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Player Attributes Explained
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  1. Player Attributes Explained

    Introduction

    This is an overview of all the (visible) player attributes in FM2011, hopefully explained as simple as possible. There are lots of misunderstandings about what certain attributes do, and how they translate into the match engine, and this article will explain them all.


    Types of Attributes

    There are three types of attributes; background, prime and secondary attributes.
    • Background attributes are attributes that are constant. They are either passive or active, and are always checked first by the match engine to see if the prime and secondary attributes should be used or not. Example; the determination attribute controls the length of time the player puts in an effort in a match. For every action, this attribute is checked to see if it’s passive or active (passive at the start of a match, active towards the end of a match), and then other attributes follow.

    • Prime attributes are attributes that controls the success of other attributes. They are simply defined by being responsible for the secondary attribute to be successful. Example; without the decisions attribute (prime), the passing attribute (secondary) will have little success, as the choice of where to place the pass is controlled by the prime attribute decisions. So even though the accuracy is good, the decision of where to aim is bad.

    • Secondary attributes are always tied in with a prime attribute, and are either accuracy or situation based.
    All actions a player performs in the game are a result of a string of attributes, usually starting out with one or more background attributes, then one or more prime attributes, and lastly one or more secondary attributes. Example – a player makes a short simple pass:

    Background attributes > Creativity (prime) > Decisions (prime) > Passing (secondary)

    Background attributes decide if the pass is even made in the first place. Creativity presents the player with X amount of options. Decisions controls what option the player goes for. Passing controls the accuracy of the pass in the end. There are several background attributes in play, either passive or active…but in its simplest form, those attributes are the requirement for a short simple pass.

    Another example – a player takes a shot at goal:

    Background attributes > Creativity (prime) > Technique (prime) > Decisions (prime) > Composure (secondary) > Finishing (secondary)

    Teamwork (background) decides if the shot is in the best interest of the team or not. Determination (background) decides if the player will even perform the shot (he might have given up trying). Creativity presents the player with X amount of options. Technique decides the range of options as to what type of shot the player can perform. Decisions controls how well the decision is to shoot (and where to aim). Composure controls how well the player makes his choices under pressure, and finishing controls the accuracy of the shot in the end.


    Technical Attributes

    In this category there is only one prime attribute; technique, and there are no background attributes. All other attributes in this section are secondary, and they’re all accuracy based.

    CornersAccuracy of a corner kick
    Secondary to the anticipation (how will my teammates move) and decisions (where do I place the corner) prime attributes.

    CrossingAccuracy of a cross
    Secondary to the anticipation (how will my teammates move) and decisions (when and where will I place the cross) prime attributes.

    DribblingAccuracy of a dribble
    Secondary to the anticipation (how will my opponent move) and technique (do I have the trick in my repertoire) prime attributes.

    FinishingAccuracy of a shot at goal
    Secondary to the composure (will I make a calm decision under pressure), technique (do I have the type of shot in my repertoire) and decisions (where will I place the shot, when will I shoot and what kind of shot do I use) prime attributes.

    First TouchHow well a player controls the ball upon receiving it
    As soon as a player receives the ball, this attribute decides how well he controls the ball in order to do what he wants to do. Secondary to the creativity (what options do I have to choose between) and decisions (what is the best option) prime attributes, as he has to make a choice while the ball is on its way towards him.

    Free Kick TakingAccuracy of a free kick
    Secondary to the technique (do I have the type of free kick in my repertoire) and decisions (where do I place the free kick) prime attributes.

    HeadingAccuracy of a header
    Secondary to the anticipation (where will the ball end up), and decisions (how and where will I head the ball) prime attributes.

    Long ShotsAccuracy of a long shot
    Secondary to the creativity (what options do I have), technique (do I have the type of shot in my repertoire) and decisions (where will I place the shot) prime attributes.

    Long ThrowsAccuracy and length of a long throw
    Secondary to the decisions (where will I aim my throw) prime attribute.

    MarkingHow well a player marks an opposition player
    Used closely with the tackling attribute to decide how well a player defends against an opponent. It also controls how well a player understands his zone.

    PassingAccuracy of a pass
    Secondary to the anticipation (how will my teammates move), creativity (what options do I have) and decisions (when, how and to whom will I distribute my pass) prime attributes.

    Penalty TakingAccuracy of a spot kick
    Secondary to the decisions (where will I place the penalty kick) and composure (will I keep calm under pressure) prime attributes.

    TacklingAccuracy and timing of a tackle
    Secondary to the decisions (how and when will I make my tackle) prime attribute.

    Technique – Prime Attribute – The width of the player’s repertoire
    The easiest way to describe technique is that it controls the width of the player’s technical range. The higher the attribute, the more the player can actually do with the ball. As an example; if a player wants to shoot a Roberto Carlos type banana shot, he has to have it in his repertoire, and that’s where the technique attribute comes in.


    Mental Attributes

    Most of the prime attributes are in this category. The secondary attributes are mostly situation specific, like bravery and influence.

    AggressionHow combative a player is
    A high attribute means an energetic and forceful player. A low attribute means a docile and unassertive player. This has little to do with how violent a player is, which is more controlled by invisible attributes like dirtiness and sportsmanship.

    Anticipation – Prime Attribute – The prediction of other player’s movements
    Otherwise known as being able to ‘read the game’. Anticipation is used when performing actions that involves other outfield players, like passing, crossing, intercepting, etc. In chess, it’s the ability to predict what moves the opponent will perform in X amount of turns.

    BraveryThe sacrifice a player will make to gain an advantage
    Or translated into FM terms; how much a player is willing to risk injury in order to win a ball, not concede a goal, etc.

    ComposureHow well a player performs under pressure
    Pressure means pressure from opposition players, but also pressure to score or pass in an important moment. Secondary to the decisions (am I calm enough to make the correct decision) prime attribute.

    Concentration – (Background) – How long the player will make correct decisions
    A high attribute means the player will use his decisions and anticipation prime attributes better throughout the length of a match. A low attribute means the player will make more mistakes (essentially not utilise his decisions and anticipation attributes well).

    Creativity – Prime Attribute – Controls the mental repertoire
    A prime attribute similar to the technique attribute, controlling the width of the players mental repertoire. In order to make a certain decision, the player must know the choice even exists in the first place. This is where creativity comes in – it decides how many choices a player can choose between. A high attribute means more choices.

    Decisions – Prime Attribute – Controls the quality of decisions the player makes
    Also a prime attribute, and this is one of the most important attributes in the game. A player is constantly presented with options, and the decisions attribute controls if the player chooses the best option. It also controls how and when an option is performed. Decision is what, when and how. Even though it’s a prime attribute, it’s secondary to the creativity (what are the options) and technique (what am I able to do technically) prime attributes.

    Determination – (Background) – How long the player will give 100% in a match
    A low determination attribute means a player ‘gives up’ earlier. High attribute means the player would fight until the end.

    FlairControls the players tendency to do the unexpected
    Flair means ‘style’ or ‘originality’, but in Football Manager it simply translates into players doing unexpected things. Which essentially means the ability to override an opponents anticipation skill. Secondary to the creativity (what options do I have), decisions (what is the best option) prime attributes, and whatever accuracy attribute needed at the end of the action.

    InfluenceDecides if a player makes a good captain
    Unlike many theories and speculations, this attribute is very simple; it’s used for deciding a captain at the club. A low attribute means the other players won’t respect the decision of who is captain, or listen to him in emergency meetings. A captain with a high influence attribute creates harmony in the squad.

    Off The BallHow well the player utilises space when not in possession of the ball
    This attribute is not only important for a player to make himself available for a pass or assist, but also for a player to draw opposition players away from their positions, creating space and opportunities for his teammates. Secondary to the decisions (when, how and where should I move) prime attribute.

    PositioningThe accuracy of a players position
    This attribute controls how well a player positions himself, depending on what’s going on around him. Secondary to the anticipation (how will others move around me) and decisions (where should I be) prime attributes.

    Teamwork – (Background) – Controls the player ego
    A low attribute means the player will put his own best interest before the best interests of the team, like trying to shoot for goal instead of passing to a team mate, even though the team mate might be in a better position to score. A high attribute means the player would base decisions on what is best for the team, not what is best for himself.

    Work Rate – (Background) – Decides how often a player is active
    A low attribute means the player would not spend too much time in off the ball decisions, and rather wait for an opportunity to arise instead of trying to create the situation himself. A high attribute means the player would make himself available and involve himself in play as much as possible.


    Physical Attributes

    AccelerationHow fast a player can reach his maximum speed
    Used together with the pace attribute, it decides how fast the player can reach his maximum pace.

    AgilityHow easily a player moves
    A low attribute means the player is ‘sluggish’. A high attribute means the player is nimble and light-footed.

    BalanceControls how long a player can keep on his feet under pressure
    Often used together with strength in shoulder to shoulder situations, and decides if a player can keep on his feet through pressure situations like tackles, etc. A high attribute means that the player will be able to stay on his feet for longer.

    JumpingMaximum height a player can reach
    Jumping is how far a player can get his head from the ground. Height is also taken into account, deciding whether or not the player needs to jump in the first place. Two players with the exact same attribute will have the ability to reach the same height when jumping off the ground.

    Natural FitnessDecline and recovery of physical attributes
    Long term attribute that controls the level of decline when it comes to the physical attributes. It also controls how well a player returns from injury. Essentially, a high attribute means a longer career and faster recovery from injuries.

    PaceDecides the maximum speed
    Loosely secondary to the decisions (when should I utilise my speed) prime attribute.

    StaminaDecides the rate of decline of the players condition
    The higher this attribute is, the longer a player can keep going without getting tired. It’s fully connected to the match condition of the player.

    StrengthPlayer sturdiness
    Only used in conjunction with an opposition player, helping to decide who wins a tackle, shoulder to shoulder situation, etc.


    Summary

    Background attributes control if the action is even performed in the first place.
    Concentration – Am I aware of what’s happening so I can use my anticipation and decisions attributes?

    Determination – Am I still determined to use my skills, or have I given up?

    Teamwork – Am I performing this action in the best interest of the team, or in the best interest of myself?

    Work Rate – Will I create this situation, or will I wait for someone else to create it for me?
    Prime attributes control the success rate of an action.
    Technique – Am I able to perform this action, do I have it in my repertoire?

    Anticipation – Will I be able to predict the next move?

    Creativity – Do I know what the options are?

    Decisions – What, how and where will I perform the action?
    All other attributes are accuracy or situation based.


    Original article found here: http://www.mantralux.com/player-attributes-explained/
    Last edited by mantralux; 16/11/2010 at 09:21 AM.
    Mike, tubby, iNickStuff and 25 others like this.

  2. Worth a stickie I think
    draco809 likes this.

  3. Joss's Avatar JossPremium Member
    Premium Member
    Haha. First thread, and you get it stickied....

    Already read it all, but good article, well explained and will be very helpful for everyone!

  4. Also, don't forget to read the manual: http://www.footballmanager.com/manual/172

    The descriptions in the manual are slightly cryptic and vague, but my article complements it well in my opinion. =)

  5. Mike.'s Avatar Mike.
    Super Moderator
    I think its really important to underline just how vital the mental attributes are. Things like decisions, anticipation, creativity, underpin virtually every movement the player
    sidgurung97 likes this.

  6. so all players should have high attributes in the background and prime attributes regardless of where they play?

  7. Quote Originally Posted by CCFC_1987 View Post
    so all players should have high attributes in the background and prime attributes regardless of where they play?
    To be frank, yes, except for defenders. I don't see defenders need any creativity and technique.
    A player needs to have good decision and anticipation skill, regardless where they play.

  8. Quote Originally Posted by CCFC_1987 View Post
    so all players should have high attributes in the background and prime attributes regardless of where they play?
    From what I understand, yes, but with certain exceptions, if you have a Limited Defender he doesnt need high technique since all he is required to do is clear the ball. Or a trequartista doesnt need high team work since you expect him to do magic on his own.

  9. How would you (all invited) assign these attributes in order of importance for the 4 basic positions (goalie, defense, midfield, forward)?

    If we can get a good assignment of these, then translate them into the appropriate training categories, it would be pretty easy to come up with a training schedule that best (with tweaking for personal taste) emphasizes the required skills and abilities for a particular role on the field.

    Goalkeeper
    --Physical:
    --Technical:
    --Mental:

    Defense
    --Physical:
    --Technical:
    --Mental:

    Midfield
    --Physical:
    --Technical:
    --Mental:

    Forward
    --Physical:
    --Technical:
    --Mental:

  10. Any info on hidden attributes mantralux? eg ability to handle pressure, suceptibility to injury etc...
    Would the latter result in a player 'bottling' a tackle if they are injury prone?

    Great thread by the way, really helpful
    Last edited by fuelledbypassion; 18/11/2010 at 09:43 PM.

  11. Really helpful stuff. I suppose it goes to show just how useful mental attributes are, explains why players like Defour are so good even though their technicals aren't stratospherical.

  12. Quote Originally Posted by fuelledbypassion View Post
    Any info on hidden attributes mantralux? eg ability to handle pressure, suceptibility to injury etc...
    I think I'll add a hidden attributes section to the article as soon as I'm done with my other projects.

  13. great article

    Thanx alot
    this will be very useful

    I'll be waitin 4 the hidden attributes

    well done

  14. Good stuff. Things I actually know but sometimes it helps when it is simply written out. Used this to set up my set piece takers and it has had a great effect. I added up the primary and secondary important attributes of the potential free kick takers and chose the player with the highest sum to take the free kicks. As a result I have Ganso who's free kicks are only 13 as my first choice FK taker and he is quality.

  15. Quote Originally Posted by CorvetteC3 View Post
    Good stuff. Things I actually know but sometimes it helps when it is simply written out. Used this to set up my set piece takers and it has had a great effect. I added up the primary and secondary important attributes of the potential free kick takers and chose the player with the highest sum to take the free kicks. As a result I have Ganso who's free kicks are only 13 as my first choice FK taker and he is quality.
    That's actually an excellent way of using this information, might use that approach for some tips & tricks at the end of the article. =)

  16. Vroteier9
    Rotation
    great article, didn't know how big a role decision play in PK ty.

  17. Mike.'s Avatar Mike.
    Super Moderator
    Quote Originally Posted by GodCubed View Post
    Really helpful stuff. I suppose it goes to show just how useful mental attributes are, explains why players like Defour are so good even though their technicals aren't stratospherical.
    This.
    I've long banged on about how mental attributes underpin everything else. i always the to sign players who excel in that area, alwasy have done since 2009. Players like defour will play well above what their stats show, think you will like this thread. simply the best thread ive seen of its type when it comes to attributes and how they work together: http://community.sigames.com/showthr...ated-for-FM11*

  18. Really helpful article, learnt quite a lot about different attributes and the connections between them.

  19. Quote Originally Posted by Mike. View Post
    This.
    I've long banged on about how mental attributes underpin everything else. i always the to sign players who excel in that area, alwasy have done since 2009. Players like defour will play well above what their stats show, think you will like this thread. simply the best thread ive seen of its type when it comes to attributes and how they work together: http://community.sigames.com/showthr...ated-for-FM11*
    Yes, I remember a thread discussing the most important block of attributes. I thought technical but you were convinced mental were the most important. I was sceptical, but after looking at mini-essays like these and comparing how well tactics are implemented in my team when focusing on one or the other I've become somewhat of a convert.

    Really good link you posted too, was very concise and clear.

  20. Mike.'s Avatar Mike.
    Super Moderator
    Quote Originally Posted by GodCubed View Post
    Yes, I remember a thread discussing the most important block of attributes. I thought technical but you were convinced mental were the most important. I was sceptical, but after looking at mini-essays like these and comparing how well tactics are implemented in my team when focusing on one or the other I've become somewhat of a convert.

    Really good link you posted too, was very concise and clear.
    i've found that a player with supreme technical stats and good mental stats is a potent individual threat, but a player with supreme mental stats and good technical stats is just as potent, but also turns the entire team into a potent threat, especially when placed in an area where he can affects large parts of the pitch

  21. iNickStuff's Avatar iNickStuffPremium Member
    • iNickStuff's Avatar
    • Man Utd (2011-2031):

      x14 Barclays Premier League titles
      x13 FA Community Shields
      x12 FA Cups
      x11 UEFA Champions League titles
      x10 League Cups

      England (2018-2022):

      x1 UEFA European Championship
      x1 FIFA World Cup
      x1 FIFA Confederations Cup
    Considering his options
    I saw this on the website and, alongside your other articles, you have really put some work into training and getting the best of your players.

    Incredible, and I never thought of these kinds of things before.

  22. what about Staff atributes?

  23. So if I have play with lone striker and I want him become a 9s (like Trezeguet or Van Gol-just play around the box) should he has position point high (around 14-15) or low(7-8)?

  24. Quote Originally Posted by donguyen2605 View Post
    So if I have play with lone striker and I want him become a 9s (like Trezeguet or Van Gol-just play around the box) should he has position point high (around 14-15) or low(7-8)?
    It's always best to have everything high.
    Last edited by Something; 15/01/2011 at 09:50 AM.

  25. timmsy123's Avatar timmsy123
    Star Player
    Quote Originally Posted by Something View Post
    It's always be to have everything high.
    Apart from eccentricity in GK's

  26. http://www.mediafire.com/?hq86pfdarvhr9fh
    This is my tactic.I play Fm10.Someone help me.I want my midfielder (include Trequartista) to feed the ball to the forward and my striker often wait in the box to get the ball and shoot(I want him become top goalscorer.).But when I use this tac and my striker often moves to the touchline and feed ball to the other.When attack or counter attack, he moves up near the box and slow down, other player moves into the box and shoot.Why???? Someone help me.Thank U so much.
    My striker is random and he is monster(finish 17, composure 16, position 11, off the ball 17, heading 16, jump 18, pace 14, acc 17 and agility 15) so I le his role is complete forward
    Last edited by donguyen2605; 16/01/2011 at 12:53 PM.

  27. cristinamerry
    Amateur
    Great job here. I really enjoyed what you had to say. Keep going because you definitely bring a new voice to this subject. Not many people would say what youve said and still make it interesting. Well, at least Im interested. Cant wait to see more of this from you.

  28. Very good article , will be helpful.

  29. Great stuff!

    Are you planning on adding player instructions as well?
    For example, you have Run From Deep, Run With Ball and Through Balls(should be same as passing?), how would you apply the player attributes required for these instructions? Rarely, Sometimes, Often.
    I find myself struggling to decide if a player should Run With Ball - Sometimes or Often and stuff like that, I assume it would fall under dribbling?

  30. Quote Originally Posted by shunt View Post
    Great stuff!

    Are you planning on adding player instructions as well?
    For example, you have Run From Deep, Run With Ball and Through Balls(should be same as passing?), how would you apply the player attributes required for these instructions? Rarely, Sometimes, Often.
    I find myself struggling to decide if a player should Run With Ball - Sometimes or Often and stuff like that, I assume it would fall under dribbling?
    well run with ball often is a mix of speed, technique dribbling, decisions, anticipation and also team work (if he's too selfish he will dribble too much and lose balls often)
    trought balls is a mix of anticipation creativity decisions team work technique passing

  31. Balance

    First of all, this is a great post and one that I have found very useful so thanks for the hard work. I have a question about balance.

    I do not know the mechanics of the game but it seems to me that your description of balance is perhaps a little understated. I think its one of the most important attributes within the game. We've all heard commentry IRL about players scuffing shots, or mis-placing passes becuase they are off balance, however your discription seems limited to shoulder to shoulder confrontations.

    I was always under the impression that balance provided a small modifier to most actions performed by the player. for example, the ME asks the player a Yes/No question regarding balance, when he performs an action. If the player is not balanced then it creates a negative effect on the action and he wont perform that action to the best of his capabilities. This would effect many in-game actions (mainlly technical execution), including passing, tackling, shooting, running, dribbling, set peices, heading. skiddy wet surfaces would also have an effect. IMO it makes balance almost as important as decisions and anticipation, due to the number of activities it can effect. It also brings up the question, is balance measured by yes (off balance) or no (perfectly balanced), or is there a scale involved to indicate how off balance they are, the worse the balance the bigger the penalty?

    Also regarding the shoulder to shoulder action. I think your putting too much weight into the attribute. When a shoulder to shoulder competition is in effect, the stronger player will win regardless of balance. The result of the victory will cause the loser to become unbalanced (and more), however if his balance rating is high he can recover it quickly (in case of a yes, no balance scale) or will only be given a minor balance penalty(in case of a larger scale), before performing his next action.

    Like I said though I dont know much about the match engine, and I am speculating about this via my own in-game experiences. Does anyone have any comments on this?

  32. all players beware from steroids its silent killer.

  33. Quote Originally Posted by AHTsunami View Post
    I do not know the mechanics of the game but it seems to me that your description of balance is perhaps a little understated. I think its one of the most important attributes within the game. We've all heard commentry IRL about players scuffing shots, or mis-placing passes becuase they are off balance, however your discription seems limited to shoulder to shoulder confrontations.
    I belive what your on about is composure. Don't take my word for it tho. Balance is still important when facing a strong team, I agree shoulder to shoulder a stronger player would win but i think balance helps the weaker player to stay on their feet and go just that bit further or break off from the challenge and skill them on. My thoughts are posted

  34. Have a question about aggression, when you you have a player that is high in aggression attribute, should you give this player hard tackling in PI's?

  35. Quote Originally Posted by Shaneckham View Post
    Have a question about aggression, when you you have a player that is high in aggression attribute, should you give this player hard tackling in PI's?
    You should give player hard tacklilng when he has high decisions, anticipation and tackling. There was probaply some other mental skill that should be good also.

  36. Quote Originally Posted by SS19 View Post
    You should give player hard tacklilng when he has high decisions, anticipation and tackling. There was probaply some other mental skill that should be good also.
    So with those attributes combined with aggression, I should let them tackle hard.
    I have been testing hard tackling with players with high aggression, mixed results some reds, players like pepe and carvalho I have both them on hard and they rarely pick up cards. Obviously cause they are high in the above attributes.

  37. Wow, useful, I will try to make a team with good background attributes

  38. are the back groung attributes concenatraion determanation team work and work rate ?

  39. What an awesome post! Gonna keep this in mind when searching for new players from now on.

  40. question. you say that creativity is the mental repertoire of the player. i fully understood the concept. but then what happens when you give full creative freedom to a player that has 4 at creativity? it should have no negative effects as he is taking everything in consideration and the decisions attribute decides which one he chooses. for the opposite example: what does it mean when we give no creative freedom to a player with 20 creativity? does he not see the choices anymore?

  41. Can aggression be improved through training or is it pre-determined, as i am yet to see a player improve on this attribute through training.

  42. I'm not really sure about some GK Attributes. First of all, how big of a role does physical attributes play in the GK Performance.

    I'm not sure what role does Strenght, Balance and Jumping have in the role of a goal keeper. I assume that Jumping is linked with Aerial Ability?

  43. Great thread, Helped a lot!

  44. Very Useful , thank you !

    Could you do the same for Goalkeepers please ?

  45. Yes very helpful thread thank you so much!

  46. Do defenders need high technique attribute for tackling ? Particularly is there any relation between tackling and technique ?

  47. No connection Dragonax

    Technique is the ability to do special things offensively. High Technique helps with overhead kicks, curling the ball, knuckleball shots etc...as these types of moves require the ball to be hit in a certain specific manner.

  48. High technique is very important as it allows players to develop their other technical attributes.

  49. off the ball

    Sorry if this has been reposted but i couldn't find it.

    The problem i have with this attribute is this :

    for example if i have a DM or DRL (more defensive players) who always make their selfs available for pass, does that mean they can have 15+(or even 20 at an extreme scenario ) off the ball attribute while they rarely make them selfs dangerous for scoring?

    please i need an answer from someone who really knows what he's talkin about.

    Thanks.

  50. I'm sorry in advance if the question is stupid, but is there any attribute which determinates how much will player stick to a tactical plan?

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