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santy001

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About santy001

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    General Discussion Moderator & Stoke City Researcher

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  1. So is your assertion then that you've never actually won a match on FM? You've never been able to achieve anything in the game? You've only ever won when the script determines you should win, every promotion you've ever had, every cup win or top flight trophy has been because someone at SI scripted it for that to happen to you? I'd have to use the term playing in the loosest sense, but why are you playing something that you believe you're just an unwitting observer to? Just for the avoidance of doubt, your previous post was hidden for the way in which you wrote it. I would genuinely be interested in why you in turn play a game if you genuinely feel you have absolutely zero influence on what happens in it however.
  2. Just to dig a little deeper into this, if these "9" but actually 13 are the meta and so strong, they should be performative at lower levels, not as strong but if its all that matters is being strong in these areas then I figured I should check. With player filters as mentioned in the last post I had to drop all the attributes to 13 to find any results. The likes of Haaland, Tammy Abraham, Victor Osihem were some of the top results. That's the attributes I went with and put them on all players at Crystal Palace. You can acquire a team full of players with 13's in each of those so its actually attainable in game. Crystal Palace got relegated on 7 points with a -97 GD. But they have all the meta attributes still at the strongest attainable level players have them set to in the game. Surely if they're a collection of "meta" attributes and set at what is still a strong level, because 13 is a strong rating for any individual attribute, that shouldn't amount to the weakest ever PL team should it?
  3. How did you account for Consistency, Important Matches, Adaptability, Ambition, Controversy, Eccentricity, Loyalty, Pressure, Professionalism, Sportsmanship and Temperament in this test? By using Man City you're using a team that typically would score quite strongly in these areas. Missing 11 attributes out means its difficult to gauge. Anyone attempting to replicate it would be fumbling in the dark. Also discounting 4 attributes being set to 13 could well mean that actually somewhere between 13 and 24 attributes are the "meta" which weakens any point considerably. What happens when these attributes are instead 18, or at levels which players actually exist in the game? When running a filter with these 13 specific attributes in the game I have to drop them all to 13 to find any players who meet all of them. That means its the first actually attainable point in the game to get players who score strongly in these. What happens at that point? To what extent is the manager and backroom staff accounted for within the test? Did your tests with different manager attributes and tactical approaches yield different results? In what way does club reputation influence this? Have you isolated that its a quirk of a high reputation team and that's why only the outcomes with Man City are included? How does it pan out with teams expected more to finish around 5th-8th, 9th-15th and 16th-20th in that league?
  4. To the best of my knowledge players have their own development bell curves and so to what extent this can be mitigated by attributes which offset decline like professionalism, like natural fitness is not something we'll ever have a clear answer to and justifiably so I believe. It's meant to be an unknown that varies from player to player. No one would invest the time to reproduce it hundreds of times monitoring the same batch of players, trained and utilised in the same way. A player may decline faster if used too much, or too little in a team. They may decline faster if their other mental attributes see them step away from the highest level they could still compete at too early. The coaching staff of the team and their facilities. Considering most of the test community relies on holiday mode and freezing attributes, morale etc it's likely to be too far out of the scope of their understanding to even build a semi-meaningful test for - never mind actually complete.
  5. When it comes to player decline, as the manual mentions its only impacting physical attributes. I wouldn't expect there to be much in the way of meaningful tests done on it because even at a glance its going to be difficult to ever come up with a meaningful test. Not to mention natural fitness is only a small piece of a larger system when it comes to the areas it does influence.
  6. Potential Ability is merely the reflection of the fact we all have a ceiling. In terms of actual players in the game its simply the best estimation we researchers can give. Therefore it has that inherent flaw of being human judgement, at least until SI roll out some omniscience juice for us. When it comes to regens however it is then a categorical statement of that players limitations. There is no mistake, no room for error. Whatever idea you subscribe to as the determining factor of an individuals potential, that is it.
  7. Feels like you're weeks late to this one. It has already been on these forums and in a reddit thread from around a month ago that SI are already aware of so there isn't going to be much of anything to respond to for the QA team here. If you want to get information on testing that others in the community have done, you're likely going to have to reach out to those creators.
  8. It's hardly worth the effort for SI to have staff constantly just having to go through putting the time and effort into it though. Especially given the proclivity for most will be to either believe the test and not believe what an SI staff member then posts in response or the opposite way around. Maybe you could find a test that does categorically prove that if you set the attributes going from 1-20 just by increasing by 1 for each attribute as you scroll down the columns in the pre-game editor that you create some super player who scores 100 goals a season. It'd raise some questions but it would be kind of irrelevant since such players don't exist in the game. The simple reality is that spending the time of staff involved with the development of the game refuting little billy's test 9238 today for several hours only to have to do it tomorrow with little billy's test 9239 tomorrow or the day after is not a productive use of time. You have to save that kind of time wasting for studios who have quadruple A games like Skull and Bones where the developers had like 9 years to kill before releasing a game.
  9. Yet someone posts they do find some positives, with the clear implication being its in their point of view with a general statement of surely they can't be the only one and you get multiple posts rounding on them for it quoting the post and then reiterating previously made points. Presumably trying to convince others to change their opinion on their experience of the game, because if its just to repeat the same thing from a few posts previously then that's kind of pointless too. If you genuinely aren't finding enjoyment in any game the best thing to always do is to step away from that game for a while. Even if only to preserve your long term enjoyment. If you don't like the latest update and changes made then of course everyone realises just how disappointing that will be, and the feedback is welcome. Just keep in mind you can take a break from the game, because the way some posts are worded it gives the impression some are forcing themselves to play through something they're not enjoying.
  10. The game has had a number of years now accommodating leagues with different transfer window periods so I don't expect the J League will have taken anyone by surprise. Given its the first year though and what has been mentioned previously with licensing its perhaps best to wait and see what happens as my understanding is there may be careful consideration and checks required regarding international player movements in/out of the J League structure.
  11. I'd open a support ticket, in some cases SI can provide some troubleshooting steps to remove such a manager from the game.
  12. After career mode was promised by a certain date with Undisputed I fired up the game about a month after then and found it wasn't there. I then did a quick internet search and the top result was for the inclusion of career mode on that now elapsed date, from their own website. As someone not particularly immersed in the Undisputed community it meant I had to then go trawling to find some old steam thread where it was announced it was delayed. Most people will find dev communication to be great when there is a communication about the aspect they care about, and not so when it covers other areas. If you only play FM then to an extent I can understand some of the viewpoints, but if you're someone who plays other games you know a load of communication and promises of X and Y by Z time are generally the hallmarks of a terrible game dev looking to buy time and keep people playing in the promise tomorrow will be better. Anthem being one of the best examples with the promised "Anthem 2.0" after the release game was awful, Ubisoft with their games and live service elements often times falling flat on their face. The things some companies promise these days make Peter Molyneux look relatively restrained.
  13. Most people I expect wouldn't consider purchasing Tchamadeu for right back in the Championship. He starts at Stoke and was very effective so I saw no reason to replace him, he would average around a 7.00 for my side and would get 5-10 assists in all competitions. So he wasn't excelling but rather he was functional and in a team that just needs the right back to offer a safe passing option and provide some additional support on the wing without ever needing to be too involved in attacks. The aggression, anticipation, decisions, positioning and work rate of Tchamadeu and Arnold are within a couple of points of each other. Strength aside, their physicals are also within a couple of points of each other. How often are you asking a player in that position to do something actually difficult for a footballer? It does change though, I was having some struggles with the team elsewhere and @XaW was kind enough to share his formation with me which I took some heavy inspiration from. It didn't have an AMC so I needed to find a new creative role, I ended up settling on the RB as being my main creative force as I had a player who looked like he would become an absolute monster in that position. He gets on the end of crosses from the left and scores headers, poses a threat from set pieces while just getting an absolute hatful of assists (19 goals & 21 assists in 45 games): There is no other player in my save that could do what this particular RB does I feel at this time. When he begins to decline it will necessitate an adjustment in tactics because even if I retrain other players to have the knock balls past opponents & crosses early PPM they can't do it to the same level. Perhaps counter-intuitively with my previous tactic this RB would have been a waste. He may have gotten a few more assists than Tchamadeu in a season, had some better performance indicators but it wouldn't have changed anything in the team overall because it wasn't a role designated to have substantial impact on the team. Sometimes the issue is you're just asking a world class player to fulfil a fairly basic and functional role in your team. So they don't seem particularly outstanding yet it creates a bias that you need such a good player to just attain that level of performance. Whereas actually it just needs a competent player to deliver that level of performance. When you task players with an actually difficult function within the team you then start to see the world class attributes and high scoring attributes make a difference.
  14. There are no guidelines for individual attributes outside of jumping reach, because jumping reach is inclusive of a players height. There's a loose framework in the background for where overall teams would be expected to be in the hierarchy of football (if I submit my Stoke squad in a comparable position to a top PL side then clearly I've gone wrong somewhere) but we're free to make any submission we wish. These are then subjected to the scrutiny of our head researcher, if the head researcher has no objections then the QA team get to see that data and after that any additional testers. When it comes to actual attributes though, many people are perhaps guilty of thinking more along the lines of a Finishing of 1 = only get a shot on target <5% of the time and a Finishing of 20 would be like 80% of the time. Higher attributes help of course, but the overall spread is where things are more important and crucially how you set your team up. I often times create a role in my sides where there is a deep lying playmaker who has to do nothing other than distribute the ball usually the two CM's ahead will be the shield and have far less involvement in the attacking set up. In that specific role no one competes with Toni Kroos in that position. I've kept him ambling along in previous saves right until he calls it quits and often times face a serious struggle to replace him to the point I will usually change my tactical approach there (or sign Neymar and put him there for a couple more years if he's available as late career DLP Neymar is also a favourite of mine) In a very specialised role those high scoring attributes can be the defining aspect, but outside of that it has far less impact. When the creativity and chance creation came from elsewhere in my team this was my first choice right back in my Stoke team that won the PL & CL:
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