Seeing that the stat distribution makes some of the stats useless, and some random factors playing a big impact on the result of the match why not replace the useless stats with new ones that can be actively be used for in-game tactics?
Here are the useless stats that I think should be removed, base on:
https://www.virtualmanager.com/forums/topics/1144499-vurderingstallet
Set Pieces: Accounts for 3% of player rating, and it's rarely used, on the occasional penalty kick that are awarded (would say less than 1% of matches).
Leadership: Accounts for 3% of player rating and could be replaced by some personality treat on players given randomly and making some average players potentially more useful because of it.
What stats can be added instead of them?
- Defensive/offensive positioning, for example, as too often during matches the players position are set very strange and for that, random was the explanation i got from crew/more experienced managers. Raised a bug report for some tactics where it was acknowledged as being an issue.
- Decisions/Intelligence: Again, missing in the match report is the fact that players make some decisions that sometimes makes no sense, making a pass when completely on 1 vs 1 against the keeper in the corner of the penalty box, or passing backwards. Again no known factors for why that happens, again the presumption of randomness. Why not have something that can be a deciding factor.
- First touch/technique . Dribbling does not take into account (officially) the component of the first touch, just the act of bypassing opponent's tackling attempt. some passes are faster, should require more technique/better first touch than other, the worst the passing generally the better the receiver of the pass should be. We can see sometimes players not intercepting a pass, but no clear factors are present while that happens.
Also along with the Leadership Personality others could be proposed to add more dynamism to the game. Nowadays only the training and 15% rule make the profiles of players, but in real life no matter how hard you train there are predetermined limits to different player types. Some players are shorter, more agile and with better technique, others are stronger, better at heading and physical contact. this kind of variation lacks in VMan. Also the Left/Right foot preference it seems it's not taken into account though i've seen in matches players sometimes needing additional 'moves' when the ball appears to be on the wrong foot, so maybe there is something that's not known to the masses. An ambidextrous player should be worth more and be better at performing under pressure.
Headings and crossing is another missing factor that makes this game incomplete. There are a lot of variations that would make it more interesting once the tactical part is getting into DEV's hands.
Also the Keeper's One in One seems only to be relevant for penalties, so again another skill to be looked at.
What do you think?
Here are the useless stats that I think should be removed, base on:
https://www.virtualmanager.com/forums/topics/1144499-vurderingstallet
Set Pieces: Accounts for 3% of player rating, and it's rarely used, on the occasional penalty kick that are awarded (would say less than 1% of matches).
Leadership: Accounts for 3% of player rating and could be replaced by some personality treat on players given randomly and making some average players potentially more useful because of it.
What stats can be added instead of them?
- Defensive/offensive positioning, for example, as too often during matches the players position are set very strange and for that, random was the explanation i got from crew/more experienced managers. Raised a bug report for some tactics where it was acknowledged as being an issue.
- Decisions/Intelligence: Again, missing in the match report is the fact that players make some decisions that sometimes makes no sense, making a pass when completely on 1 vs 1 against the keeper in the corner of the penalty box, or passing backwards. Again no known factors for why that happens, again the presumption of randomness. Why not have something that can be a deciding factor.
- First touch/technique . Dribbling does not take into account (officially) the component of the first touch, just the act of bypassing opponent's tackling attempt. some passes are faster, should require more technique/better first touch than other, the worst the passing generally the better the receiver of the pass should be. We can see sometimes players not intercepting a pass, but no clear factors are present while that happens.
Also along with the Leadership Personality others could be proposed to add more dynamism to the game. Nowadays only the training and 15% rule make the profiles of players, but in real life no matter how hard you train there are predetermined limits to different player types. Some players are shorter, more agile and with better technique, others are stronger, better at heading and physical contact. this kind of variation lacks in VMan. Also the Left/Right foot preference it seems it's not taken into account though i've seen in matches players sometimes needing additional 'moves' when the ball appears to be on the wrong foot, so maybe there is something that's not known to the masses. An ambidextrous player should be worth more and be better at performing under pressure.
Headings and crossing is another missing factor that makes this game incomplete. There are a lot of variations that would make it more interesting once the tactical part is getting into DEV's hands.
Also the Keeper's One in One seems only to be relevant for penalties, so again another skill to be looked at.
What do you think?