Is Your Wonderkid Improving?
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- Опубликовано: 11 сен 2024
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I learn new things about Football Manager almost every time I play it. A small tactic tip, a little training thing, a small scouting trick perhaps - but recently I discovered something huge that I wish I had known about before. I always struggled to understand how much my wonderkids develop on FM. Hard numbers, how many points their attributes went up (or down if I’m unlucky), was always hard to come by unless you maniacally track the numbers at the end of each season or something.
If you use this trick, it will be much easier to see who has actually improved and who is just a poser with high potential and few upward attributes to make you feel better. WILL THE REAL WONDERKIDS PLEASE STAND UP. I could have turned this into my first Football Manager rap really, but fortunately for you all, I spared you on that front. I could drop a beat someday, it would certainly be about wonderkids and attributes, so maybe I’ll just make this video again in a few years to launch my music career.
Much Love,
FM Senpai
Podcasts:
20 good minutes ► open.spotify.c...
The Zealand Podcast ► open.spotify.c...
Armchair History ► open.spotify.c...
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REDDIT ► / theoldzealand
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>not pulling out your ball hairs 1 by 1
NGMI
Got me a cheese grater, so I’m good 👍🏻
Now I know why you're called Zealand!
ruclips.net/video/IafCcdT__Vo/видео.html
the secret that football manager has been hiding is that atributes are decimal values out of 200 (or strictly 20.0) on the backend, not 20. in earlier versions of the game, the progress graphs used to a) be functional and b) show the decimal values of each value, e.g. a 15.4, so you could track progress in a more granular way. the game still functions like this under the hood and just rounds off the decimals, but you can no longer see this in game (unless there's somewhere i'm missing it?)
a good test case for this is to edit a player's atributes with the in-game editor and then advance time. immediately after making changes, you'll notice any atributes you change will show the progress arrows (the ones next to atributes that tell you about atribute changes) you might expect up or down - but unaltered atributes will show minor to moderate downward changes, because the editor has truncated the decimal on those atributes, e.g. changing your 14.1 in dribbling and your 14.8 in finishing down to 14.0
In FM20 at least, the graphs show the decimal value. Now i don't know if that's due to the skin i use (never use vanilla skin) , or it is a feature in FM20
@@faizmukti117 couldn't remember whether it was FM19 or 20 that was the most recent to show them but it has been a feature of the default skins in the past
I spend more time developing wonderkids than i spend time with mates, happy to be a new member of the hammers!!
this is oddly relatable
Hey Z - here's two suggestions on themes for future videos:
1: Sending players on leadership courses -> who should you send, what is the expected gain in stats from a course and who is more likely to be accepted by the board?
2: Intensive language courses -> Does it really matter if people speak the language? Does it matter a lot for players? What about backroom staff? Would my performance analyst perform better if he spoke the language or not?
Language has certainly an impact on scouting, otherwise i could not tell.
But im sending everyone and their mom to the language courses. IMHO its a form of respect to learn the language of the country you reside (and work) in. Im doing the same with dutch although i know for a fact everybody speaks english and a considerable large amount speaks german.
Cases like Ribery being unable to utter a single sentence after a decade plus becoming a club legend is just bad.
You used to be able to see like 18.2 and 18.4 etc attributes in the graph back in the day. Was nice when you could actually see how close they were to the next attribute. Good times.
exactly, I remember this!
Don't really understand why it got removed in the first place. But I guess it's "more realistic" to not know a players one attribute in that much detail
@@jeps9356 I agree, but it is not really realistic to be able to see 5-year progress of every atribute for a player either 😂
@@Kaktysk nah they could do a yearly squad grading
Its also good times now. The system still works with decimals it just doesnt show because FM actively tries to be opaque and fuzzy at times.
Because no real data analyst would give you decimals either, its too exact, too technical, too game-y
If attributes are the same in 21 as in 19 they're on a 100 scale. It shows you specifically where they are on that in the development section on 19 - i.e. 17.2 changed to 17.4 or whatever.
The live channel is actually very worth checking out! I feel part of the cool twitch kids, without ever needing to go on twitch... the bacon jokes do confuse me though🤣
Great ad, but I personally would've just shown your mom shaving ODFC into your chest with no context for the ad.
Would watch that
Actually, Zealand, I disagree with you, because I'm actually seeing something different happening in my own save.
My Calafiori, with balanced personality, has improved a total of +72 of what I'll call skillpoints from the age of 17 and some months until 22 years old now (4,5 years total, a little bit longer than your guy). Without an additional focus, he's improved +7 (skillpoints) in positioning, +6 in decisions and +4 in anticipation, marking, leadership and stamina. The 68 skillpoints of your star improver seem to be quite spread out over all of the possible attributes. +3 in heading, +2 in corners and penalty taking for example. Is that really what he's there to do? My Calafiori has put 53 of those 72 skill points into attributes highlighted for his role as an attacking wingback, with only the spare +1 in penalties and corners. Your guy put 31 of 68 skillpoints into those highlighted attributes, even though I'll acknowledge that his role has far less highlighted attributes to begin with.
Then I have Gabriele Molena, with professional personality, who was a youth product joining the universe age 16. He's now 19. He's improved +98 skillpoints over exactly 4 years. I've been training him as an attacking inverted winger with additional focus on crossing. With the exception of pace, flair, passing and technique, he's improved all the highlighted attributes for his role with at least +4, with +6 in composure and +5 in in decisions and agility. Yet there is 1 more thing with Molena. He hasn't improved a single attribute since the age of 18. Suddenly at age 19 his potential dropped from 5 star to 3,5 star and he just stopped improving like a madman. Basically, he reached +98 skillpoints in the age of 16-18 with professional personality and 5 star potential. Still, it might also have been because I haven't let him play enough during the new season...
These are 2 examples. No, not all my youth players are like that and sure, they tend to improve a lot more at 16-17 years old, but yes, there are more like them, and some with less than stellar potential to begin with.
The question is: why? I am not sure. Maybe I have better coaches, better training facilities and/or more luck, I don't know. But I do have an idea as to what might be the reason for this. I think about training differently than you do.
I have basically created my own training schedule by looking at what attributes I want my players to train on. If there is only one game during the week, my schedule will look almost the same every week, moving things around a little to account for traveling. It looks like this (based on a Sunday game the week before and a Sunday game the week after):
Mon: rest/travel ; recovery ; match review
Tue: physical, Def. Shadow play, rest (but recently: match tactics)
Wed: One on ones, attacking, chance creation
Thu: Transition - Press, Team bonding, Defending engaged
Fri: Goalkeeping, Chance conversion, Ground defense
Sat: def shap, att. movement, match tactics
Sun: match
Some of my reasoning behind the schedule:
1. The intensity of the schedule starts high in the beginning of the week and goes down later on. I do start off with a physical in there and here's why I think that works. I have set my training intensity scheduling to no pitch or gym work for the guys with the red or orange hearts, half intensity for the yellow heart, full intensity for the almost full heart and double intensity for the full heart. If I'm right, that means that the players that are still very tired from the previous game do not do the physical training, as the game says he does not do 'gym work' or maybe he'll do it at half intensity with a heart that is half full. Up to now I've had very few injuries during my seasons and the medical information always tells me it's a low intensity training schedule.
2. I do use 'attacking' as a general training, because I like my defenders to have passing, vision etc. and they still get to train their marking at 20% focus, but I don't use 'defending', cause I don't want my attackers to learn how to mark at all. Therefore I use the 'ground defense' (or aerial defense) and defending engaged to train my defenders, where my attackers get to focus on the stuff I do want them to focus on. I also rather like to use both ground/aerial defense and defending engaged to cover the defensive attributes my defenders need (that 'defending' covers in 1 training) because it balances out the amount of training focus the defenders get opposed to the attackers, that apart from 'attacking' also get to benefit as the main focus with the technical training options of chance creation and conversion that I do every week.
3. The goalkeeping training options I like because it allows for a relatively low energy training where my field players again get to focus on those individual roles.
4. I like using match tactics, def. shape and att. movement and teamwork a lot more than match preview, because it also trains attributes of the individual roles. Recently I've been experimenting with not doing any match preparation in weeks with 2 matches where one of the matches is against significantly worse opposition. I then just try and cram the Thu and Fri session in, even at the day before the match. It feels beneficial for improving my players.
5. This schedule also means I never use some of the other training methods. I never do att. shadow play, because those attributes get trained during 'attacking' or when they're training on their individual roles. I never use possession, because attacking hits more attributes, while passing style and tempo get trained enough during match preparation.
I set the same training schedules for my U20's and U18's, with the exception that I allow for even less rest. I usually rather have them doing one of the match preparations that also influences attributes than resting, even the day after a game, and I also like throwing a tactical in there whenever I feel like I can.
I might be wrong, I'm no FM guru and I don't know if it has been discussed before cause I don't dwell on forums, but maybe it's something to look into. For the sake of everyone's wonderkids.
Really appreciate you posting not only what your schedule is but the theory behind it. Training schedules in fm are like a game within the game, but the payoff is so slow it's really tricky to tell what's working and not working without a ton of work and time. Great stuff!
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I'll have to make note of that, thanks.
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@Zealand What have you done!!!! You have engaged the analytical side of my brain on this. It has opened a Pandora's box of possibilities in which I could run statistical analysis of player development in the game.
You have the impact of....
Coaching attributes (How much does a coaches individual attributes impact the effectiveness of coaching?)
Training Schedules. (How impactful are the different sessions on coaching)
Facilities. (How much does the grading of facilities impact player development?)
Player attributes and mentality. (Do specific player attributes impact player development outside of Professionalism etc)
Coaching mentality and playing style (does a coaches preferred playing style and formation conflicting with the way you actually play impact effectiveness of coaching?).
Loan impact which will feed from facilities and coaching as well.
Coach Reputation (does a better reputation coach produce better results?)
Coaching hidden attributes (do these have an impact on player development? e.g Does higher pressing intensity have an impact on coaching defence?)
These are just the ones i've come up with taking a 2 minute look at the ingame editor (always purchased but never bothered with it before).
I've had a player come through my youth system whose finishing went up from 9 to 17. That's a +8. And he also had a whole bunch of +5s, +4s etc. Sold the guy for 169M€ (nice) to Man Utd
The attributes go from 1 to 200 (or have increments of 0.1 to be more accurate). They work on the same scale as CA and PA
I revamped my entire squad and now I have eighteen 18~21 year old wonderkids and 4 older players. Finally. It took quite some time. We went from 6 consecutive league tittles before this major revamp to 5º place and almost getting me fired, but it was worth it. The speed at which those boys have been developing is amazing to see. I think this is the best way to develop wonderkids. It's risky af but worth it.
I had no idea you could see how much the attributes improved!! Always learning with Zealand Thank you!!
My players does improve….
My life on the other hand.. does not
LOL, that Luke Edwards cameo.
I keep a spreadsheet. I look at the number of attributes required for the role I want them to play (e.g 12 for a winger I think), then add up the total of those attributes (say, 140). Divide the total by the role number (140 ÷ 12) and note it down at the end of every season to get the average attribute rating for the role. I've actually often been surprised by how much improvement there is when it isn't immediately obvious.
Yes, I might take it a bit too seriously. I definitely don't also have tabs on that spreadsheet for squad depth, scouting, and coaching.
The issue there is weighting the attributes before adding them...
Variables that are highlighted in blue are less important than those in green... and variables highlighted in the same colour aren't of the same weight in the game either.
I pretty much do the same, only with weighted attributes. I even calculate that number for any given player for any possible position and role, which helps me to find players that I might want to retrain for another position/role. You need to be aware though that strictly going by those numbers can still be a recipe for disaster, because it's still just an approximation and ignores all the other little game details that can influence a players performance.
The smallest arrows (light green) are 0.2 changes, and the dark green arrows are 0.4 changes iirc
Informative and good video. Solid work. Also, I'm still hoping for a test where we pit the collective attributes versus each other rather than individually. For example:
Team A: 20 on all Technical, 10 on all Mental and Physical
Team B: 20 on all Mental, 10 on all Technical and Physical
Team C: 20 on all Physical, 10 on all Technical and Mental
They play each other 15 times, so we have overall 30 games - a decent sample size. Be curious to see which collective selection of attributes wins the most.
A physical team might outrun you the whole game, but does that matter if they don't have the mentality or technical ability to make it count?
A technically gifted team is all good, but if they can't keep up with the pace of the game can they even put the technical advantage to use?
Zealand can (hopefully) answer these questions!
I think the best way to training to develop player after having good staff and facilities is just training them in all schedule training that availble in the game (general, match preparation, attacking, defending, etc)
0:30 I heard your whispering inside my soul 😂😂😂
So are you saying you *don't* have any news for FM22???
So whens the tests coming showing how much a player can develop?
Joey once said: "WHY! GOD WHY!? Why are you doing this to us?"
Position ability spread is also weighted against CA. So if he’s training a new position, it’s not unusual to see his attributes decline as he gets more accomplished in a new position.
That’s why someone like Maitland-Niles will always have mediocre attributes because his positional spread is vast. That’s why a ST who is ineffectual in any other position and very weak wrong foot, can sometimes have crazy attributes despite not actually being that good.
As a test, you can take a versatile player and make them 20 in one position and 0 in all the rest, then come back in a month and see how his attributes have skyrocketed.
Yep.
There are other "quirks" in that bravery is not "worth" much unless you're a center back or goalie (and it's worth a ton as a goalie), flair and a few other skills like free kicks/penalties don't have the same weight as skills like teamwork etc.
The editor increased my enjoyment of the game 1000%.
Players improved more than it says, when it shows +2 it's +3, +1 is +2 etc, idk why
Has to do with the rounding I guess, so if your guy went from 14.4 (displayed skill 14) to 16.5 (displayed 17) it would show an arrow with +2 skill points. If it went from 14.6 to 16.6 you'd get a +2 arrow and you would notice a +2 as well (from 15 to 17)
The world needs Jeisson Serna's PR team to release a training video
Z, I feel your pain trying to explain why 18 to 19 or vice versa isn't necessarily 18 to 19. Could be 18.6 to 18.9, etc.
But the real confusing one that you can't really fathom until you look at the editor etc is how getting "confident" in a position (full green) "costs" 10 pts. Thus, your player will lose attributes to make up for it (unless they are super young), hence why you'll see a midfielder you turned into a right back have a ton of downfacing arrows.
That also happens when they become closer to two-footed as well.
Finally, using the editor really helps you figure out how the "algorithm" or whatever works. Like going from 18 to 20 in a stat "costs" more than going from 8 to 18.
I always put my youth intake on their position and quickness on double intensity until 18. Has worked well but I reckon with the right youth schedule it could be class.
In the previous FMs, it showed the 17.2, 17.4 or something. So they removed that exact number I think
I think the best way to describe the attributes is that they’re continuous and not discrete, I.e. you probably go from 17 to 17.1 as opposed to going from 17 to 18.
That would still be discrete, but you're right in that it works like that.
@@IIIIXtremeIIII you’re right.
Hei Zealand Greeting from Germany :D best pronunciation of Fußball I ever heard :-D had to wipe of a tear from my face ;D
Just a slight thing. You mentioned they likely won't grow more than about 4 in attributes. This is likely the case for some players but if you pick up a really high potential player especially at a young age they might be able to grow more especially in mentals. I've got a player I grabbed at 16 who has grown by about 5 or 6 in most key attributes by the age of 24. He did just score 30 goals in the PL though so he may be a fringe case.
Quick note on the manscaped. Be VERY careful using it without the guard. Accidents happen and that thing can make a real mess of your shaft.
IMAO, one of the most useful videos for I have ever seen on FM!
Great video, regarding loans what about to do a little experiment - lets say simulate a loan of the same player to the same team but in the first simulation the player would have high adaptability and in the second he would have low. Is it important to make loan choices based on that? Like I can have a talented player in my U23 not ready for 1st team yet but because of low adaptability I wont loan him.
You could probably still loan them just not outside their country
To shed more light on what Zealand said (I didn't read through the chat so if someone already did this sorry), player attributes are basically 1 - 20, but in 0.2 increments. That's why you can have an arrow for improvement but not have a number change. The player can go from Passing 12 to Passing 12.2
When they improve, FM approximates them to the closest New number. I'm not sure where exactly it starts but I think it's from 0.8 ie. Player will have passing 12.8 but when you look at the profile, you'll see 13
Ay Dios Mío, Alejandro!! 😡😡
I'm mad at myself that I never found these arrows and looked at the shitty graph instead
Stats have always been 1-200 you then divide it by 10 which makes it easier on the eyes. FYI its the same as other stats like ability and potential which you can see in the editor.
I've signed players with let's say 17 dribbling that are now at 18 and there's no number to suggest there's been a change when I know there has been. It's almost as if it needs to go up within the rating by one. For example a 17.8 to 18.4 isn't an increase of 1 whereas 17.2 to 18.4 is.
Why did you struggle so much with explaining the concept of attributes not being integers? Ahahah
Great video nonetheless
Yea, zealand seems to have failed elementary school maths, its just about basic rounding to integers :) I love the channel though. It teaches me about those buttons that I'm too impatient to find on my own. The little dropdown with "last month" etc was huge. Was always wondering what timeperiod the arrows where referring to, and I've been playing since 2010 :)
@@joeltarnabene5026 I think the problem that Zealand had is if he had said integers, many viewers would have said, eh? what? Viewers are of various ages and intellect and so he has to try to dumb it down so that everyone understands, even if to some it seems a convoluted way.
I see a lot of people saying their players aren't improving because they've only gained 3-4 points in their primary skills, but you have to remember the context of that. A player with 11 in his main skills is a League 2 player at best. If he gains 4 points and has 15, that's Premiership level. A 4 point improvement on a 1-20 scale is massive.
Pongfinity vibes with that music
I would argue that training Todorov in several positions (DM and AMR mainly) did hinder his development...
It did because it soaks up PA
Attributes are 1-200, same as CA/PA. It just looks a lot cleaner on screen to display as 1-20.
Z you should do a test to see if some attributes are more easily trained than others. Eg if a youth playing has 10 dribbling and 10 first touch and I spent the same amount of time training each of these stats would they Improve at the same rate?
Turn the TV on the red light is scary
We need the 100 points attributes preference. So the improvement will be more noticeable. the logic is still the same but only x5 from the 20 attributes
I am pretty sure the stats are 0 to 200, in fm19 in that graph it used to show the stats like 16.7 or something like that, so if it hasnt changed is probably 0 to 200
for the all time attribute changes, i see the skill points as being 15.1 / 15.2 / 15.3 etc. doesn't help for scouting at all lol. it does however explain a few misleading stats on this screen.
watching the two-star potential not even on my u20s bench yth players with all their green arrows
Zealand! QUESTION: What does it mean that a player does not have a "best position". I - for example - have a winger who only has "yellow" in "Winger" and orange in every other role, even though he is a natural right midfielder, offensive right midfielder and a striker. By yellow I mean the circle that tells you how good he fits his position. Does he not have a preferrd position that is green?
So i just realized that 16-18 is where the growth is the biggest. So if i buy players older then 18-19yrs old the stats have to be pretty decent already otherwise its not worth the hassle. But a 16yr will grow a lot more.
I wish they would just change the face values to 0-100. We all know it works that way and it makes it more user-friendly to those who don't follow this aspect as much
in FM20 in that graphic you could see exactly the attribute number. like 17.2, 17.4 etc
Decimals rounded to integers for display purposes, man. That's not hard to comprehend, is it?
Some good stuff here to know. You also crack me up man!! haha
I've started to notice players always 'get worse' when they're around 20 to 21 just before a big uptake in development
i dont think the numbers inbetween are up to 100. in FM 19 there where decimal numbers. you could hover over dribbling e.g. and it wouldve told you 17.6 but then on the normal profile page it get rounded up to 18 because its the nearest rounded number. i dont know why they took it out in fm20 as it was very informational but thats how the attributes work. they go up by decimals. which means a 16.5 and a 17.4 both get shown as a 17 even tho theres almost one attribute point inbetween those two.
I'm just hoping every year for the one that was promised. The second resurrection of D10S.
Still waiting. But I'm sure the next youth intake...
Zealand trying to explain decimals
We need a skin that really can interpret that decimal part of attributes and show 1-100 stats
Great vid gave me a lot to think about
How do you develop specific attributes, Zealand said about actively trying to develop mentals, how do you do that?
Maybe u can test what age players develop best and what age they start to slow down with development.
Can't wait for Zealand to discover decimals. It's gonna be huge
Loved the Luke Edwards cameo! :D
If I am training a player to be an advanced forward and I play him for 1 game as a dlf, does the player get the same benefits from match time or is it more efficient to start training him as a dlf for that 1 game. How should I use my under 23 team? The players aren't good enough long term so am I developing them for a profit? So am I constantly loaning them out? If So how much am I to investing into the u23 set up. I got about 2 full time players on my u23 squad with the best coaches.
What are his stats better suited for? And playing one game in a different role shouldn't have a meaningful impact.
Would be really interesting to know, which attributes (hidden or not) affect the ability to progress the most. I always used to believe this would depend heavily on determination, but apparently that's not even so important.
Professionalism determination and ambition
Professionalism > Ambition
I hate hate HATE that completely irrelevant attributes that are not being trained are among the ones that go up the most. Long throws, corners and long shots have gone up by 3? Oh great, that will come in handy for this young centre back.
Player development is maybe the most satisfying aspect of the game as well.
All those are important stats, though not as much as others. Like, I like having at least 1 player on my team who has 15+ on long throws, and at least 1 player who has 15+ on free kicks + long shots.
@@spsawyer22 Definitely, it's just annoying when a player develops in places they've not been training, are not useful for their position, and they will never use. Like a centre back going from 6 long throws to 9, whilst their heading has gone from 12 to 13 despite it being trained in the role, individual training, and sessions. A bit confusing is all.
I had the same problem in the case like Alejandro Daher, I still dont know why one-two of my players are declining in so many attributes, and its not orange, its dark f-ing red, I kept playing them (rotating the playing time), warn about they're training performance, make sure they have a great mentor etc. but still the red arrows are still there... Can anybody explain why this is keeps happening? if its the personality problem, they have resolute and spirited personality, and that's great for dev., not like Daher who has Unambitious Personality, so... yeah... I still wanna play this game (cause its addicting) but the game keeps toying with me
Sooo… no one is going to mention that explanation of whole/decimal numbers? 💀💀
I currently have a young wonderkid striker(regen 19 years old) in a Chelsea save, his stats are great, he has no negative traits, he has the consistency, trait, composure trait etc....but he just doesn't score goals for me, i don't know what else to do anymore, i have praised/warned him, played different systems, i have x2 great wingers and a very good CAM around him...he has gone 12 playing hours without scoring...any advice?
I’ve had some guy for 3 years now and hasn’t moved at all attribute wise
B team registration in germany and spain. I want to train players with the first team but have them play a majority of their games with the b team while also being able to use them as injury replacements in the first team. How do i make sure theyre eligible for both competitions?
its 5 levels per attribute
Wonderkid - Yes ; Life - NO
Hi @zealand, how do i change my transfer window dates ?. Mine open late and close very late.
Got any of that FM22 news -inserts- *dave chappelle crack gif*
Does it actually help improve a player by sending them on loan? Or is it better to train them yourself and not play them at all? I never notice a big difference when I send them out on loan
Game time and quality of league are more important at 18 and above
Guys, is it possible to make the numbers available in the squad view? Like when i klick on a player and see his attributes
well hello there...
Saludos @Regista13 xD
04:38 мин Треньорите са с много ниска Det. Разликата е много голяма треньор-играч.Внимавайте при кой треньор ги пращате да тренират.
Този не става за краен защитник.Предишния си е хубав DC,защо тренира и той WBR?
HEY! The water is cold…
Kevin hits differently after yesterdays stream 😔
I just started project Mbappe dude calm down
Bruh, it's in steps of 0.2
A thing I didn't expect to learn today is that Zealand shaves his balls :)
Mons Calpe S.C. Gibraltar 🇬🇮
Es heißt FUßBALL!
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Love your videos :)
zealand waxes lyrical about serna...i look at him and immediately think 'he can't tackle, he can't mark anyone and he's not brave enough'...which is why fm is so great, he'd never get in my team because i prioritise different attributes
It’s why I have a ball winner behind him, free him up to be god going forward
@@ZealandonYT tempted to point out your typing error, but suspect it's not a typing error from your point of view...
@@leslieshergold5002 lol it's not
Not sure why you would prioritize those for an attacking midfielder
thats the beauty of the game though isn't it? i would not dream of playing serna as a CM, we all have different ways of playing, different tactics, different formations (i always play 41212, 4312 & 4132 in my three slots so serna would be AMC or even retrain to be my TQ/DLF) i am currently retraining my BWM CM to play AMC so that I can have an absolute swine in my frontline!
what do I do when I've got an Alejandro in my team?
Adjust intensity and bring in a fellow national if they’re really important
I dare you to make a 1 hour long video :))
Daher is so good, that he doesn't want to improve more to keep it fair for all other teams, the only GOAT
Fußball 👍
I bought a 18 Yr old 5 star pot portugese cb from benfica for 34m and the guy is going backwards on all of his stats at 20
Is he learning a new position or becoming more two-footed?
@@spsawyer22 no he's 6,6 two footed and I was training him on bpd and aireal and he didn't pick up and major injuries
@@williamcross210 idk I am spurs and I haven't upgraded or downed anything
@@williamcross210 my coaches are 4star and above
You know it would be nice if it defaulted to this view...
My personal advice, just buy Manscaped 3.0 it's the best version so far