Quote Originally Posted by RaiKo View Post
Lol. I love your discussions and experiments about game that are very deep everytime i feel like i was reading books written by J. R. R. Tolkien.

Now i want to look at it the other way, Normally it's an advantage if you follow your main opponent's fixture a week behind in real football. Because you probably play game in next week with a team which got beaten up pretty good and demoralised by the main oppo. They would be pushover on the pitch then i understand it works vice versa as usual in this game. You should expect better result for yourself if your opponents played very well in their last games. Very interesting.

What about on fire morale status ? Lets say the player has ratings in order of 8-10-9-10-6. Next game is easy and the following game is tough. Why don't we let him play in easy game and firing his morale up for next tough game ? On fire is not working or On fire is determined and restricted by the rating system you talked about it ?
I believe that the game creates scenarios selecting few factors to be determinant. I listed all factors in some guide -spanish forum. and are too much to be considered all at once.
So, first, before the match starts, the game does a players simplification, selecting 6-7 players to be determinant for the match, based on different factors like the rating variabilities. This create the sensation of different situations between one and another game, because the scorer can change, assistant too, etc
And once the simplification has beed done, the game uses the "starting settings" to determine which options are and which aren't determinant, then, the determinant ones are set in ON/OFF meaning that for example, long passing can be set in OFF, so probably in this case, if I start mixed as usual, I will loose some balls, so I'll have to switch to short.
Same with the flank etc you can notice which is the right mentality and flank following the possession bar, which are the main source of information, followed by % efficency and ratings.
So the morale, as the condition, and all factors which can be determinant, can "matter or not", so set in OFF perfectly, meaning this that you can occasionally win a game without condition.

Then you have to remember that the game creates 2 situations for each team, one attending and another without, usually, giving a ·"secure" when you don't attend, which stabilizes the simulation for who don't attend -for good or bad- so Local team can have a supposed value of 4 attending 7 non, Visitor 8-5 creating this, different "favourite variables".
But the most important all managers need to know, is that this is like a puzzle game, not a 1vs1 tactical game, and is based in scenarios affected by different determinant factors that can be resolved always, except when the AvQ distance between 2 teams is too high to overcome the margins of performance of the oppo.