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Observervances on Player Meta as a Newcomer - Printable Version

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Observervances on Player Meta as a Newcomer - Rezo950inat0r2 - 2026-06-12

Being a academy player in the previous season, I made it my task to understand in-depth the effects that FM24's attributes have on a player, and therefore what has been seen as meta by the more experienced players. 

My first observance of the SSL meta is incredibly obvious for anyone with the eyes to see, which is simply pacell inflation. There is a rush in many new players to max out their pace and acceleration as quickly as possible, and if you forgo this arms race, you will simply not be fast enough to catch up in many cases. This gives the result of, to quote Syndrome, "If everybody is super, no one is". When the majority of players are running around like Usain Bolt, they are left on a mostly even ground, with the tactics and other attributes being the main remaining factors that make a difference in-game. 
In short, if you aren't in the 20-way tie for fastest man on the pitch, you're getting left behind. 

A second observation is that of Jumping Reach. Anyone who has used a custom corner tactic in FM knows just how important jumping reach can be when they play against smaller players. Perhaps the best anecdote for this, and a timely one with the World Cup is one from my time managing the Czech leagues in FM24. In a league full of tall players who have a lot of strength and jumping reach, everyone is on even ground and the game comes down to the remaining factors. However, when I would then enter European competitions, such as the UCL, I would get goals from headers, whether from open play or set pieces, at least once a game. That's how I ended up with Thomas Chory scoring 60 goals in a season. In other words, I'm a big fan of having a few aerial beasts on a team. 
Yet, I'm not sure about the direction that the SSL meta has gone in this case. There are many players I've seen that have 20 jumping reach as a fullback, or as a winger. The reason I disagree with this is that you can only have so many players efficiently cover heading opportunities. In the offensive sense, most aerial chances will come from set pieces, where the game engine will likely have the taker send the ball to one or two players every time. Immediately that means that if you have 5 men with maxed jumping reach, 3 of them are not being utilized. 
Defence is of course the primary usage of jumping reach, but I believe that my observances still stand. In open play, if the opportunity for an opposing forward to take an aerial shot has opened, the people who will be there to stop it are likely the CBs. Since you rarely get as much power from a header as you do a regular shot, the shot must be attempted from closer to the net, meaning that a CB will be the person left to contest. Once again, in this case if your fullbacks have 20 jumping reach, it won't be utilized. 
Therefore, I am of the opinion that it would be the most efficient solution to limit the majority of TPE investment in jumping reach to the centre backs and strikers, and leave the remaining players to invest in something that they will get more usage out of. 

The next thing I'd like to talk about is what I'll call the playmaking attributes. These are vision, passing, positioning, off the ball, decisions, teamwork, etc. Due to the speed of all the players, the league's tactical meta seems to be a short passing gegenpress approach, with some differences in formation. That is exactly the reason I believe those playmaking attributes to be underutilized. Based on the game engine, all of those listed attributes are exactly what is needed out of a role such as a roaming playmaker, which works to create opportunities by moving around the pitch themselves and taking space wherever they find it available. I believe there may be some untapped potential in essentially making the perfect RPM, and allowing that player to dictate the tempo for a team, potentially with more direct passing. On a team whose strikers already have invested in increasing their off the ball attribute, I think that could create an incredibly deadly counter-attacking tactic that could find itself more useful in SSL than it would be in the base game. 

Thank you for anyone taking the time to read all this, and feel free to let me know if you believe I may be onto something, or if these may just be based on my naivety to the league.