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I understand they want to make it simulation-like but usually the end result is nowhere near realistic, and in many cases there's a downward spiral side-effect which ruins plays for many ingame months.
They should tone it down so that bad form or low morale is just a tiny penalty in the performance of the player. I know it's not ideal but a downward spiral is neither.
Form boosting training seems too weak to help the player recover. Make it more significant at bringing up negative form towards neutral, if you are afraid that it's too easy for the player to hit positive form with just training.
You can also put 100 in emotion/stress and the other but from all the test I've done it does nothing or not much.
The solution they want you to do is to play little tournaments but this is bs and it have low chance to work and will ruin more the rank of your player if they are in the top 20... I'm starting to question how bad you have to think it's a good solution or if they even test their game.
Players gain globally more form points (think the difficulty level like a multiplier)
Players, now, gain form even if they lose against better opponents
Players gain less form round after round (to avoid cumulative effect)
Players gain more form through the trainings
The effective approach on training is to chose precisely your training sessions to target specific attributes with low form bonuses and priorityze trainings sessions which boost form!
This is something we will try to automatize in the future when you chose a program to boost form (we agree the actual automatization is not working very well).
Finally, note that rest slots impose a slight form penalty. It’s important to strike the right balance between maintaining your player’s physical condition and optimizing form. Don’t hesitate to use healing slots to improve physical condition without negatively affecting form.
Happy to discuss further here or on Discord, you can make a bug report, like that I can test with your save file and maybe better understand your issue.