit etc and the 'passive growth' comes from that. As each player in the game suppose to have a RC and without training or matches to guide what it is.
Now, can all of this be improved? Of course. But to me, the real issue is the balance of physical attributes vs the others. THAT is what I hope would be balanced better so you don't have defenders stuck in Strikers scoring 30 goals a season from the headers at top leagues. THAT is the main problem to fix.
Something that EBFM had found was: Ground defence training sessions are incredibly helpful for Goalkeepers, so doing that once a week is good for GK development
The more I learn about football manager the more I realize that it's a game that pretends to be a complex simulation with multiple pieces coming together to form a jigsaw puzzle, while in reality only a handful of things matter and everything else is fluff added on top to give the impression the game is more complex than it actually is.
As a shameless cheater (single player of course) who looks at CA/PA in extreme lower leagues. You really see the "edges" of the simulation where you'd think reputation (club and player) would matter for attracting players and their wage demands. But really current ability of the respective player compared to the players in your team is what actually matters.
In effect, it means players significantly better than what you have won't want to join no matter what their reputation is.
This of course balances the game making it difficult to buy a superstar to a pub team. But kills the fun of breaking the game with a crazy good signing for cheap/nothing like the old Championship manager days
Honestly reinforces my desire of a much more 'gameified' FM style game. Like you say, FM feels like it's trying to appear to be a complex simulation when the behind the scenes systems can't keep up with what it's pretending to be. I personally (I know this isn't to everyone's tastes) would prefer it if they made these systems less of a simulation and more of a game. To use training as an example, maybe doing a batch of quickness training will give each player X amount of xp in pace & acceleration (where x is modified by the obvious player attributes, coach, and training facilities quality etc) getting enough xp in these attributes and it progresses a level.
While I prefer the game that FM pretends to be, it's obvious that SI aren't capable of making it. So a gamified version which is more transparent and understandable systems to me feels like a nice middle ground.
Player: *complains to manager about training that he put together and pinned on the assistant*
Manager: "Look, I don't make the rules. I just think them up and write them down."
The best part of management? Being able to delegate and then deflect when training you create doesn't go as expected.
It seems to me it's not the best thing to look behind the curtain of the wizard. It will always be smoke and mirrors, it's a game.
The chap who created this obviously has OCD and far too much time on his hands. I salute you sir, you crazy maniac you
Dude probably sees spreadsheets when he closes his eyes at night.
I'll be sure to pass this on to my assman (it's Mike Phelan)
On a serious note though, everything in FM is programmed. I can't even get started on how hard it would be to develop a training system representing reality. Doing it in a way that is very hard to understand or make sense of (current solution) is probably better than trying to reflect reality, or to make it easy to understand and easy to game. Just my two cents though (as a programmer)
I had a suspicion this was the case. I've been using the standard Gegenpress schedule for a couple of seasons in my last save and it gave me the best results, with attributes raising in the areas i want (i play gegenpress).
It also includes some setpieces and tactics training, so the match performances are good.
I used to try Zealand's or other youtubers' training schedules and I always felt they weren't producing the expected results for me. Now i know why. Thanks Z for lifting the curtain on this
Honestly, I realised maybe 4 seasons in to my journeyman save that recovery and rest are OP. The team morale alone is amazing if you use these sessions regularly. I recover my team's before and after matches haha
Yeah, I always make sure my guys get enough rest. You can't train if you are injured!
SI could save us a lot of time and effort by actually explaining how their game works.
LOL they are trying to emulate real football so ask someone explains how football works so GOOD LUCk 😅
If only there was a manual.. Oh wait there is.
SI don't know how it works. They haven't known in years. They inherited code from previous generations and they just kind of move things around a bit to see what happens every year.
But then they would have to explain the stuff that doesn't work
Haha
Zealand, why should that training schedule with 1 training a day look strange? As far as I know, a pro Premier League player has usually only 1 training a day. On a very hard pre-season training, they might train 2 times a day for a 2 or 3 weeks to get in shape for the season start. They also rest one who day (full rest) amlost after every game. So lets imagine we have one match at Saturday, during a season, it seems pretty logical for me to train something physical on Moday (like Quickness), just one time a day, after that Tuseday to Thursday more heavy trainings (but again once a day), Friday is the day for match preparation - to only tactical training, maybe a bit or Penalties or Corder routines. Saturday is game day and Sunday is rest full day, maybe occasonally Revorery if someone needs it. With my real football training understanding, that is what the schedule look like for most of the professional teams. I am a supporter of pro team in Bulgaria, and when possible I go to their trainings. And indeed, especially during season, there is no such thing as training 2 or 3 times a day. In FM I understand the daily trainings slots as one in the morning, one in the afternoon and one in the evening. Till now I was making sure all the slots are full, as thet was the thought to be the Meta training. And in my head I was thinking about them that the first one is one hour, second slot is the second hour and the third slot is lets say the last 30 minutes of the single training that my team is having for the day. As it was never making sense for me, even a pro player to train 3 times a day. So I am actually glad now that this is not needed and I am eager to try these training schedules with just one training once a day.
i like watching your fm videos i dont even play the game i'd love to play it one day but its too mucho
same. idk why I watch so many vids for a game I've never played but it's very interesting.
Very interesting. One caveat is that it's not quite possible to be as efficient as possible in a real FM game because your wonderkids will be coming in year after year, not in one batch of 18 years old.
If you wanted to be as efficient as possible you'd need to only do quickness training to have your wonderkids drop their technical/mental CA while developping physical, and then start doing match practice in the following years to start developping their overal CA. But how would that work when your players are not at the same stage of development? If you were to only do quickness year after year, it would benefit the youngest wonderkids, but my older players or older wonderkids that have already developped their physical wouldn't be able to get their technical/mental attributes up. And if I introduced match practices from the get go, then my youngest wonderkids will see their CA grow quickly, meaning they wont be able to max out their physicals before their PA is reached.
I would always (especially in my first season at a club or when moving to a new tactical style) play as many friendlies as possible (3 sometimes even 4 a week) as it helped quickly max tactic familiarity.
Most of these friendlies were against sh*t opposition and always at home (no travel).
But seeing streamers like Zealand, benji, WTS, etc do traditional preseasons (lots of sessions, only 1-2 matches a week), I thought maybe I was going about it wrong.
This is actually vindicating and suggests I'm right to prioritise matches (even easy friendlies or match practice) over training sessions.
this is the one thing that's been a barrier of truly getting into fm for me..
theres no direct feedback or even visible feedback from the game when you tweak certain things. you can lose with the right general gameplan and win with awful ones.
in most games even sims, your decisions end up resulting in visible effects fairly soon after.
in fm theres honest to god no way of knowing what does what because games have limitations and it's not a carbon copy of real life. so some things are just going to be incorrect.
I totally buy this. I use a squad of 18-19 usually and they play so much I skip so much training with “rest” and it hasn’t mattered in the 24 years of my current save.
playing matches is the best training you can get to grow on players attributes.
For me, my training schedules only consist of "General" (Overall/Tactics/Physical) + “Extra-Curricular” + “Rest” + “Recovery” + Matches.
I sort of view this the same way I view glitchhunting and speedrun tech. Its something for the people who are deep in the sauce to poke at and break, but it doesn't really change the game experience on a casual level. Like, I know how to BLSS in BOTW, but I don't use it in a normal playthrough because it isn't as fun as riding around on a horse (windbombs on the other hand, I love).
If you're playing the game to break it and min max it, then every game will give really counter intuitive outcomes - and like, same as speedrunners, if thats how you want to play, fucking go for it. But its also not actually that big a deal? and its not something that anyone playing "normally" needs to particularly worry about.
One of the biggest issues I have with FM is just how much jank there is in the game. It used to be I could look past the flaws, a bit like an old car, it was beat up, a bit temperamental and had it's little issues but if you knew how to apply the gas or kick a certain part of the engine it'd run just fine. It's at the point now where FM needs to go to the metaphorical junk yard and build a game with features that actually work as intended.
I tried some of these schedules recently after reading the forum posts. My match results tanked almost immediately. Anecdotal but not great. I might have to think about finding the right balance.
This is what I’m most curious about, but even if it tanks performance it still allows you to hack youth training to boost physical attributes like crazy by not training
@@ZealandonYTMaybe I'll just apply these to the development squads and do something more 'normal' for the seniors.
I'm watching this video and being that meme "yeah now I get it" while a text points at me saying "doesn't get it at all"
I don't even play Football Manager
The thing they should have done is determine which team in the entire game is the most 'average' based on whatever metrics on a squad basis equate to Average. Then, test CA growth via training. You could also do the same thing by just drilling down onto one player ... the 'most average of average' player. Think: Marcos Llorente.
Time to take over u21 and u18 training. You're all resting and running. You can learn to play football when you're older!
You're so right. Everyone u18 just needs to move those legs
They'll be running more than Zee does at this rate.
You need to learn to say Annan, Z. I just caught an insta reel of you turning into Key and Peele and hitting out with something akin to A-A-RON! It's just Ann-an mate. Ann-an. :P
@@brianbru Kofi or what?
There's a striker in my St. Pauli save who I thought was like 180+ CA because his physicals were absolutely insane. Almost everything above 17 and the usual numbers in the right spots. Then I got curious, went to check his CA: 155 LMAO. There are players you simply don't know how their CA is high and others where you have no idea how it's so low. It must be due to physicals.
That is the big issue really. Honestly, with hop OP Physicals are to the point of almost breaking the match engine, they should be more 'expensive' in CA cost. Because yea there are physically better players but they simply cannot 1 vs 11 by just physicals alone. Hell, technical ability should be just as important considering many top stars are not physical specimens and yet they can dominate a game with their technical and mental abilities. In FM, that is harder to come by.
I really dont see that part as a problem? Some players IRL are earlycomers to the game (Rashford, Reinier, etc.) but dont necessarily have the potential they were thought to have
RDF tactics figured out anecdotally that individual focus was the most important this year in like December
9:09
We make certain not to train new positions, 2-footed, etc. to leave more points open for attributes. We grow their physical attributes initially before, if ever, switching to technical ones.
Basically focus on most bang for your buck.
edit: Cheers, I was correct.
Sports Interactive after this video: "We're postponing FM25 till 2026"
Nice actually. Means I don’t need to micro manage as much. The only reason I do training anyways is because of some perfectionist ocd of mine.
I kinda like the explosive growth it can give your youth team. In a LTS, it always feels like I'm responsible for feeding the world with footballers because the AI is crappy at developing players anyways. Maybe this can make the game somewhat more challenging?
I have played manager games since the 90's and I have NEVER cared to customized training.
Why have they still not put in a cap limit for how much pace can improve? You cannot just train to be fast, it's a natural talent. Obviously pace can improve, but going up 7/8 points is ridiculous. Same can be said about acceleration and jumping.
You think, pace and that doesnt effect CA very much? The physcial attributes are the ones that affects it the most. All you have to do is a 200 player with 1 all stat with the ingame editor and read the suggested CA. Then give him 20 Pace, Accelleration ect. and check the expected CA each time. it skyrockets. You have can have a 20 pace/accel/Str player with basically nothing else and he would still be around 100-110 CA.
I have noticed players develop more when you holiday and just leave training to your staff, rather than when I try an maximise training.
I play FM for personal enjoyment and to try to manage teams in as close to realistic manners as possible. While we can argue that there are certain training mechanics that are kind of disturbing in, if we take a moment to think about playing the game in a realistic and fair manner, there are quite a few exploits in this so called "meta" training method that just don't make sense. The thing that bothers me the most is that more sessions don't relate to more growth, but stuff like no training or very little training or using exploits to avoid player morale issues is just not fun. its not what FM stands for me. This video pretty much proves that training works quite well in FM and if we arent looking to exploit loopholes, the overall experience is still intuitive
Wow, that’s disappointing. Those training schedules would be unuseable for me, simply because I need training for more than just player development: tactical familiarity, set piece understanding, team cohesion, match sharpness, fatigue/injury management etc.. Still… wtf 😂
How does playing actual matches affect player development? Does it benefit the player in the same way the Match Practice does or is it not similar?
Theoretically, would replacing all the seasons professional matches with Match Practice training result in more development for players?
Training is a managerial placebo effect. My attack is better if I stack chance creation & chance conversion that week
Maybe most of the training stuff is just for immersion rather than actual development. If i cant be bothered with training changes week in week out (cup games/rearranged matches) I've noticed my assistant always puts in quickness into the new schedule. I guess the game knows.
Hey Z, after all tose findings with the "speed"ting and ow tis traiing, would be interesting to get some words with SI Games to see if they have the knowledge of what is happening and if this was intetional from the start. Because for me, it looks like they don't know that this "cheat" was possible.
Well, learning all these findings, of course I'm disappointed. But I'll keep scheduling training as usual. That way, it could make me feel that my training have significant effect based on the result of the matches. If bad, then my training schedule is bad and vise verca. It's sad because of course it's like lying to myself, but hey at least I can enjoy playing it that way
This feels like some hospital finally managing to find a breakthrough in research about training regiment... I like it
Been playing CM/FM since 1992 back in the Amiga days. All the stars mean nothing, potential and all of that is pretty meaningless.
I can turn average youngsters into wonder kids. I just took the best player in my youth intake with a rubbish potential, gave him his league debut with Marumo Gallants at 15 and now hes on track to being the best south african player in the world, he already "reached" his "potential" at 16 which is the game lying to you. The only effective way to train is to be proactive and reactive. Use individual training to focus on weak points, weak points being they need work on the stats they need for their role in your tactic (Proactive). You HAVE to be reactive aswell and customise training week by week depending on fixtures and workloads to avoid injuries and keep players Fresh, Fresh Fatigue level Compared to Low can be the difference between winning and losing. Like in real life, ever heard managers moan about their opposition getting more rest than them? "They get an extra days rest" is a common quote in football, and that's because theres a big difference between Fresh and Low fatigue. Fatigue not only affects the players physically it affects them mentally aswell, just like real life which is what jaded is and you can be jaded with low fatigue. You'll notice it when your players start getting tired and needing to be substituted earlier than normal.
As long as you're doing match training, match reviews, physical training and the rest around whatever system/tactic you're using you'll be fine.
Also youre supposed to build up in training intensity right up to the match so the day before the match you cant have any rest, if you have a low intensity session the day before a match your teams not at full tilt, the training load the days before a match are supposed to get your team up to the intensity needed to win the match.
You can't have players sitting around for a day or so before a match and then expect them to play the game with full intensity, not only does it affect your performance but it causes injuries.
And never, never give them a day off after a win, don't let the journalists in game sabotage you, always use the day after to do a recovery session and match review, that's what happens in real life and it works in FM because it's simulating real life.
This kind of reminds me of the speed runs in various games where people completely break it and are able to finish in like 3 mins. And yes it's pretty much any game, even those considered the best out there. Does that make the game broken? I don't think so. It's up to each of us how much we want to use gimmicks like this. On the other hand it's also really hard for developers to think of every possible way players will try to abuse the systems.
This is a much worse issue: a streamer believes that the game works differently than what the manual explains since 20 years, makes videos about this false belief and after months makes another video to say that, yes, it works exactly as explained in the game. He could have made a 10 seconds video once saying "read carefully every single hint and every single instruction in the game", but, hey, they have bills to pay. There are creators like the Deep Lying Playmaker who actually explain how the game works, others are just running a show
I feel teamwork, decision, leadership, and determination should be not included in the potential rating and develop based on match experience. This would allow for those players that aren't that good, but somehow perform well because of their mental attributes.
U didnt watched this video and from experience that training that supplyments and compliments the way you play will effect the matches and also doing some extra like gk and set peices will give a boost in that regions
training is functioning as it's supposed to, and exactly how the *game* communicates it's supposed to work. it's not actually a surprise that all these years of accumulated fan cruft and misleading marketing isn't accurate, but i think labouring that point is missing the forest for the trees
I always wonder if FM Devs see these videos and laugh about how we hopelessly try to understand the game or if they finally found an explanation for a piece of code they couldn't figure out.
Harvest posted an update today with a new combo. My question is what day do you do the sessions on, how do you take into account your double intensity only works when your players are green hearts, do you need a full day off after a match to recover so they will actually take part in the double intensity pitch work?
I don't know if I'm setting up training right because I've never used training to develop my players, always get them familiar with my tactic and also match prep week by week.
The over-arching dynamic here is to assume the developers have an over-simplified dynamic for something behind the facade of complicated training routines. It looks complex and pretty, but it's basically not complex nor realistic. It's just a lot of pretty choices that don't do much (although overloading regimes can obviously affect injury probability).
It's a videogame and it works exactly as explained in the videogame. Remove TH-camrs and Redditors, trust only official information and enjoy the game. I promise you FM24 is amazing and I play FM since more than 25 years
You need to go back and play FM12.
Experience the absolute majesty that is the training sliders. That system was perfect, and they gutted it to whatever the he'll we ha e now.
Cowards. Absolute cowards.
Training is a pain in the ass, and FM has constantly since CM 99/00 or 00/01 tried to make it more elaborate. At this point it would do the game and the playing experience a whole lot of good if they just dumbed it down. I'd scrap training completely and let the development soley be dictated by match experience, match rating, , morale, coach ratings and facilities rating. Probably in that order too.
Finaly you've found this. Took you a month
An all rest week, or to give its proper name, 'the Steve Bruce'
Football Manager isn't broken.
People found a way to get a META for basically every game now.
What do you expect when you run million of hours of tests on a video game
well, people also try to get a meta in real football too
FM24 is amazing. There is nothing broken at all. Streamers believe the game works different than what is written in the game itself, make a video spreading a false information and after some months make another video saying that it actually works exactly as written in the manual
@@VurtAddicted Exactly this
@@VurtAddicted yeah I worded it badly. Fixed it now
You just get how to make good content!
i'm on my 3rd playthrough of this video to get my head around it
Isn't player performance in game affected by constant rest though? I've certainly found that it's risky to rest players in a normal save because results usually suffer.
No
The only issue is at the start of the season match sharpness takes a while cause it's only going up from matches. If you do the combo with 2x match practises that speeds it up
Yes it is. They can even get upset and their morale can go down if you send them too much on holiday or rest them too much. Their training happiness will drop and happiness is more important than everything else in FM
And Form matters too. I had young players who were great on paper but in the matches, they had horrible spells of form. Yea, consistency is a big deal but they also had green consistency too so, they were just consistently bad :D
spreadsheet game broken.....waaaow🤯
Makes sense for lennon Miller
Okay, this is mindblowing... so much time wasted.
Next you’ll be telling me my perfectly timed touchline encouragement shout has no significance effect. And that’s just madness.
They're very interesting takeaways but I wasn't really that moved. Most of this isn't surprising because 1- as Zealand points out, these are obviously unrealistic scenarios and 2- your save is so much more fluctuating and random than the lab they created this experiment in, and you still have to tailor training to what your youth look like and actually work to try and get good regens with good professionalism in the first place, and 3- more obvious point: training doesn't matter for development past the age of 18 and that's always been the case. It's an interesting look into how you *potentially* can steer development into the best possible direction given the code's loopholes, which are always gonna be present. There are countless examples of exploits that code unsurprisingly leaves. This is still the closest experience to being a real manager but the amount of painstaking detail that has to go in will always leave large gaps like this, which are exposed *past the original end of this FM cycle* by the way, using a lab for a save file, and running the test only 3 times (understandable that it'll be difficult to run it like a hundred times with all the data input obviously). No need for freakout. Open to hearing counterpoints of course
I wonder how this would work for a team of young players in the second league of Brazil?
On a side note, I watch a lot of @Jayhuahua and all his stuff is very good
Wait , thought that training wouldnt be removed until FM25 😮
This kind of training is exactly what those scam Instagrammers promise you it's going to happen if you purchase their online courses
I feel vindicated when I ignore training
God, do I wanna watch this
I wonder if they never played matches and exclusively played practice matches would the players ca improve more?
I need to see how these affect how the team does in matches. Do a video Z
Can you actually set weekly training schedules for youth teams?
What results would one get if they were to use such training schedules for youth teams or the second team?
Hazard was right, who needs training?
So after watching this video, how many people are going to break their game? haha
I'll be honest.. i won't do this, it will make the game to easy and no fun anymore.
FM25 delayed even further so SI can fix training
Me who delegates training 🎉
So what you're saying, Zee, is that FM being a spreadsheet sim is just fake news and it's actually a lot simpler than that to play? Got it. 😂
Oh great so now this is gonna encourage more wonderkid farms
@jayhuahua Rocks
Training? What is that? Gotta ask my staff.
FM is not suitable for competitive play as there are too many exploits. Is SI going to fix this?
20:30 Lower league training
this is obvious in real life your not gonna train every day apart from football matches , its because all these clickbaiting youtubers have got a way to get quick views i have never ever ever taken anything said as 100% truth even you
Scouting is crap, training is crap.
Nothing is intuitive, nothing gives you great results.
But does this work with 16-19 yo players?