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Old 11-21-2007, 08:58 PM   The effects of tutoring in 08 test aka the I have too much time on my hands test... Post #21
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I don't agree that the costs are more than the benefits.

Yes, there is a random element to it all and quite frankly there needs to be since we don't want to be SURE if a pairing up we're doing will definitely work or not. There has to be that X-factor. That chance.

But like I said, I used it quite often in FM 07 and with good success. I reaped many benefits from it.

And in the rare instances, where there was personality clashes, it LOOKED a lot worse at first than it really was. Because after a few weeks, the players forget about it and don't hate each other that much anyway.
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Old 11-21-2007, 09:17 PM   The effects of tutoring in 08 test aka the I have too much time on my hands test... Post #22
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Quote:
Originally posted by PLF:-

I don't agree that the costs are more than the benefits.

Yes, there is a random element to it all and quite frankly there needs to be since we don't want to be SURE if a pairing up we're doing will definitely work or not. There has to be that X-factor. That chance.

But like I said, I used it quite often in FM 07 and with good success. I reaped many benefits from it.

And in the rare instances, where there was personality clashes, it LOOKED a lot worse at first than it really was. Because after a few weeks, the players forget about it and don't hate each other that much anyway.
I'm getting that deja-vu feeling Didn't we have this back and forth about 07 a few months back?

Just to be clear I agree 100% that there should be a random element to it. For me it simulates real life in that unexpected things can happen that cause people to fall out with each other.

The thing about one player hating/liking another player is that it has to reach a certain value before it appears in their profile. According to FM Modifier the game stores a numeric value between 1 and 100. When it reaches 50 it appears in their profile. Maybe that's the equivalent of a relationship hitting it's breaking point?

Whether or not that this 50 value is the point at which the game actually begins to take the relationship into account I don't honestly know.

As geeky as it sounds I actually started studying matches in detail when I had one of my first team central midfielders start to dislike his partner. To be honest I didn't notice if it was affecting whether or not he would pass the ball to the player he disliked or not. I wonder if these relationships are incorporated into the match engine? Is there code in the game that can cause two team mates to have a go at each other in a match like Dyer and Bowyer at Newcastle?

If there is I haven't seen it.

It kind of brings up one of my issues with the whole 'one player dislikes another' in that you usually get a media message that states 'manager X needs to do something to resolve the conflict' yet we aren't actually given any in game options to do this (as far as I can tell).
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Old 11-21-2007, 09:25 PM   The effects of tutoring in 08 test aka the I have too much time on my hands test... Post #23
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Quote:
Originally posted by Geoff:
maybe i'm unlucky, but every time i've noticed that a player :
looks up to #senior player#
is honoured to be at the same club as #senior player#

or on the click list shows that youth player is a similar type player to #senior player#
then i always try to set the youth to be tutored by that senior player.

every single time though, it turns out to be a waste of time and nothing was learnt.

i don't understand why si would even bother implementing this as an option if they are simply going to give a 'bum' steer regarding who should be tutoring the player.

waste of time.
Agreed. I recently had a youth player who was down a similar player to Alan Smith. So of course I got Smith to tutor him, but surprise surprise they ended up hating each other and no benefit. Now I understand two similar players might not get on well irl, but in the world of FM what else can I possibly use to know who to use as a tutor ?
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Old 11-21-2007, 09:53 PM   The effects of tutoring in 08 test aka the I have too much time on my hands test... Post #24
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Tutoring is, I am afraid, all about random.
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Old 11-21-2007, 09:57 PM   The effects of tutoring in 08 test aka the I have too much time on my hands test... Post #25
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No, I don't think the Dyer/Bowyer thing is programmed. So it can't happen in the game.

Quote:
Originally posted by isuckatfm:

The thing about one player hating/liking another player is that it has to reach a certain value before it appears in their profile. According to FM Modifier the game stores a numeric value between 1 and 100. When it reaches 50 it appears in their profile. Maybe that's the equivalent of a relationship hitting it's breaking point?

Whether or not that this 50 value is the point at which the game actually begins to take the relationship into account I don't honestly know.
The values for any sorta relationship (whether between player and player, manager vs. player or player and club) both in form of likes and dislikes, are always taken into account.

The game just doesn't display it until it passes the 50% mark usually.

But if a player likes a club for even a value of 10 (out of 100), it has an affect. Just like his dislikes also affect. It just means it's nothing extreme or major to be displayed.

Same works for any club's fav staff. Those with value of 50 out of 100 or more get shown even though there may be more and often is if you check with FMM.

That's why when your name as manager gets displayed in game on the club's fav's, it wasn't just a sudden thing. It's been getting increased for awhile.. and now has reached 50.

I see people usually complaining why they are no longer on the board's fav list. But they still most likely are. They just have done one little thing that pi$$ed them off and took them below the 50th mark, so it's no longer displayed.
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Old 11-21-2007, 10:42 PM   The effects of tutoring in 08 test aka the I have too much time on my hands test... Post #26
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Quote:
Originally posted by PLF:-

The values for any sorta relationship (whether between player and player, manager vs. player or player and club) both in form of likes and dislikes, are always taken into account.
But taken into account how? Does the match engine reflect these relationships? Maybe it is linked to the 'squad gelling' effect that the Assistant Manager tells you about in the team talk report?

Take one player disliking another.

The initial obvious effect is the morale of the players involved seems to take a dip, but is there a knock on effect on the rest of the team independent of the other factors that affect morale? I've tried to keep an eye on this but it is next to impossible to separate out the other factors affecting morale. At the moment I am not convinced there is a knock on effect, either positive or negative. I think players are their own little 'morale islands'. The reason I think this is I have seen the vast majority of my squad have 'okay' or lower morale, yet have one or 2 players on superb and not get 'dragged down' to the morale of the rest of the squad. But this is just based on my own observations/experience so I could be wrong.

Is influence programmed into the game, like social cliquing? For example Player A has Player B as a favoured personnel, and Player B dislikes Player C. If Player B is a senior member of the squad can his influence lead to Player A, particularly if he is a youngster, also disliking Player C? Or can a captain's morale sway the morale of the rest of the squad if he is well respected?

Like I said I still don't know if there is a match engine effect. I played 2 central midfielders together, one disliked the other, and I couldn't detect any difference in how they played.
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