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Football Manager 2016 - 16.2.0 Official feedback thread


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It updated but I am not sure about it since both (old)saved game and new game has 16.2.0 750467(m.e.v1630). Shouldnt it supposed to ask if we want to play the old one or update version when we click start a new game?

No, it won't. Your game as a whole has been updated so it will be in effect immediately. You will only be able to use the new build and new ME, containing the updates.

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It's like SI have no interest in anyone who doesn't manage Chelsea.

I heard a rumour that SI will put game-breaking bugs into your copy of FM16 if you have brown hair and have ever been to Woking on the 16th August. But ssshhhh, don't tell anyone

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Great patch really glad game breaking bugs like the fullbacks are fixed I can live with anything else. Much much better game now. A patch is suppose to make a game better and that's what this did.

Can't use custom skins but that's not a game breaker. Good patch

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Thanks heaps SI, as stated in the header finishing and mostly accuracy is so sweet now even the misses are more realistic in terms of width/height. It makes the game more enjoyable seeing both the ME and AI being more accurate and realistic.

Many thanks

fmfan74

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Thumbs up for the ME changes from me. It's probably now in the best state I've seen it since 14.3. My instructions seem to be having much more logical consequences now. DLP behaivour has definitely improved. The one minor gripe I still have is that MCs are still laterally too close together and I can't seem to do anything about it. Especially when there's a DM they should venture further apart than they do now.

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Injuries are still terrible, I cant see myself having the bad luck I am currently having.

Hey Martin,

Injuries in-game are actually at about 70% of real life levels. If you have an example of them being too high (over a sustained period, i.e. at least a season), please do upload the save along with starting a post in here: http://community.sigames.com/forumdisplay.php/524-Other-Gameplay-Issues

Cheers,

Seb.

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Concerning the quite impactful changes in the Tactics Creator, I was suggested by The Hand Of God to post this also here.

The first was a response to that the latest patch saw another unnannonced overhaul, which is playmakers for the first ever time appear to be filed under two distinctively different groups. (Nothing inherently wrong with that, mind.)

16.2 has brought one more notable change to the TC:

The Deep Lying Playmaker, Regista, Roaming Playmaker and Support Duty Wide Playmaker now have a mixed/moderate risky passes setting. With the risky passes instructions having a greater effect in FM16, this change will result in the default versions of these roles being less prone to attempting killer balls whereas roles with "More Risky Passes" active will see players trying to thread penetrating passes with more urgency (of course, Retain Possession will still reduce risky passes for everyone and Pass Into Space will increase risky passes for everyone).

Essentially they're set to "through balls mixed" aka the default setting in terms of risky passes, same as a lot of the more generalist roles? Apart of them being made the focus, I don't see how they're fully designated playmakers anymore. Fielding a Pirlo as DLP, you would want him to aggressively play such balls from deep, but that's in parts a personal thing (and you can likely tick this yourself). Meaning that if the aim is dividing playmaker roles into two distinctively different groups, as you described them, then that's a valid move. As for now, this slightly ties in with the overhaul in terms of fluidity and duty to me, actually making the game a tad more complicated than before, though there can be and likely were arguments made during development for those overhauls. Some of them I can see myself, such as the attack duty players being on more aggressive mentalities then being encouraged to make their attacking runs more aggressively/earlier/readily, for instance. It's still mixing up two different things, as duties are/were linked to the runs from deep in general. You can't turn a player into somebody running forward regularly anymore without making him far more aggressively in his overall play, and vice versa for keeping position. This seems amplified and then some the less fluid and more structured you go.

Thing is that generally movement and mentality still are two different things. Also still can't wrap my head around if the visual feedback on individual mentality is actually genuine. From playing experience on rigid, it is. Strategy on rigid almost becomes meaningless, it's a team wholly divided. The play seems to support this. If the aim of SI was to make things easier for AI managers as well, they could have reworked duty so that the link between the runs and duty were more straight forward. Generally attack duties were encouraged to "get further forward" (runs from deep always previously), and support duties on RFD mixed (no option chosen). However, playmaker roles and the Treq for instance were exceptions. If attack duty playmakers would regularly get ahead of play, they couldn't make play anymore, and the Treq is only ever available on an attack duty, but equally is one of those few selected roles where the attack duty isn't linked to "gets further forward". Now the AI too has to be taught as well that there's two distinctive groups of playmakers too. Wow, that's just a load of changes. Will change my playing style completely. :D

The second is regarding the overhaul in general, it's not documented anywhere but on the forums, and it has quite an impact both from the visual feedback on the individual instructions as well as from watching play. Speaking of which, looking at wwfan's profile it appears he hasn't been around in ages. Is he still at all involved and most importantly, is he well?

Let's put it this way, can you or anyone at SI still break down the Creator concepts to simple questions? Given that some of them have multiple functions now (duty not primarily about movement anymore), PLUS fluidity on rigid apparently sort of "overriding" strategy as you have very risky/forward pushing/aggressive players even on defend strategy and vice versa very safe ones on attack, I tend to sort of struggle. This was previously from wwfan, who was heavily involved in the original thing:

Concering basic formation:

1: Do you think a formation should be a) heavier at the back, b) balanced, or c) heavier up front?

Concerning Mentality/Team Strategy:

2: Do you think a team should be more focused on a) scoring, b) not conceding or c) mixing risk and reward?

Fluidity/Team Shape

(wwfan focused on the creative freedom here, something I did too as there was too much of an overlap in the mentality setups to overcomplicate -- something Cleon currently does still too, despite there being a huge difference now between very structured and fluid in conjunction with the functionality of strategies too, i.e. only on very fluid you have tight enough mentality bands for the strategies to still apply the same ways as previously if the visual cues are true)

3: Should footballers should be a) specialists (i.e. focusing on a very specific task), b) generalists (i.e. doing a bit of everything) or c) a mix or both?

Attack Duties:

4: Which positions do you want moving between the lines in a) defence, b) midfield and c) attack?

Defend Duties:

5: How will you cover for this movement?

Support duties:

6: Who will pick out these players when they move?

Team instructions as sort of style tweaks (i.e. probably not the most ideal idea to push all up with the slowest defense in the competition):

7: What is your team good and bad at when compared to the rest of the teams in the league (look at the team report)?

Shouts:

8: What shouts might make a difference to a) probing attacks, b) wing-focused attacks, c) keeping the ball, d) frustrating the opposition, e) playing on the break, f) seeing out a tight match, g) going for broke, h) playing on a quagmire in a tempest, i) playing on an icerink, j) playing on a dry pitch in a scorcher, k) playing on a good pitch in wet weather?

I struggle with that personally (including the thoughts behind the changes in parts). If the reworked concepts can't be broken down any easier to simple questions a human manager may ask himself, it it fair to say it isn't and will prove more of a struggle to program AI too. That doesn't mean it isn't easier, back then wwfan also was on heavy duty explaining the thoughts behind the previous TC. As argued, currently I'm considering not even playing anything but fluid, despite me not wanting the creative freedom for players that comes with this (at least not always). Previously I would have fully supported wwfan's and Cleon's notion to not overcomplicate and focus on creative freedom/self expression, with players given a bit license for each the more fluid you go. Currently that's impossible as the implications and effects on general play are freaking huge with such possibly huge spreads in mentality. :)

The fully discussion has happened in this thread. http://community.sigames.com/showthread.php/442751-Important-FM16-Tactical-Changes Sorry for the long post.

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Only 3 games in but the finishing isn't looking too great. A lack of pure finishes. Decent chances being smashed high or wide. Don't expect them to go in but more should be testing the keeper or at least being closer to the target. only had two one on ones, both with my 16 finishing, 16 composure, striker who was on form, both were skied very high. Only goals scored in the games have been ones at the near post that the keeper should have saving all day and then rebounds off the keeper. I'm desperate to see more pure finishes in the game, it's something which has been missing throughout this years release for me

EDIT: Also there still seems to be a lot of goals coming from crosses

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Only 3 games in but the finishing isn't looking too great. A lack of pure finishes. Decent chances being smashed high or wide. Don't expect them to go in but more should be testing the keeper or at least being closer to the target. only had two one on ones, both with my 16 finishing, 16 composure, striker who was on form, both were skied very high. Only goals scored in the games have been ones at the near post that the keeper should have saving all day and then rebounds off the keeper. I'm desperate to see more pure finishes in the game, it's something which has been missing throughout this years release for me

EDIT: Also there still seems to be a lot of goals coming from crosses

Hey RobertPage,

If you have examples of poor finishing, especially from top quality strikers, could you please head over here - http://community.sigames.com/forumdisplay.php/505-Match-Engine-Issues - and detail the issue along with PKMs?

Many thanks,

Seb.

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Only 3 games in but the finishing isn't looking too great. A lack of pure finishes. Decent chances being smashed high or wide. Don't expect them to go in but more should be testing the keeper or at least being closer to the target. only had two one on ones, both with my 16 finishing, 16 composure, striker who was on form, both were skied very high. Only goals scored in the games have been ones at the near post that the keeper should have saving all day and then rebounds off the keeper. I'm desperate to see more pure finishes in the game, it's something which has been missing throughout this years release for me

EDIT: Also there still seems to be a lot of goals coming from crosses

Early days but I'm finding the same thing- first time shots are hit much more accurately than when the player has time to measure it. Maybe it's something to with when the ME focusses on the composure attribute and when it's looking more at technique.

5 goals so far- 4 goals for left winger- 3 low crosses smashed in first time.

- 1 that the stats are considering a lofted through ball but very close to crossing angle. one touch then shot.

1 goal from striker- low cross hit first time.

Good to see the defensive shape improvements and looks like goalie coming off line is good too.

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Once again on the topic on goals. I just went over the last 50 goals scored in the premier league since the update and how they were scored

-Low Cross to tap in -13 goals

-Tap in off keeper save, Header from cross - 6 goals each

Penalty, from corner, defensive error to 1v1 - 3 goals each

-Through ball to wingers, Long shot (outside box), Goalkeeper error, tackle falling to attacker to tap in, long through ball to 1v1, Cross from Free kick, cut inside and finish - All 2 goals

-Sideways layoff pass (in box), Direct free kick, cross to good finish, intricate through ball to good finish - All 1 goals

As you can see there are plenty of different ways that goals are being scored, the main problem is definitely the amount of goals coming from crosses and for me 1 intricate through ball isn't enough and it's why the big teams especially, who are dominating possession are scoring a lot of goals from crosses. The game seems unable to pick out these cute little through balls and scoring from crosses seems to be the way it's countered to ensure goals are still being scored

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Once again on the topic on goals. I just went over the last 50 goals scored in the premier league since the update and how they were scored

-Low Cross to tap in -13 goals

-Tap in off keeper save, Header from cross - 6 goals each

Penalty, from corner, defensive error to 1v1 - 3 goals each

-Through ball to wingers, Long shot (outside box), Goalkeeper error, tackle falling to attacker to tap in, long through ball to 1v1, Cross from Free kick, cut inside and finish - All 2 goals

-Sideways layoff pass (in box), Direct free kick, cross to good finish, intricate through ball to good finish - All 1 goals

As you can see there are plenty of different ways that goals are being scored, the main problem is definitely the amount of goals coming from crosses and for me 1 intricate through ball isn't enough and it's why the big teams especially, who are dominating possession are scoring a lot of goals from crosses. The game seems unable to pick out these cute little through balls and scoring from crosses seems to be the way it's countered to ensure goals are still being scored

Please see the reply here :

http://community.sigames.com/showthread.php/446800-Football-Manager-2016-16-2-0-Feedback-Thread?p=10633268&viewfull=1#post10633268

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1. They have Defend Duties. What do you want them to do? Sit deep and defend or engage higher up?

2. Second image is a set piece so not necessarily representative of open play positioning

So, my friend. I guess what you are hinting at is that I play the Central Midfielders with a Support Duty in the Defensive Strategy - you are implying that this is the general consensus that the game makers have in mind with this new ME opposed to the previous versions...

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So, my friend. I guess what you are hinting at is that I play the Central Midfielders with a Support Duty in the Defensive Strategy - you are implying that this is the general consensus that the game makers have in mind with this new ME opposed to the previous versions...

I'm saying that if you have selected a Role / Duty combination that doesn't operate as you expect, then you probably want to change it. Things change in every single Match Engine version, but that positioning is not new to this latest update; it has been present since the very first FM16 Match Engine.

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Hey RobertPage,

If you have examples of poor finishing, especially from top quality strikers, could you please head over here - http://community.sigames.com/forumdisplay.php/505-Match-Engine-Issues - and detail the issue along with PKMs?

Many thanks,

Seb.

I'll see what i come across as i continue playing. Feels a bit pathetic uploading pkms of individual matches where chances have been missed though. Especially when it's something that's more frustrating over the course of a few games rather than just the 1

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I'm saying that if you have selected a Role / Duty combination that doesn't operate as you expect, then you probably want to change it. Things change in every single Match Engine version, but that positioning is not new to this latest update; it has been present since the very first FM16 Match Engine.

You see, this is the thing. First of all, you kind of come across as a person who is talking to someone who just opened the FM box and stuck in the CD. Second, it probably hasn't dawned on you that I am using the exact same settings as I did two days ago and somehow think that I haven't noticed what was happening pre 16.2.0 in comparison to post 16.2.0...

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Concerning the quite impactful changes in the Tactics Creator, I was suggested by The Hand Of God to post this also here.

The first was a response to that the latest patch saw another unnannonced overhaul, which is playmakers for the first ever time appear to be filed under two distinctively different groups. (Nothing inherently wrong with that, mind.)

The second is regarding the overhaul in general, it's not documented anywhere but on the forums, and it has quite an impact both from the visual feedback on the individual instructions as well as from watching play. Speaking of which, looking at wwfan's profile it appears he hasn't been around in ages. Is he still at all involved and most importantly, is he well?

The fully discussion has happened in this thread. http://community.sigames.com/showthread.php/442751-Important-FM16-Tactical-Changes Sorry for the long post.

Crikey,

SI should start selling residential courses so we can all go and learn how to build a tactic properly if its as complicated as it appears in that thread.

It's a wonder any of us ever win a game.

Can't help but think it's paralysis by analysis to be honest.

Good ME before, Good ME after. Good job :thup:

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You see, this is the thing. First of all, you kind of come across as a person who is talking to someone who just opened the FM box and stuck in the CD. Second, it probably hasn't dawned on you that I am using the exact same settings as I did two days ago and somehow think that haven't noticed what was happening pre 16.2.0 in comparison to post 16.2.0...

I think the first one might make sense if you have deep defensive line and low closing down, as long as at least one of your central midfielders did move forward in the next few frames. The second one there is nothing wrong with what your midfielders are doing- they are sticking close to their opponents. The problems seems to be that the Pourtsmouth Strikers don't recognise their midfielders are so close to them and push wider to look to flick it on to those advanced midfielders.

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You see, this is the thing. First of all, you kind of come across as a person who is talking to someone who just opened the FM box and stuck in the CD. Second, it probably hasn't dawned on you that I am using the exact same settings as I did two days ago and somehow think that I haven't noticed what was happening pre 16.2.0 in comparison to post 16.2.0...

Sometimes you have to tailor the response to the individual.

There have been no changes whatsoever made in 16.2.0's ME that affect that specific Defend Duty depth from midfield. Feel free to insist that things have changed, but they simply have not.

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I think the first one might make sense if you have deep defensive line and low closing down, as long as at least one of your central midfielders did move forward in the next few frames. The second one there is nothing wrong with what your midfielders are doing- they are sticking close to their opponents. The problems seems to be that the Pourtsmouth Strikers don't recognise their midfielders are so close to them and push wider to look to flick it on to those advanced midfielders.

I understand the analysis - the settings you mentioned are on default in the Defensive Strategy. Normally (when I am not trying/testing settings and how they work in the game) I will play the Defensive type Strategy when I am larger underdog away from home and have been doing so for years with the same general implementation of settings that constitute a Defensive mind-set. Since I have been doing this for years you kind of get used to the patterns of play and general match stats --- this pattern I am seeing now with this new update is one of those that fall way out of bounds unless we are talking about revamping the entire duty outlook from two days ago...

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Did the update but now the game won't load??

stuck on the loading page for about 3 hours now?

I've restarted steam and uninstalled and reinstalled the game?

any ideas

Could be a simple solution or could be something else..

Suggest you look here : http://community.sigames.com/forumdisplay.php/520-Crashes-Launch-and-Technical-Issues-on-PC

And see others with similar issues and see if any of the solutions help.

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Did the update but now the game won't load??

stuck on the loading page for about 3 hours now?

I've restarted steam and uninstalled and reinstalled the game?

any ideas

It's likely an anti-virus conflict since the update. You could try adding exceptions but the best way of checking would be to remove the AV and uninstall and reinstall the game. If you do this, we'd suggest making sure you have Windows Defender on to remain protected during the process.

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I'll see what i come across as i continue playing. Feels a bit pathetic uploading pkms of individual matches where chances have been missed though. Especially when it's something that's more frustrating over the course of a few games rather than just the 1

Thanks for that Robert,

My apologies that this can be a little tedious, however this is the only way useful changes can be made.

There isn't a slider that improves/worsens finishing across the board, we need to consider specific situations where certain types of finishes need adjustments. As such the only way to gather this information is specific examples from PKMs, both internal and external.

Any you can provide, with a description of the issue, are much appreciated.

Cheers,

Seb.

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Crikey,

SI should start selling residential courses so we can all go and learn how to build a tactic properly if its as complicated as it appears in that thread.

It's a wonder any of us ever win a game.

Can't help but think it's paralysis by analysis to be honest.

Good ME before, Good ME after. Good job :thup:

I have to agree. I read that yesterday and had to reread it a couple of times just to get a grasp on it. I read stuff like that and all it does is put me off tbh. Tactics aren't that difficult, you can get away with using common sense and just watching your matches.

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I have to agree. I read that yesterday and had to reread it a couple of times just to get a grasp on it. I read stuff like that and all it does is put me off tbh. Tactics aren't that difficult, you can get away with using common sense and just watching your matches.

Lol me too..I didnt understand anything in that thread tbh.

I play the same tactics on 16.2 as I did in 16.1 and i have no issues with it, so i don't really ser what the big deal is?

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