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I was under the impression that "Spirited" was related to "Flair" and had to do with how much of a show-off the player is... good for media attention, but likely to lose opportunities on the field.
Here follows the original CM4 player personality guides.
1. Ambitious. Such players are desperate to play in the big time.Their drive is commendable but can backfire as a string of bad results may affect their commitment to the cause. e.g. Danny Mills.
2. Determined. Often a very physical player, normally has a very high determination rating and usually a good work rate. e.g. David Beckham.
3. Driven. The kind of player you want in your side if you want to retain your title. Hungry for more success, aggressive and keen to work for the team. e.g. Patrick Viera.
4. Model Professional. Not only are these players pros but they keep their noses totally clean on and off the pitch. e.g. Michael Owen.
5. Iron Willed. Such players are brave and influential forces on the field who will not be intimidated by physical opponents. e.g. Claus Lundekvam and myself in my long forgotten G.K. days.
6. Normal. No significant extremes in character. This player gets on with the job without getting into trouble or inspiring anyone in particular. e.g. Nigel Martyn.
7. Professional. A player who will perform consistently, irrespective of the opposition. True pros will never end up on the front pages for the wrong reasons. e.g. Alan Shearer.
8. Realist. These players are often characterised by intelligence than by brute force.Long termist and unlikely to become greedy. e.g. Edu.
9. Resilient. Both physically and mentally resilient players are unlikely to buckle under pressure. e.g. Alan Stubbs.
10. Temperental. Often as a result of weak technical ability matched with high determination, these players are likely to be sent off once or twice. e.g. Will only apply to regenerated players.
11. Unambitious. Clearly lacking in determination and often lacking behind their rivals in terms of mental attributes, these players may fancy moves to lower league clubs. e.g. As applies in 10.
12. Unknown. These players are usually too young to have developed their character fully. The next few years will be crucial to them.e.g. Barrington Belgrave.
13. Unsporting. These players are often gifted but hate losing. They will not hesitate to take a tumble in the box and may even choose not to kick the ball into touch when a rival is down. e.g. Will only apply to regenerated players.
That is the lot! With regards to the current players personalities, I wonder if a similar guide should be produced by S.I. I shall take one such personality as an example.
Light Hearted. This could be interpreted in more than one way. Is the player always happy and therefore always able to play well with nothing appearing to bother him? Or. Is the player just not able to take anything seriously with a devil may care attitude to everything, thereby affecting the team as an effective unit?
I wonder if it would be more accurately beneficial to all if S.I. published their "in game interpretations" of the definitions of players personalities? Then, at least, all will be singing from the same hymn sheet. Kind regards to all.
I wonder if it would be more accurately beneficial to all if S.I. published their "in game interpretations" of the definitions of players personalities? Then, at least, all will be singing from the same hymn sheet. Kind regards to all.
I wholeheartedly support this. It doesn't need to be much, just a line (as in CM4) describing what SI thinks each term means. MV's Hints and Tips would be a good start, although it would be better as a tooltip or manual addendum.
And obviously SI could share this kink of aspects, either on a tutorial or manual. Maybe they want to be secret for we learn while playing (experience)
I tried out different combinations of hidden personality-attributes (as well as Determination, Influence and other unhidden attributes) with FMM. All seem to have threshold values, most commonly 15 (though for Leader it is 19 in Influence), and some seem to be more important than others, but sometimes have synergies at certain thresholds. Most of the values are probably off by quite some bit, but it's a start.
Attributes of above 15 in Loyalty, Ambition, Determination, Sportsmanship or Professionalism make the player different degrees of loyal, ambitious, determined and professional in absence of other "defining" characteristics. The relations between the attributes to determine which ends up as describing the player is approximately Professional > Determination > Ambition > Loyalty > Sportsmanship. The threshold value for "Leader" is 19 in Influence (and has more weight than other attributes).
The attributes also counteract each other, decreasing high values in one attribute to "fairly <whatever>" for high sums of the other attributes. E.g. loyalty of 15 or above makes Ambition stay at "fairly ambitious" even if it's above 15. The only "personalities" other than loyal, ambitious, determined, sporting, leader and professional I've managed to create thus far are:
Model Citizen - 20 in all hidden attributes except Adaptability and Controversy.
Perfectionist - 20 in all hidden attributes except Temperament (and Adaptability & Controversy).
Honest - 20 in Loyalty and Sportsmanship.
Balanced - No defining attribute (all are below 15).
Resolute - Determination of above 15 and professionalism between 15 and 17 makes the player resolute. If more professional, the player is just professional.
Light-hearted - high values (15 or more) in Ambition, Pressure and Sportsmanship.
Jovial - high value (15) in Pressure, 10 in Professionalism and Temperament. More in Professionalism, and the player is Spirited.
We could probably work it out using the editor or any tool that will show us a players' hidden attributes. The whole personality aspect merely offers an insight into these in my opinion, in the same way that the weight attribute can give us clues as to a players' professionalism.
If personality models could be ascertained, then we could start relating them to team talks and each personality's response to them- although that would be a hell of a lot of work.