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Ein

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113 "Keep your friends close, but your enemies closer"

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  1. I don't know. If they truly wanted to cater to that kind of fanbase, why did they drop FM Touch? I don't have as much time to play as I used to as well. The point isn't for more time-consuming gameplay (a lot of time-consuming noise/clickfest such as media interactions could be scrapped for all I care), but for harder gameplay. There's a difference. Winning after 5 years of squad-building and steady progression is more fun than winning immediately.
  2. What tools? In FM22, I won every single competition for 2 years with this formation and squad, before losing interest. The formation/instructions seem quite normal to me and were chosen based on the players available at the club. I never had any occasion to use the data hub, OIs, change formation/tactics to counter different oppositions, utilise the transfer market, or come up with something tactically extraordinary to achieve this feat. Correction: I also had 'slightly narrower' ticked.
  3. I fail to see why there would be a correlation between increased sales and game difficulty. After all, players often can't gauge a game's difficulty until they've purchased and played it. There are likely other factors driving higher sales, such as population growth, increased remote work, and greater internet access.
  4. Are you suggesting that SI intentionally dumb down the game to appeal to casual players and boost sales? Has this been a longstanding practice, predating the introduction of gegenpress? Is there concrete evidence that easier games sell better? Personally, I lose interest in a save once I achieve consistent success. I found FM22 too easy, which deterred me from purchasing subsequent editions.
  5. But is the adjustment performed "before" or "after" the random generation? Using the same example, will the probability of the PA being 160 be 2/3 (to account for the all the values in the 140-160 range that are automatically converted to 160)? (This is for a dynamic PA project that allows for more unpredictable player development and varied saves)
  6. If a player has a CA of 160 and a PA of -85 (140-170), can the generated PA be less than his starting CA or would it necessarily have to be between 160 and 170?
  7. This is not the issue. The issue is that Team X plays A, B, C, D, E, etc in that order whilst Team Y (typically the closest rival) plays Z, A, B, C, D, etc. In other words, Y always plays whoever X played one fixture earlier. This issue is easily reproducible and has been present at least since FM20.
  8. The manager doesn't even attempt to play Orsolini unlike the mentioned real life cases who amassed 25 appearances or more in their first season. Something like that would only make sense if the player suffered a long-term injury or if the manager was replaced right after the transfer.
  9. The displayed player value should be the market value not the club's asking price. The club's asking price or a 'not for sale' declaration should only be given with a scout report. It should be possible to sort players by market value for one's own information and immersion like in older versions of FM and transfermarkt: https://www.transfermarkt.com/marktwertetop/wertvollstespieler
  10. Strange. I distinctly remember criticisms of the HB role in that it pushed the CBs too wide.
  11. I still don't understand the deal with positional play (I don't have FM24). Is it automatic? Doesn't it depend on player attributes like off the ball, decisions, teamwork, etc? Could it not be done in previous versions of FM given the right setup of roles and attributes?
  12. I reinstalled FM17. I like that IF-A doesn't have 'take more risks' hardcoded. IF-A is more of a wide AF whereas IF-S with 'more risky passes' hardcoded is more of a creator. There is no inverted winger but I guess playing a winger with 'cuts inside' trait will do. There is no SV. Is there a role that can replicate the BBM role from the DM stratum? The DM role is a bit strange. DM-D has 'close down more' hardcoded but the DM-S hasn't (even though it has a higher mentality).
  13. It grants him a fixed potential between 150 and 180 (fixed for each save).
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