
Originally Posted by
BiggusD
It is finally exciting now in Championship. Most of my players are of L1 quality and the team's reputation is by far the lowest in the league, so I play against overconfident good teams and overconfident but low-morale and nervous bad teams, winning against both. Yet the best teams in the league prevents me from creating chances so I survive on efficiency and counter-attacks. There are 4-5 teams a few points behind me.
When that is said, it is too easy to take lower league teams to world domination through consecutive league promotions. I did that with Southampton in FM10, Crewe and Las Palmas in FM11 and I expect to do so with Bradford in FM12. There are in my opinion a few obvious reasons for my (and hundreds of thousands other players) ability to do this:
1. The Reputation-based match odds system makes the AI manager's players overconfident and complacent when facing a newly promoted side, and it is worse the lower your reputation is. Since Bradford's reputation is probably that of a mediocre L1 team I am huge underdogs in every match and the AI manager can't handle it! His players are complacent AND nervous, and if their morale is low as well (bottom half team), they really don't stand a chance at all.
2. The AI generally puts too much pressure on the players, especially if the team has many fans. If I listened to my assistant I bet I would still be in L2, since he suggests a variation of For the Fans 9/10 games - a team talk my team of 14-18 Determination players can't handle at all unless they have Superb morale all over and aren't really favourites. I can't know this with certainty of course, but a quick look on their motivation gadget in-match tells me all I need to know about this issue.
3. The AI has no long-term or short term squad management plan. They don't get rid of poor players in order to sign good players, and they don't strengthen weak areas. They don't recognize what the tactic needs in order to function optimally either, so while they are able to recognize talent they aren't looking for certain player types like I do - which is essential for team building. As I have said many times before, the AI can't improve unless they have extensive and definite information about what type/role/duty every single player in the game is. If the tactic the AI manager employs has a MC on Defend duty, that role must be filled by the best Defensive MC in the squad and not by the player with the highest CA, and consequently they need to know who can do that just like we do. Otherwise the AI will have tactical problems because of imbalances in the selected starting XI, and after the first few seasons that is precisely what happens.
4. The AI is unable to recognize how a tactic poses a threat. This is probably the most difficult area to improve, as there are so many variations. It is much better in this ME than ever before, though, so I suppose each ME will be better at it than the one before.
The short version:
A. The AI is not good enough at using the team talks
B. The AI is not good enough at squad management
C. The AI is not good enough tactically
So I motivate my team better, sign better players and release deadwood more efficiently, and employ a better tactic than the AI. Not because I am so good at it but because the AI managers don't use the tools at their disposal.
Possible solutions:
More definite Manager Attributes. Instead of the vague attributes there are now, there should be a set of attributes that defines success rate in the core areas of the game (A,B,C above) in a much more mechanic, absolute manner. 20 Motivation? He calculates the correct team talk option based on squad morale and form, match odds, opposition player quality, individual player attributes like Pressure, Loyalty, Determination and Big Matches in an input-output manner. No questions asked. It is up to SI to balance such a mechanical "perfection" with imperfections as no RL manager is the best in the world at everything. The ME also randomizes stuff so a "perfect" team talk does not mean match won (or a perfect team talk result for that matter). I think this is essential to improve the AI.
A formalized, two-times-a-year short term plan for the upcoming season. 30.12 every club in the gaming world should decide who gets a new contract of those expiring in 6 months. Every 24.6 (in England), the day before new season update, each AI club formally decides what position needs improvement and who needs to go in order to create space for the new signing. This can't be random anymore.
Defensive mentalities cannot be as passive as they are now, and attacking mentalities cannot be as desperate as they are now. I believe that separating these into two different mentality sliders would allow defensive work (i.e taking the ball from the opponent and covering space) to be different from the aggression associated with attacking mentality, which would allow the latter to be about finding space to run in or receive a pass in. Thus, a defensive-duty full back would have a less attacking mentality than a wing-back, but both could have the same amount of defensive responsibility - making the wing-back role more difficult and physically demanding to handle than a more limited back-role, just as it is in real life.
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