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Ein

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

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  1. 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)
  2. 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?
  3. 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.
  4. 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.
  5. 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
  6. Strange. I distinctly remember criticisms of the HB role in that it pushed the CBs too wide.
  7. 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?
  8. 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).
  9. It grants him a fixed potential between 150 and 180 (fixed for each save).
  10. Against the AI, you can even overachieve with a clean slate (literally zero team/player instructions) if you pick the right roles.
  11. This might be the only forum where you'll find gamers arguing against game moddability. I mean, some developers oppose it and in some cases (Creative Assembly) have scaled it back to push the DLC model. In some cases (Paradox), moddability and the DLC model exist side-by-side. Whilst SI's reaction to the Korean mod was insanely weird (why all the censorship if the change really did nothing?), they also release a modding tool (the pre-game editor) for free with every iteration, which makes mods like Daveincid's 'megarealism pack' possible. From our (FM gamers) point of view, it would obviously be great if more stuff could be subject to modification, especially when considering that FM has a lot of unfinished or half-baked features which do not get the attention of the developers but might very well be improved upon by dedicated fans.
  12. Which is the latest version without bloated or poorly implemented features like media interactions and so on?
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