Blog

[INSTRUCTIONS] - Youth Teams, by FIDAdmin1

03.01.2013 19:44

As you know we've just initiated youth team/leagues within Footballidentity and the first youth league has already been created in England (and it seems ROM, SCO and NOR will soon follow). This means we should try to release some further instructions for you about how this feature works. Here's is a short instruction:

1. Appointing youth team manager

A youth team is nothing without a youth team manager. The youth team manager is the only one who can sign footballers to the youth team for example and it is really a key person that need to be appointed ASAP. The Main Team manager need to open the role of the youth team manager and the role can also be publicly announced (which means it will appear in the manager job list under World -> Employment -> Manager Jobs). This procedure is all very similar to appointing an assistant manager and you will find the functionality to open and announce this role by following this path on your main team space:

Team -> Team Management -> Managers

The youth team manager can in his turn appoint an assistant manager for the youth team by following the same path on his youth team.

2. Deciding manager rights

As a team manager for the main team you can decide what rights the different managers in your "club" has (assistant manager, youth team manager and youth team assistant manager) when it comes to picking the starting lineup for each team. With this feature a manager can then allow for example a youth team manager to pick the lineup for the main time in case the main team manager is not able to do so himself. The "Club Manager Rights" feature can be found by the main team manager by navigating through the following path on the main team space:

Team -> Team Management -> Managers

Note: Only the team manager and assistant manager of each team can participate as manager during the matches of that team. This is not affected by the Club Manager Rights setting.

3. Trial contracts

Trial contracts will become a very important thing for youth teams in the future. The idea is that new users and footballers should be funneled into the youth team academies in order to give them a good start in FID where they can play against other users/footballers on similar terms. For now trial contracts will still be active also for "normal leagues" but we will start to turn trial contracts off for normal leagues playing at times where there is an active and established youth league so that new users and footballers is directed into the youth leagues as their first step.

4. Manager Rating

As a main team manager you will get half the manager rating that your youth team manager is able to generate as an addition on top of your regular manager rating.

5. Picking footballers from youth team to play in A team

One of the biggest benefits with youth teams (apart from extending the manager staff and total amount of users in the "club") is that the main team can call up footballers from the youth team to play in the main team. If the youth team has a match at the same time as the main time (this will be the case in 100% of the league matches but could of course be different when it comes to UFCL matches etc) then the footballer that is to be called up will have to be removed from the starting lineup of the youth team. The footballer cannot even be on the bench in the youth team match so you need to do the following procedure in order to get the footballer excluded from the youth match:

1. Enter lineup and tactics selection for youth team match
2. Highlight the footballer you want to remove and click "Remove from field" if footballer is currently placed in the starting 11.
3. If you did not have a full bench when performing #2 above the footballer will have been added to the bench instead and you then need to highlight him on the bench and click "Remove from Bench".
4. You will now be able to see the footballer (he will have the letters YT in his name) in the lineup and tactics selection for your main team.

RECOMMENDATION: It is highly recommended to give youth team footballers club-unique shirt numbers because if they have the same shirt number as a main team footballer they will also have the same number during match even if they are playing on the same team.

6. Training Matches

A very nice feature that comes with the youth teams is that you are able to select any footballer from the club (from both main team and youth team) when initiating a training match. This can be a great way to quickly get new users/footballers to learn the game by having the more experienced bunch of footballers (from the main team) play with the newbies (from the youth team). Only the main team manager can initiate the weekly free training match but anyone from the team can pay the small fee to initiate a training match and in all cases all footballers (from both teams) will be selectable.

Training matches are initiated by clicking the CREATE TRAINING MATCH link on the character or team space.

RECOMMENDATION: It is highly recommended to give youth team footballers club-unique shirt numbers because if they have the same shirt number as a main team footballer they will also have the same number during match even if they are playing on the same team.

7. Club forum

New with the youth team functionality is now a "Club forum" which can be found in both the main team and youth team locker room. This forum is open for all characters (both managers and footballers) from both the main team and the youth team. You will find the club forum by navigating through this path:

Team -> Locker Room -> Club Forum

8. Attribute increase from playing matches

As most of you know we are planning to release a new feature which will allow for footballers to get a small boost in their attribute development through being active in matches (User Decision related). This feature will have a special effect in youth teams since it will give a higher boost compared to normal teams.

We have however not yet activated this feature. We need to make a lot of calculations and investigate the effect on footballer development first in order to see if there are other changes required in order not to let footballers become too good. We will give more info once we have reached the point where we can release this.

9. Youth team salaries and transfer budgets

The salary budgets of all youth teams will be constant. We believe they will always be 4 million and it is up to each youth team to balance that salary budget in order to get a suitable mix of 18-21 year olds.

Currently we have a bug in youth team creation that sets salary budget to 200.000 instead of 4 million. We hope to have this sorted in a few days and will update the budgets manually as soon as we can after a youth team has been created.

Transfer budgets for youth teams will start at 0 and they will get a small amount of transfer funds put into their accounts per week. The main idea behind youth teams is to sign many footballers on free transfers and to bring new footballers and users into the teams to get "a great start in life".

IMPORTANT: 

Please remember that there are still some system rules that limits how you as a manager can take over teams etc. and these rules still apply for the youth teams as well. So if you as a team manager for example take over the youth team manager role you will have to wait 7 days before you can reapply for the main team manager role again so it is strongly recommended not to do so.

 

SOURCE: https://forum.footballidentity.com/default.aspx?g=posts&t=171489

IFIDA Update! - Youth Teams/Leagues and Attribute Increase from Matches

27.11.2012 11:49

Time for an update from the International FIDA! And this time with some news that we hope you all will be very interested in reading about :) This time the news are about an upcoming implementation of Youth Teams/Leagues and Attribute Increase from matches.

1. Youth Teams and Youth Leagues

As a result of discussions held in the global FIDA initiative called ”the Activity Consolidation project” we’ve come to the conclusion that we need to create a controlled environment in which younger footballers (18-21 years old) can compete against similarly skilled footballers. We have therefore now started implementing something that we hope will change the competitive side of Footballidentity a lot by introducing Youth Teams and Youth Leagues.

The way that this new functionality will work is that a National FIDA can initiate the creation of a Youth League by inviting 12 main teams to have their Youth Teams activated as part of a new youth league. When all 12 teams have accepted the invitation a Youth League will be created and all those 12 teams will get a Youth Team connected to them (those two teams together will act more like a CLUB instead of individual teams). The Youth Team will play their matches at exactly the same match time as the main team. We believe that the youth teams will all have a specific and limited salary and transfer budget (same for all youth teams) at least in the first version of this.

The manager roles within the “CLUB” will change a bit with this new implementation. The manager of the main team will appoint the Youth Team Manager (and can also fire him if necessary) just like when employing an assistant manager. The Youth Team Manager will be able to employ an Assistant Manager for the youth team. All managers can be allowed (the main team manager will be able to set this access up in the system) to setup tactics and pick lineups for both the main and the youth teams but only the two managers from each team can participate in the match of their specific team. Please note that the main team manager will be allowed to have a footballer in the youth team (all youth team contracts will however be handled by the Youth Team manager) and the youth team manager will be allowed to have a footballer in the main team. The main team manager will also receive rating based on how the Youth Team performs.

Now, the way that footballers will be incorporated into Youth teams will differ a bit compared to main teams. Here’s a list of some main points:

[b]• Contract Age limitation[/b]
Footballers signing with youth teams can only sign contracts that end at the latest on the season when they turn 22.

[b]• Trial Contracts[/b]
Trial Contracts will be deactivated for main teams and this feature will only be available for Youth Teams in the future. This will ensure that new footballers (from new users) get “funneled” into the youth teams and we hope that this will cater much better to new users since the chances of finding an active team (with active management and people) is much higher in a youth team (where there is a “mother club” that controls it).

[b]• Main team appearances[/b]
It will be possible for the main team to call up youth team footballers to play in a specific main team match. The footballer will have the same chemistry during the match as he has with the youth team. We are looking at extending the amount of subs possible during a youth team match to 5 instead of 3 (if this does not require big changes in the Match Engine). This would allow for Youth Teams to maintain a bigger squad and avoid lacking from inactivity if one or two players are called up to the main team for a match.

[b]• Attribute Increase from Matches[/b]
Youth team players will get an extra increase in attributes from being active in matches (see point 2 beneath).

All characters in a “CLUB” (both main team and youth team managers and footballers) will have access to a CLUB forum in which they can communicate with each other.

[b]BENEFITS:[/b]

We believe that this new concept of Youth Teams will have many benefits:

• New users get a natural way of getting into the game in an environment which makes them compete on similar level as others. Trial contracts will be the main "funnel" into these youth clubs.
• A team now turns more into a CLUB. Where the CLUB has two teams = 4 managers and 44 footballer spots. We believe that increasing the size of a “team” with more people will strengthen the “team” and it will not become as fragile (currently if a manager and maybe 2, 3 footballers decides to quit the team or quit FID then the team risks falling apart). Now with youth managers it will be a small step for example for the youth manager to take on the main team manager role if the main team manager leaves.
• New users have a bigger chance of finding their way into a club where there is a lot of activity already (since there need to be some activity in the main team already in order for a youth team to have been created, this is up to FIDAs to make sure before inviting a team to create their youth team).
• We will be able to close down A LOT of leagues and consolidate the activity and competitiveness into a fewer amount of leagues (and their parallel youth leagues). We hope that FID will become a world where many users will fight for the places in a fewer amount of teams and leagues creating a highly competitive environment instead of having semi-active leagues with a lot of bot teams.

[b]IMPORTANT: We strongly urge any NFIDA who believe they have enough activity in their leagues (any division) to already now start investigating the interest (of creating a Youth League) from teams in their country, in order to be prepared to initiate this as soon as we release the Youth Team functionality a few weeks from now.[/b]

Your input on this is valuable so please use this forum post to discuss this topic: https://bit.ly/TrRN4y


[b]2. Attribute Increase from playing matches[/b]

Let me ask you a few questions first (and I will give you the answers myself :) ):

Q: What is one of the biggest issues in FID today?
[b]A: Activity in matches[/b]

Q: What is one of the strongest emotional attachments that users have (except for their team mates) in FID?
[b]A: Their characters and their character development[/b]

Now... WHY ON EARTH HAVE WE NOT CONNECTED THESE TWO THINGS EARLIER!?

[b]Why have we not made it so that footballers' attributes increase based on their activity in matches (and also slightly on their performance)?[/b]

Just ask yourself... if your attendance during match would help your footballer's attribute increase... would you then not have an even higher interest in playing matches? Because of this we are currently considering letting the system calculate an increase that would be distributed onto multiple attributes (the higher your attribute the higher the chance of receiving an increase in that specific attribute).

[b]For more details about this please read the IFIDA Press Release here: https://bit.ly/UpEgeT[/b]

Yours Sincerely,

International FIDA

Mejor servicio de pago con tarjeta de crédito?

14.11.2012 10:19

 

PAYMENT SERVICE FID$ USD Fid$ por cada dólar
PAYMENTWALL 1800 $ 25,00 72,00
SUPERSONICADS 1200 $ 19,99 60,03
SUPERREWARDS 1000 $ 17,35 57,64
TRIALPAY 1000 $ 17,99 55,59
MATOMY 942 $ 20,91 45,05

Updated: 14-Nov-2012

Rangos de valores de habilidades y sus adjetivos

13.11.2012 09:22

 

 
RANGO ADJETIVO
1-20 Disastrous
21-30 Useless
31-40 Very Poor
41-50 Poor
51-60 Mediocre
61-70 Means Business
71-80 Good
81-85 Very Good
86-90 Superb
91-95 Fantastic
96-100 Star Quality

 

Upcoming ME tweaks, by FIDAdmin1

12.11.2012 08:20

So, we are now working on a new set of Match Engine tweaks that we want to release within a week or two in order to have the momentum concept influence the gameplay even more than it already does. We believe these tweaks will add additional depth to the game and at the same time will make it possible to increase importance of attributes in situations where the user decision of one footballer is just as good (or bad) as his opponent’s (hence decreasing the influence of randomness).

Here’s a summary of the tweaks we are working on:

1. Receive ball

- We will make it so that momentum will play a role in receiving a ball. It will be more difficult to receive a ball at high speed and easier at low speed. We will build it so that the effect is mostly based on general speed (not relative speed compared to footballer’s skills) but also a smaller amount on footballer’s individual speed. So if you are a very quick footballer trying to receive at 80% of your speed you will most likely get bigger decrease in chance compared to a slow footballer trying to receive at 100% speed. This also caters for the younger footballers (who are usually not so speedy) since they will quite often come at the ball with a low general speed.

- The pass quality will also play a slightly bigger role in receiving now.

Vision:

We believe that this will make it important for speedy footballers to also have good reception skills if they want to be able to receive the ball at full momentum. Otherwise those footballers would have to slow down in order to increase their chances to get the ball which would partly defeat the purpose of being speedy smiling

We also believe that we will see more passes going just through footballers that can hardly reach the ball (they will have to stretch to reach it and with full momentum) which could also see more low through passes being played through the defensive lines. We may even see great passers (who can get off a 4 or 5 bar pass) play them balls almost straight through defenders.

We also believe that we will see situations where footballers will not dare to try to receive the ball but instead will leave it and go towards where “the ball will bounce to” next turn in order not to risk it going straight through them.

2. Fight for ball

- We will make it so that momentum will play a role in Fights for the ball. It will be more difficult to fight for a ball at high speed and easier at low speed.

- We will now also let pass quality play a role in the fight for ball cases. Of course if a ball is hit long upfield the pass quality won’t make much of a difference but at shorter distances a well placed pass will increase the chances of your team mate winning the ball.

Vision:

We believe that this tweak will make FFB attributes even more important. As a defender there will be situations where you will have to fight for a ball with more momentum than your opponent and in those cases you must make sure you are a monster (compared to your opponent) in order to win the fight.

We believe that positioning will be much more important after this tweak. One must make sure not to have to fight an opponent in full momentum in a dangerous situation (if you are the defender). 

We also believe that passing accuracy will become even more important. Miss your target with a lot and the opponent may be able to fight it with as little momentum as possible and your team mate will be in trouble.

3. Tackle/Dribble

- This is the trickiest part to tweak and we have not yet taken a final decision on how the tweak will be implemented. At minimum we will make it so that a tackler will get less chance of tackling at high momentum and higher chance at tackling with low momentum.

Vision:

We believe that this will make dribbling and tackling much more challenging. Tacklers will have to position themselves well and make sure they can cover most of the dribblers run by having set a good momentum. Dribblers will try to set their momentum before receiving the ball so that they can make a following run that forces the tackler to tackle at high momentum (and preferably early on the run so that the tackler is left behind if dribble succeeds). We will most likely see a much more careful dribbling AND tackling game and this may even result in standoffs where a dribbler makes a short move to lure his opponent to tackle at high momentum whereas the tackler instead just closes up on the dribbler without tackling.

4. Further Momentum tweaks

- We intend to increase the difference between full momentum and no momentum SLIGHTLY. We believe that a footballer with full momentum should be able to move a bit longer compared to a footballer with low momentum or momentum in the wrong direction but this is going to be a very small tweak.

- We intend to decrease the amount that a footballer can turn when at full momentum SLIGHTLY. This is of course still decided by a footballer’s attributes but we want to narrow the run that footballers can do when having a high momentum in order to make it less “forgiving”. This tweak will however also be very small.

- We intend to make acceleration slower so that for example a footballer performing a short run can’t accelerate as much as a footballer making a long run.

5. Special Ability tweaks

We intend to decrease the effect from Special Abilities in some areas now that momentum and other parameters are becoming stronger parameters in the game.

SIDENOTE:

We would like to highlight one thing and that is that we believe that after these tweaks “the star system” (or the success indicators as they are also called) will finally become much more interesting. With so many new and dynamic parameters (like momentum and pass quality) being more involved the star result displayed in a fight, receive or tackle/dribble will finally give a bit of useful information to the user since it is based on the specific situation. So for example if a footballer that is clearly stronger than his opponent loses a FFB with 2* it would indicate that the opponent had a lower momentum than him AND/OR the pass quality influenced the outcome. With this information the user can start evaluation what he can do to improve his situation which has always been the main idea with this star system.


Upcoming free adjustment

Now, we know that many of you are wondering when we will open up the free adjustment that we have promised in relation to the introduction of momentum. We were hoping to be able to open up the adjustment when the leagues were “turning” (after 11 matches) but we realize now that we will not be able to so. As you can see from above there are some interesting and important tweaks coming within a week or two and it would be very bad to open up the adjustments before these tweaks has been released. Of course some of you will argue that you can decide for yourself if you want to perform the adjustment now or later and that we might as well open it up now and let it run for a longer period but that is not a good way of doing it. Not everyone follows the development as closely and there may be users seeing that the adjustment page is open, going to adjust without realizing that we will come with an important tweak just shortly after. Therefore we will not open the adjustments until the tweaks has been performed.

Edit: Seems I was unclear about one thing here. The free adjustment will be opened shortly after the tweaks has been released (1-2 weeks from now) meaning that the adjustments will be opened during this season.

Edit2: changed pass success to pass quality (bars)

 

SOURCE: https://forum.footballidentity.com/default.aspx?g=posts&m=2551463#post2551463

 

MOMENTUM Match Engine: 2012.09.19

01.10.2012 13:36

Finally! After a long time of development we are happy to announce that the Momentum Feature (that most of you have heard us talk about for ages now) has finally been released on all matches! We truly believe that this feature will enrich Footballidentity game play (and tactical play) massively since footballers will now have to take their decisions more carefully and think at least one step ahead.

So, for those of you who are not yet familiar with the momentum feature:

This new feature allows you as a footballer to decide how much forward momentum (speed) you would like to have for the upcoming turn. By increasing your momentum you will be able to move longer if you try to move forward compared to if you try to move backwards or to the sides. 

You can set your desired momentum in two ways:

Momentum Arrow (after movement selection):
After you have selected your movement a new arrow will appear that let you decide your desiredmomentum by expanding or shrinking (from max to min) and then selecting your desired momentum by clicking.

Default Momentum Selector (slider at the bottom right corner):
It is also possible to select your desired momentum by adjusting the momentum slider at the bottom right corner of the Match Interface. If you select a move but do not select a desired momentum with the momentum arrow then the momentum selected with the slider will be the desired momentum used by the match engine. This slider can be adjusted at any time and allow you to set your desired momentum with less time pressure than the momentum arrow. It is also useful for situations where you will have problems deciding momentum with your arrow due to lack of space on the match interface (close to the sidelines for example (especially when being close to the goal on the left side of the field).

Useful hint: The default momentum slider also decides where your default momentum arrow starts when being displayed. If you for example have the slider set at 100% then your arrow will appear in fully expanded state but if you have your slider set to for example 20% the momentum arrow will appear as 20% expanded. This can be useful for those situations where you have a lack of space to expand your arrow, set slider to 100% and you will be able to decrease your momentum arrow by moving your mouse towards your own footballer.

Now here are a few things that may be useful to know about how the momentum feature works:

- Momentum is influenced by your attributes (we choose not to enclose which attributes; this is for you to find out). Your attributes will have an impact on how much you can increase your momentum, and on how much you can move if you change direction or try to stop.
- The amount of momentum you can get is influenced by how much you moved during the previous turn. If you moved a lot then you will not be able to decrease your momentum so much (even if you set your momentum arrow to minimum) and if you move maximum length you will not even be able to decrease your momentum at all. If you moved a short amount then you may not have enough time to increase your momentum so much.
- It may take several turns for you to accelerate up to your maximum momentum (speed). Your attributes influence also this aspect.
- Taken the above points under consideration it is important to understand that even if you are able to select for example 20% as your desired momentum you may not be able to reach that momentum (it is all depending on the above parameters). 
- No one will see what momentum you have set.

For those of you who still haven’t picked up on the plans about attribute adjustments for your footballer following this new feature we intend to give everyone ONE free attribute adjustment some time after version 1 of momentum has been released. Please note that we will not open this functionality up until we feel that momentum has been running well for some time and that all users have had a chance to play with this new feature and analyze how it works. It is no use to open up an attribute adjustment until everyone has had the chance to analyze how they want to adjust. So you can expect the free attribute adjustment to come sometime during Season 14. We will come back with more exact details about this later. Of course, those of you who can’t wait and who have not yet made use of the Training Camp Adjustment (during pre-season) can still purchase such an adjustment for your footballers up until the new season starts.

Now, we really hope you are just as excited about these news as we are! We ask everyone to understand that this will create a big change when it comes to the tactical play in FID and that it can be quite confusing in the beginning but that it will become clear as teams start adapting to this new functionality.

And once again: Make sure you clean your cache to get the newest version of the Match Engine 2012.09.19. Otherwise you will not be able to control your footballer on the field!

Please use this forum topic to discuss this release: https://bit.ly/VjtJBG

International FIDA

New Player Guide for FID - CI's Noob Guide, by @boroie

28.09.2012 10:30

 

[b]New Player Guide for FID - CI's Noob Guide
By: boroie
Source: https://forum.footballidentity.com/default.aspx?g=posts&m=2489949#post2489949[/b]
 
I originally wrote this guide for one of my teams and then shared it on the Irish forum. Apparently its good enough to post here too so here you go. There is nothing too revolutionary here but hopefully it will help somebody get to grips with the game that might have otherwise struggled. If you disagree with anything posted below or have other comments/suggestions, then please either drop me a PM or post a comment regarding it. Feel free to take this and post it in your team forums, or send a link to this article to any new players that join your team. 
 
 
 
 
 
1. Dos and Don'ts
* When you are young, train skills that are low to get the most bang for your buck. Every year you age (eg 18 > 19) your maximum wage can be increased by 100,000. At 22 your maximum wage becomes 1,000,000 (1 million). Training skills is based on 2 things - your wage and the level of the skill being trained. 
* Don't train one skill in isolation - all actions in the game require a combination of skills to be most successful. Speed is the only exception. For example, Fearlessness and Agility are used in nearly every physical confrontation (eg trying to dribble past a defender, trying to tackle a striker). If you train only Dribbling and neglect other skills then you will be knocked off the ball far more easily than a player who spread his skills around better.
* As a young player, do NOT train special skills (Sliding Tackle, 360 Dribble, Lightning Save, etc). All special skills act as a multiplier to your existing skills. If you have low skills, then getting a special ability will just make your low skill slightly less bad. You are much better off training your normal skills first and then training special skills when you are older and have a higher wage. Do not train more than 1* in any special skill until you have a good wage (1 million+).
 
 
2. General Play Tips
* If you choose the wrong action by mistake and its still your turn then press the Z key on your keyboard to cancel it (or click on your dot) to get your choice again. You have to be quick though.
* No Action. Use this option whenever you can. Dont run around like a headless chicken. Every time you move in a turn, this uses some of your condition. Every action you perform is affected by your current condition. This is to simulate you getting tired. When defending for example, if your team has the ball and you are standing on the halfway line, just click no action to stand still.
* From kickoff, choose a high starting position to conserve condition for later. The same goes for free kicks, place yourself appropriately instead of running around in the turns afterwards. 
* Not everyone can shoot, head or pass the ball. This is purely dependent on your skills. Don't think 'anyone could do that' because FID is not like real life. Imagine your player as having the football skill levels of a 12 year old girl until you train up your skills and you wont be far wrong. Play it safe and use your teammates if they are better than you at certain things. You are not Pele.
* When playing a match, look down at the bottom of the screen and you will see your confidence bar. This also affects how well you perform in actions. Red is good, blue is bad. This bar gets higher if you have successful actions, and drops if you are unsuccessful. It also drops if you miss training for a day or are offside.
* When you are offside then your player dot will turn transparent. Never try to interact with the ball when you are offside. This will give away a free kick but it will also give you -5.0 match rating and drop your confidence to blue.
* There are two types of Bot players. Some have names like Bot Footballer4. They fill teams that don't have enough human players. The other type are human characters that have nobody playing them in a game, this is because the human maybe missed the match. They do stuff automatically. All bot players are [censored]ed. Bot Footballers (the first type) have really low skills. 
* If a manager of a team has 'Supporter Pass' (or SP) then he can control one bot footballer per turn in a game. This also applies to the team assistant manager. 
* Try not to one-touch or take Direct actions unless you have to. A direct action (eg Direct Shot, Direct Pass or Header) will never be as accurate as if you Received the ball first and then perform the action - unless you have 100 in the One Touch skill. It also takes exactly the same amount of turns in the game to accomplish a Direct Action as it does to Receive & Action. The benefit of Direct actions though is that it allows everyone less movement in that turn - this can be very useful sometimes for shots.
* Don't HOOF! The longer that your pass is, then the more movement every other player gets in that turn. This is especially true for low skilled passers. You can lose any advantage your team has by making a too long pass as the opposition defence has more than enough time to get back into position.
* Use short passing where possible to get the ball to a high passing skill player. The longer your pass is, especially when it is a high pass, the greater the chance that it will go severly off target unless you have trained your passing skills and Vision quite high.
* When making a low pass, dont leave it too short for an opponent to intercept. Stick your foot through it if an opponent is nearby. Better an inaccurate pass than giving the ball away easily.
* If you block a ball then you cannot interact with it the next turn. The same goes for punching. Block really does not work well/at all at low skill levels.
* The half will not end (well you get up to 5 minutes extra) if the ball is in the penalty area, or if it is a freekick/corner/goalkick. Keep an eye on the clock and if its the 2nd last turn before halftime, try to get it into the opposition box. 
* If you are standing on the pitch and the ball goes through or near you so that the action menu pops up on your turn, you do not have to do an action there. You can choose to MOVE and then do something (eg receive the pass further down the line). The same goes for shots and dribbles. 
* If you win a tackle against a player then he cannot tackle you next turn (and only gets half movement if it was a hard tackle). This means that you can dribble with the ball without worrying about that player. This does not mean that nobody else cannot tackle you though so be wary of opponents nearby. 
 
 
3. Goalkeeping Tips
* You can see the type of the shot by checking the stars that the shooter got - it will tell you if it is controlled or if it is hard (or a header).
* You can see the strength/quality of the shot by looking down at the bars on the bottom of your screen. If its 4 bars or higher then it is a very well struck shot.
* If a shot is coming near you and you get the action menu up straight away, ALWAYS click move and position yourself directly in line of the shot.
* Punch = Parry. When you do this then the ball can rebound anywhere (including your own net). Most goalkeepers tend to punch shots they dont think they can catch. 
* Save = catch/hold. Sometimes you can get a bad save if the shot is very good or you get a bad action, this can cause the ball to rebound like a punch. 
* Never use the Save or Punch action when you have the action Receive Ball with Hands available. You are likely to end up looking like a fool as the ball rolls past you into the net if you do. Imagine a keeper diving full length to keep out a barely moving backpass that he could just walk over and pick up. 
* Never EVER use the block option. NEVER!
* Don't be afraid to 'sweep' outside your area, especially if you have trained speed. You can pick up inaccurate long passes from the opposition sometimes and start counter attacks for your team. Always be wary of giving the ball away when you do this - you can get lobbed.
* Never try long crossfield passes. These will very frequently go off target to the opposition. Try to pass short if you have a defender open, or at least send it long and straight up the pitch to get it out of your half.
* Never try to tackle an opponent unless you can use the Tackle with Hands option.
 
 
4. Defending
* Most teams play an offside trap in this game if they have an active defence. We use the lines on the pitch (where the colour changes from dark green to light green and vice versa) which are labelled from Line 1 to 5. Line 1 is inside the box and is never used. Line 2 is on the edge of the area and is sometimes called 'Box line'. Line 3 (L3) is our start position for goal kicks. Line 4 (L4) is our start position for kick off. Line 5 (L5) is nearly at the halfway line. Halfway line (HL or HW) is our default position when the ball is in the other half.
* Never run forward from the halfway line unless you can easily win a ball uncontested. Stay with your man if you are unsure.
* When tackling, always MOVE first and then tackle at the end of the opponents dribble. Dont get left behind play with an unsuccessful tackle.
* Know when to use Hard and Soft tackles. If you make a hard tackle and fail it, then you can only move half your normal movement next turn. If you make a soft tackle and fail it then you can still make your full movement next turn.
* Hard tackles have a greater chance of success but also a higher chance of giving away a freekick or getting a yellow card/injury. Use against oponents near the box or against players that are much better dribblers or much faster than you. Use Soft tackle by default.
* Standing beside an opponent will put pressure on him so even if you missed your tackle against an attacker, try to crowd out his dot and make him fluff his shot or pass.
* The Block skill needs to be trained to a high level before it works some of the time. Do not waste your training on this skill unless you plan to specialise in it. At low levels it will do nothing for you.
* When stopping on a line, consider standing just in front of your man (especially if you are faster than him) so you might be able to play him offside. If you are slower than him then you may need to stand behind him to get the edge in a footrace. Make your defence aware of this though so you dont break the offside line if one has been called. 
 
 
5. Midfield Tips
* Central Midfielders are primarily playmakers and destroyers. Know your role and don't unbalance the team by running forward to join every attack or running backwards to break the defensive line. Generally you will be the best passer on the team and will switch play to the wings or play in the strikers directly.
* If you are bad at tackling, then dont tackle a good dribbler unless absolutely necessary. You are more likely to give away a free kick or get an injury than succeed against a good dribbler. This is more true in your own defensive half though. Feel free to try and tackle anyone in the opposition half where giving away a freekick doesnt matter.
* If you are not specifically tracking an opposition player, then try to get into space so that your teammates have an easy pass to you. Don't be too far away from a bad passer and expect and accurate pass, you are likely to end up in a fight with several other players to get the ball. 
* Unless you have trained shooting, dont shoot. You might get lucky and get it on target but its also likely to be very easy for the keeper to save. Pass it to the strikers instead.
* The same goes for dribbling. 
 
 
6. Winger/Dribbler Tips
* Try not to dribble past too many defenders. The more players in a row, the more chance of you failing.
* Dont be afraid to put the ball into the box early, especially if your striker is a good fighter. Too many dribbles can let the defence get back and crowd out your attack.
* Know when to use Cross and when to Pass instead. The same goes for when to choose High or Low. A Cross can only be made from certain positions on the pitch, near the opposition area. High Crosses move faster than High Passes and give less movement to players - this can be an advantage. They can also go off target though. Low passes and crosses move the fastest and are the best option when passing to an unmarked player, as long as the ball can not be intercepted by a defender.
* Everybody has a minimum amount of movement on a turn. Don't make your dribbles too short otherwise you can get tackled when you least expect it. 
* If you have low ball control/dribbling/speed then frequently players will be able to run further than you can when you are dribbling - be very careful you dont let yourself be tackled by a defender because of this. 
 
 
7. Striker Tips (also for anyone shooting at goal)
* Heading the ball does not use your shooting skills. It uses the Heading skill. If you have a low heading skill then don't choose header unless you can easily beat the keeper because he is out of position. You will probably put it over the bar or into the keepers arms otherwise. 
* Know when to use Hard and Controlled shots. Hard shots are much more difficult to get right with low skills. It is best to use these when you are closer to goal (think around the penalty spot) and just aim them down the middle. They might go anywhere. Generally use controlled shots outside the area if you have to shoot from there. 
* It is best to shoot from inside the area rather than outside the area. Your shots are much harder to save when they are closer to goal.
* Try not to use direct shots unless there is a clear tactical reason to do so, or you have trained one touch to a reasonable level. 
* Your passing is probably going to be terrible, keep it simple. 
 
 
8. Training
* Team Training is once per week (it says what day and time on your character page near the next match information). You can only do team training if you have not performed training already that day. When the team training time arrives (generally 30 minutes before a game starts on one day) the text will turn into a link that you can click. Team training trains 3 skills at the same time for you that are set by the manager. It is well worth doing this.
* If a match has started (or is in the 10 minute warmup stage prior to kickoff) then never train condition - you just wasted your training.
* Match items are too expensive until you are on at least 1 million wage. If you choose the training option "Transfer to Bank" then it will save 1/7th of your wage to your bank account. This can be used to purchase match items. However you will not be able to train any skills that day. For example, Boots cost 120,000 - at the base wage that will take you 9 days of saving. Its NOT worth it.
* Always badger your manager to give you maximum wage. This directly affects how fast you can train your player.
* Train every day. If you miss training in a day then your player confidence will drop.
* Max wage levels:
18: 100,000
19: 200,000
20: 300,000
21: 400,000
22: 1,000,000
23: 1,100,000
24: 1,200,000
25: 1,300,000
etc
* Don't bother training Special Skills or New Positions unless your wage is good and you understand what they do. 
* Getting 5 stars in a position means that you are completely adapted to that position and will not experience OOP (Out Of Position) penalties. 
* Even at a wage of 1,000,000+ expect it to take up to several months to get 5 stars in a special skill or position. This is not worth doing except for old players who already have high skills. 
 
 
9. Stars and Bars
* You can see what star rating a player gets by clicking on their dot after they do something. You can see your own rating at the bottom of the screen. 
* Whenever a player attempts any action within the game, whether it is receiving a ball, tackling, shooting or whatever, they will be given a star rating for that action. The game examines the skills of the player (and the opponent if this is a contest) and the difficulty of the action they are trying to accomplish, then rates how likely this is to succeed. It gets the actual result by adding up all the skills into its calculation and adding a dose of random (to simulate luck), then compares the actual result to the first result. 
* The star rating is as follows:
RED star - you failed very badly, 95% of the time you would do better than this. Equivalent to a striker kicking the ground instead of the ball.
ONE star - bad luck, you did worse than was expected of you, normally about 70% of the time you would do better than this
TWO stars - you did about as well as was expected of you
THREE stars - you got lucky and did better than we thought - maybe 25% of the time this can happen
GOLD stars - jackpot! 5% of the time you do amazingly well, much better than anyone thought you could
* For actions that only you are involved in, ie that are not a contest against one or more other players - these actions are: Headers (low/high/controlled/hard), Passes (low/high), Crosses (low/high), Throw Ins (low/high), Receive Ball (low/high/with hands), Goalkick/Dropkick, Shooting (controlled/hard). You do not fail the action if you get a 1*, it generally means that the direction is less accurate or the pass is longer/shorter than you chose. Sometimes a shot will turn into a pass (you scuffed it). Likewise getting a 3* or gold action here does not mean you are guaranteed to score or find your teammate with a pass. A striker with 20 shooting getting a gold star result just means that the game is surprised you didnt hit row Z with the shot, not that its a screamer into the top corner. 
* For actions that are contests, ie you versus one or more players - these actions are: Tackling (hard/soft), Fight for Ball, Save/Punch, Dribbling, Blocking. You will ALWAYS fail the action if you get a 1* or a red star result. Getting a 3* or gold action is ALWAYS a success. When you get a 2* result then the opponent will also get a 2* result. This means the player with the best skills will win the contest. Also note that when you get a 1* then the opponent will get a 3*, when you get a 3* then the opponent gets a 1*. 
* You will see Bars down on the bottom of your screen listed as Pass/Shot Quality. This goes from 1 to 5. This means how easy or hard it is to block or intercept a pass or save a shot. If you see a 1 bar then it might indicate that the ball is not moving that fast (eg imagine the difference between a floated cross and a driven cross) or that a shot is at a really good height for a goalkeeper to save. Getting a 3* shot and a 4 or 5 bar quality is a very good combination though. 
 
 
10. Further Playing Tips
* Blocking out is a term that is used when you successfully position your dot between the ball and another dot so that he cannot initiate a fight for the ball (FFB). This is the best way to win the ball with a low skill player versus a high skill player. You generally have to be quicker to the ball than the opponent and be in the same spot as he is trying to go to. You will get better at this with practice. 
* Don't let yourself be blocked out of fights. If the opponent goes first (so you can see his arrow), especially if he is faster than you, do NOT go to the same position. Go off to the side or ahead/behind so that you can initiate a FFB at least.

Formation Guide, by FIDAdmin

28.09.2012 10:23

SOURCE: https://forum.footballidentity.com/default.aspx?g=posts&m=686444#post686444

 

 


3-1-4-2 Formation


1 GK
______
3 CD
______
1 DCM
2 CM
2 SM
______
2 CF



3-4-1-2 Formation


1 GK
______
3 CD
______
2 CM
2 SM
1 ACM
______
2 CF



3-4-3 Formation


1 GK
______
3 CD
______
2 CM
2 SM
______
1 CF
2 WF



4-1-2-3 Formation


1 GK
______
2 CD
2 SD
______
1 DCM
2 CM
______
1 CF
2 WF



4-2-1-3 Formation


1 GK
______
2 CD
2 SD
______
2 CM
1 ACM
______
1 CF
2 WF



4-3-3 Formation


1 GK
______
2 CD
2 SD
______
3 CM
______
1 CF
2 WF



4-4-1-1 Formation


1 GK
______
2 CD
2 SD
______
2 CM
2 SM
1 ACM
______
1 CF



4-4-2 Formation


1 GK
______
2 CD
2 SD
______
2 CM
2 SM
______
2 CF



4-4-2 Diamond Formation


1 GK
______
2 CD
2 SD
______
1 DCM
2 SM
1 ACM
______
2 CF



4-5-1 Formation


1 GK
______
2 CD
2 SD
______
1 DCM
3 CM
1 ACM
______
1 CF



5-3-2 Formation


1 GK
______
3 CD
2 SD
______
3 CM
______
2 CF



------------
4-1-3-2 Formation



1 GK
______
2 CD
2 SD
______
1 DCM
1 CM
2 SM
______
2 CF



------------
4-3-1-2 Formation



1 GK
______
2 CD
2 SD
______
1 CM
1 ACM
2 SM
______
2 CF



------------
4-2-4 Formation



1 GK
______
2 CD
2 SD
______
2 CM
______
2 CF
2 WF



------------
4-4-2 Diamond (WF) Formation



1 GK
______
2 CD
2 SD
______
1 DCM
2 CM
1 ACM
______
1 CF
1 WF



------------
4-5-1 (SM) Formation



1 GK
______
2 CD
2 SD
______
1 DCM
1 CM
1 ACM
2 SM
______
1 CF


 

 

 

BASICS: Attributes

21.08.2012 18:31

BY: Mark Bowen [A.Ramsey]

 

Ok a general run through of the stats copied from an old guide I had. Hopefully this will help new users work out what is best to train for their character. A lot of stats like vision get ignored by people who want their player to be a passer, this guide should help people develop their player in a more rounded way.


Physical

Acceleration
If you are chasing after a ball, or moving into position to receive a pass, having better acceleration than your opponent will mean you can move into position to get the ball quicker than they can. By being able to get into position first, you then "own the spot", which means you can take up the best position to try to control the ball, while your opponent will have to make do with trying to work around you to take the ball from you. Owning the spot doesn't guarentee you will win the fight for the ball, but it gives you the advantage.

Agility
As the Attribute Dictionary says, this is a basic attribute used in many situations. Pretty much every time you interact with the ball, you will use agility. This means it is quite a useful secondary skill, but it is important to get up the primary skills you use most often first.

Balance
You use balance every time you interact with a high ball - When the ball is in the yellow section of the line. It doesn't have huge importance when fighting with an opponent for the ball, as other attributes come into that, but you can win the fight for the high ball and then still fail to control the ball, because your balance was not good enough! A lot of high passes are made in FID, so it is important to train balance. However, central players will probably benefit from balance a bit more than wide players.

Jumping
Obviously, this is only used when the ball is in the air. Being able to jump higher than your opponent means you can reach the ball first, making it a very useful fight for the ball (FFB) attribute. Is used to both win and control a high ball, as well as winning headers.

Speed
Does what it say! You will quickly come to realise that speed in FID is the most important attribute to train. I think it's fair to say most people will train speed up to the maximum of 100. Simply put, if you can run to the ball faster than your opponent, you can control the ball without even having to fight for it in the first place!

Stamina
A self-explanatory attribute, this one. So, in terms of how much you will need, about 50-60 stamina should get you through most matches with enough condition left that you recover back to 100% in time for the next match. If you don't use No Action much, then you will need 70-80 stamina if you're running around like a headless chicken the entire game! Early in your career you want just enough stamina to get you through the match (50-60). Later in your career, training this much higher will give you bonuses in the final 30 minutes of the match, as a fitter player will have more energy to keep fighting for the ball and winning it against their more tired opponents!

Strength
This is the main fight for the ball (FFB) attribute, and this is only used when you are up against an opponent trying to win the ball from them, whether that's an interception, or a tackle, etc. Central players will benefit the most from this, as they will be involved in the most FFBs, and particularly Central Defenders.

Technical

Ball Control
Another basic attribute, but an important one for players who will see more of the ball. Will be useful when controlling the ball, and also when shooting, or passing, or dribbling.

Blocking
Self-Explanatory. Used when attempting the Block action.

Curving
When passing or shooting, curving basically makes the ball harder for the opponent to block, and harder for them to intercept. However, on regular passes this effect is quite small. But it has much more importance when using the Cross action, crossing the ball into the opposition's box. This makes it a bit more important for side midfielders, but CMs and CFs will also benefit.

Dribble
Another pretty obvious skill. It's most often used by SMs, but CFs will also find a fair few situations to use it, and CMs might occasionally, but CMs have other things more important to train first.

High Passing
This will make your high passes more accurate. It does not affect how long your passes can be, only accuracy.

Low Passing
This will make your low passes more accurate. It does not affect how long your passes can be, only accuracy.

One Touch
This is used when performing a one touch action, and makes one touch actions more accurate. This includes one touch shots, one touch passes, and also - I'm not sure why, I don't think it makes sense - Headers.

Tackling
Again pretty self-explanatory. The higher your tackling, the more likely you will win the ball, and the less likely you will commit a foul. Most useful for SDs, as opposition SMs are most likely to dribble at you. Also useful for CDs and DCMs.

Mental

Anticipation
This is about your footballer being able to predict where a high ball is going to land. If he doesn't have very good anticipation, he's going to mis-judge the flight of the ball, and he won't be able to get it.

Defensive Positioning
This has a small effect when trying to win FFBs against opponents in your own half when the opposition is attacking. However, it has a much greater effect in your own penalty box. So this is generally only worth training if you are a defender.

Fearlessness
This is again used in FFBs, so players who are in positions that are regularly involved in FFBs will benefit from a high level of fearlessness. However, this is more of a secondary attribute.

Scoring Positioning
This is basically the opposite of Defensive Positioning. So this will generally only be worth training if you are a CF, as they will regularly find themselves in the opposition's box.

Vision
This is a secondary attribute to both High and Low passing. As well as training high and low passing to improve the accuracy of your passes, training vision will also help improve accuracy. It will also make your passes slightly more difficult for your opponent to intercept, but not as much as the Curving attribute will. 

 

Finishing

Heading
While this is under finishing, it is not just for headers at goal. A good heading attribute makes your headed passes more accurate too. Heading is NOT involved in FFBs. Heading is just to help make your headers more accurate.

Shooting Accuracy
Another self-explanatory attribute. High shooting accuracy makes your shots more likely to hit the target. By far most important for CFs to train, than any other position.

Shooting Strength
High shooting strength makes your shots more likely to beat the keeper! Again, by far more important that CFs train this, than any other position.

Keeper

Aerial Ability
An attribute used by the goalkeeper when coming out to attempt to intercept crosses. However, as a keeper it can sometimes be best to stay in goal and not try to intercept the cross if your penalty box is very crowded. Only attempt this if you have a clear run to the ball.

Handling
Probably the single most important goalkeeping attribute. Good hands help you keep the ball out your goal!

Keeper Positioning
This is basically a secondary skill to all goalkeeping actions you perform. Most important to train your primary skills first, but this is definitely worth training after that.

Passing with Hands
This improves the goalkeepers accuracy when throwing the ball to a teammate after making a save/picking the ball up. However, as you can always kick the ball, you can pretty much get away with ignoring this attribute. I don't know many good goalkeepers who have bothered to train this skill at all.

Reflexes
An attribute you will use every time you make a save. This makes it the second most important attribute for a goalkeeper to train, behind Handling.

As mentioned in the Dictionary, goalkeepers will also use Acceleration, Agility, Anticipation, Balance, Fearlessness, Jumping, One Touch, Strength and Vision depending on what action you are performing. The goalkeeping attributes are your primary attributes, but these secondary attributes are worth looking into at a later date.

 

 

BASICS: Passing and receiving the ball

21.08.2012 18:29

Why Low Passes?

A low pass reaches the recipient quicker because the distance between the two players is the same, but the ball is travelling a lower distance.

Example...



The benefits? The most obvious is that if the pass is shorter it takes less time to reach the recipient, and this means that there is less chance of the ball being intercepted because the opposition cannot run as far in the turn to attempt an interception. I've noticed how, on a couple of occasions where we've played a high pass we've had less options on the next turn, because the opposition can get closer to the man in possession or the player they are marking. 

How to perform a good Low Pass?

It's logical that if you make a pass you aim right on the player you want to pass. But thanks to the ME your passes hardly go exactly where you aimed. Either the direction changes, or the length.

You could get something like this:



The result is the intented receiver may struggle to receive that turn, if at all - the ball is short so the amount of movement in the turn is lower. Plus, the trajectory of the ball is taking it more toward the opposition player in this case.

However, in this next case, the passer aimed far beyond the intended receiver, though still in line with him. Yet again, the pass isn't as accurate as intended. But, because he aimed long, the trajectory is still be closer to the receiver and he will have enough movement to receive the ball - the turn also ends just after he recieves so the opponent shouldn't get too close. 




The other benefit with this is that this long low passing could allow you to play risker passes 'through' an opposition player along the ground.

If you play a short pass by clicking the pass to go to the player, the pass is shorter, so the 25% area where the ball cannot be intercepted (highlighted in darker blue below) is smaller. Meaning the opposition player could move a little further along the pass and receive



However, click to play the ball longer again and that 25% zone is larger, such that the opposition player cannot receive it, only block it.



There is of course the risk of the ball being blocked, so don't attempt this if you have a second opposition player close by, but keep it in mind if there is just one in front of you like in the above image, and lets use that 25% zone to our advantage.

This goes for High Passes too...

The perfect pass is not the one in which the head of the arrow touches the target, but the one where the yellow part starts closer to the target than to everyone else. Now, if a player reaches the hot spot before another one, there's the chance that the second one can't even fight for the ball, so who reaches first has the most chances. 

 

Receiving the Ball

we are the blue players... the other team red

1 - Avoid Fights For Ball. If you can make a clean reception/interception, that is your best chance of successfully receiving a ball. If you "engage" with another player's interaction sphere, the game will register it as a Fight for Ball. This includes players on the same team. Here is a diagram:



2 - If no one is around or able to receive a ball but you, receive the ball at the lowest point of interaction. Don't try to receive a ball "high" if you don't need to, as your chance of succeeding the reception is decreased. Here is a diagram:



3 - If you are the closest player in a group of players able to receive a ball, ALWAYS attempt to receive the ball at it's highest point. On the contrary, if you are not the closest, you should receive the ball at it's lowest point to avoid any Fight for Ball. If you are not the closest, but can't receive at the end, do NOT go for the ball. Instead, let the closest player challenge for the ball high, and move into space to provide a passing option. This is also known as "One to the ball" -- If more than one person (even on the same team) attempts to receive the ball at it's highest point, a Fight for Ball will ensue, and most likely, the ball will pass by both players.



In this diagram, Player 1 is the closest to the High Reception, therefore, he should try and take the highest point to receive the ball. Player 3 is able to receive, but is closer to the end. With player 1 going high, he should cover the low reception in case the ball goes over top of everyone. Player 2 should be aware of Player 1's ability to receive the ball and avoid the reception altogether, instead moving into space, freeing himself up for a potential outlet pass from whoever receives the ball.

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