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What do y'all want to see removed/upgraded in FM25?


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3 hours ago, EvilWolf1980 said:

Every year when FM Manager comes out I have to go into editor mess about find the remove brexit option before I even think about playing the game. 

why not do us all a favour and stick the option to turn it off under my preferences? 

It's not obvious to me why that should be an option and not (off the top of my head) homegrown player quotas, the minimum age for international transfers, the number of subs, TV money, sponsorship rules, VAR, promotion playoffs, the way Colombia organises its championships, FFP, the seeding for the Champions League and the very existance of B teams, all of which I would like to change to play in my ideal fantasy world.

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Posted (edited)

I know this has been a popular topic but I still want it. Make u18s and u23s playable for those who wish to coach there. I believe that with that feature added, if a manager isn't doing well in the first-team and later sacked, the board can bring you up but only if you're having success in that role, there should be an option whether you can turn down the offer or go ahead and discuss how many days you wish to prove yourself🤷...

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1 hour ago, XV20 said:

Make u18s and u23s playable for those who wish to coach there.

I agree. I have wondered how can a manager start his (her) career with no badge at all and being only a former Sunday leagues player, and still be able to jump into... let's say Championship tier Manager position.

I think that if someone wants to have a "learning curve" as Manager, there should be a chance to start in Academies or Uxx teams.

I would also like to see coaching courses divided into sections like attacking, technical, aso., and not only some all-purpose courses.

And, if there were lower leagues teams, I would like to start my career from there. Maybe no wage, but what to expect when you have no coaching badges...

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On 31/03/2024 at 11:32, NineCloudNine said:

In addition to this practical point, the idea that a release with a brand new engine would come earlier than usual because "they've been working on it longer" is so wonderfully, delightfully naive and sweet that I almost don't want to be the person to tell that poster what the real world is actually like.

I just love being patronised. Right up there with GB News and warm beer as my favourite things. 
in my really naive sweet way I would have thought that, as this is effectively a new game, it could come with a new schedule. 

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On 31/03/2024 at 04:40, JordanMilly said:

FM, however, doesn't solely have the European leagues, and have a lot more national leagues and international/continental competitions to take into account than the likes of FIFA.

Fair comment. So the annual November release date is more a reflection of the scale of data as opposed to it being an optimal sales window?  

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20 minutes ago, SimonHoddle said:

Fair comment. So the annual November release date is more a reflection of the scale of data as opposed to it being an optimal sales window?  

Pretty much, plus getting all the licensors (K League, J League, and the dozen plus others) to sign it all off.

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On 23/03/2024 at 12:42, rusty217 said:

Why? You don't want to be able to change rules, expand/contract competitions and adjust to new formats as they're announced in game? Fine, suit yourself. But some of us definitely do want a real in-game editor, I've been asking it for over a decade already!

This would be an excellent feature 

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So we know that Women's Football & an improved graphics engine are going to be included in FM25. But aside from Rusty's idea of a better in game editor i don't think much can be improved aside from Press Conferences which are tedious 

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On 31/03/2024 at 12:38, NineCloudNine said:

Great stuff. Fun fact: I'm thousands of hours deep in FM and your post here is how I learned about the secondary options screens in your first two examples :lol:!

I didn't even posted, yet, about how to make the Loan Manager & DoF work for Loans properly. Which extreme (compared to how easy must be) difficult UX (and not UI).

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On 01/04/2024 at 11:45, NineCloudNine said:

It's not obvious to me why that should be an option and not (off the top of my head) homegrown player quotas, the minimum age for international transfers, the number of subs, TV money, sponsorship rules, VAR, promotion playoffs, the way Colombia organises its championships, FFP, the seeding for the Champions League and the very existance of B teams, all of which I would like to change to play in my ideal fantasy world.

I get that some people find using the pre-game editor difficult, but reverting Brexit seems oddly specific.  The EU exception to U18 movement is a political convenience for FIFA disliked by even many EU countries.  If you think players should be able to move at 16 (when they are legally adults in many countries) then why not just change it worldwide.  Personally I do occasionally do saves where some of the protectionist rules are removed, but I’m sure the way I think the football world should be run is not going to be exactly the way other people would choose so I just appreciate having the editor to customize.

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I think most of what I would like to see in the game is visual and could be (and probably is) done with the help of the modding community.

 

Newgen Faces

The guys on the Skinning forums and the NewGan guys have come up with some great / realistic face packs and is something that SI absoultely have to take on board. Every single version of the newgen faces that SI have come up with have been awful. Even if they dont have the abilty to create the faces, there needs to be a way for the faces to be added to the Newgens automatically without having to use a 3rd party app to apply them at the start of each youth intake.

 

Kits / Kit Selection

I buy the in-game editor every year for one simple feature the ability to change the kit designs. I like to change up my club's kit from season to season, especially the away kits. This should be something that is available in game at the start of each season (skippable of course for those that aren't bothered). Away/3rd kits of the other clubs should also dynamically change from time to time. In my current save as Liverpool (2044), i'm sick of playing against Man Utd in their green striped away kit. They haven't changed their kit design in 20 years!

 

Colour / Competition / Match Interface

I really like the skin and colours that SI have shipped with the game over the last few years. My only gripe is the lack of club/nation/cup colours within the game. I really think they should go back to having the headers / sidebars in the club and competiotn colours. Again, I realise that the modders / skinners can do this.

The game experience is largly the same no matter which country you are managing in. I think it would be cool if the layouts / colours / fonts etc can change from competition to competiton and country to country. They already do this for the Champions League and EFL Cup and it's a great addition, it really adds to the immersion. They just need to go a step futher, the game graphics for the Premier League should be different to managing in the Swedish Allsvenkan. Even if they dont have the licence to use the graphics / logos they could have more generic changes to colours or fonts etc.

Along the same lines as above a match played in the Premier League feels exactly the same as managing in the Argentine Prem. The fans in the stadium, the pitches, the stadiums themselves all need changing up a little bit more.

 

Player PA Ability / Atrributes

I think this has been improved over the years, having high CA as a youngster doesn't mean they necessarily will go on to be World Class and having late developers is welcome addition. I think what would add to it is similar to how it is with attribute masking - having a younger players attributes be 'wider' until they reach a certain age or have played so many games in league football. It could even use descriptors to cover a wider range of attribute numbers until they're more fully formed (Good 14-20, Decent 13-8, Poor 7-0. This would be more approprite for a players mentals or what the Americans would call the 'Intangibles'. Stuff like height, jumping reach, pace, acceleration can all be measured so would have a definite attribute number,

 

Misc / Fixes

- Please fix the player movement on the tactics screen. Trying to add another player between the two central midfielders is like a really infuriating mini-game!

- Being able to save a training calender over a season and re-apply it the following season. This would be especially useful for u21/reserve/u18 training calenders.

- When leaving a club, the club automatically resets and basically forgets everything you've put into place. Been playing 4-4-2 for the last 10 years? New manager comes in an immediately installs 4-2-3-1, drops, demotes to u21 or sells half of the players you've been succesfull with almost immediately. It of course happens IRL a new manager comes in a puts his own stamp on the team, but it's not a 'clean' or clinical as the AI managers do.

- Squad building and transfers...

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The ability to have all of your players names displayed within a match without the other teams. It's far too messy at corners etc when the other teams players names are shown.

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A realistic request... About when things are confirmed for the new FM. There's a lot of people making skins who currently don't think they'll be making skins for the new UI with the shift to Unity, and there are database editors wondering what changes there will be to the pre-game editor, even to the underlying data. There's going to be a lot of new interest in editing the game, especially with the women's game coming in with what I assume will be relatively fewer women's leagues, so giving database editors information early about what we can expect with the new launch would be amazing. I spent the entirety of FM23 testing my Celtic Nations' Leagues database by myself and with one or two others before releasing it fully for FM24. I don't know if there's currently a point in preparing a database for FM25 given there could be massive changes. Big database edits are a huge amount of effort.

Not necessarily for FM25 but something I've noticed from creating my own custom leagues; the AI isn't very good at using its resources. If a club is focused on developing through their youth system the AI manager should be playing youth more, and the chairperson/board should be using financial resources to develop youth facilities, the same for training grounds, even for stadiums. This currently doesn't happen fast enough. Even if there were personalities for chairpersons where some are more risk taking it'd be nice. And you could scout your chairperson before you sign to a club. Say you sign with a risk-taking chairperson. They're faster to approve things, but they're equally quicker to fire you.

A pie in the sky idea brought up by LooneyHoon, the streamer, yesterday... If you get your AI ass-man to lead a friendly a report on why he or she subbed someone, or something like that would be nice. If it could be extended out for skinners who incorporate a "Simulate Match" option to their skins even better.

All in all new graphics, women's football and the usual tweaks is all I really expect, apart from telling the people who work on skins and databases what we can expect at the same time anything is said about the actual game.

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0. Need I state the obvious? Bug fixes. Player interactions, AI squad building, media, AI tactics and rotation, scouting, all these need to be reworked.

1. Introducing the concept of different approaches to football per country/league. For example, most Bundesliga clubs should rely on the physicality and tenacity of their players, their tactics should reflect that hard preference, while you as a manager of a German club should come up with a tactic (and sing the right players accordingly) so that you can better face an opponent that plays like that. Similarly, teams in the Dutch Eredivisie should play more freely, have an attacking-minded approach, and look for tactically astute and technically gifted players, teams in Italy and Greece should play more defensively, English clubs should be all over the place as different coaches and footballing cultures can be found in the melting pot the EPL is, and so on and so forth. The main idea here is that one has to be experiencing different realities based on the country they manage, which is obviously more realistic an approach. That would also make managing in a league you have no idea about much more challenging, it would eliminate most plug-and-play tactics, and it would make the game more replayable.

2. Gegenpressing was introduced a few editions ago, positional play seems to be working as intended, now it's probably time for a new approach or two to be added in to the mix. Perhaps direct counter attacking, or parking the bus, even relational play if that's possible. And no, I am not talking about ready-made models that you only need to click on, I'm talking about said philosophies being feasible in game. Nowadays, since the META is a combination of high pressing with positional play, even if you manage a low-tier, relegation candidate team, you are bound to play as if you were a poor man's ManCity or Liverpool.

3. Smarter, dynamic tactics. For example, press triggers are much more complex than in game. We should be presented with an array of options: press the passing lanes, press only when the opposition player has the ball on his weak foot, press when they receive the ball, press when they stall, press with the intention of showing only your right/left wing or the centre (i.e. setting up a trap) etc.

4. Dynamic set piece creator. Currently our players resume their respective position before a set piece is taken, and patiently wait for the ball to arrive to them. The whole idea is for the manager (or the set piece coach) to be able to design off the ball movement / dummy runs / faints routines for their players, so that they can confuse their opponents and create some space for themselves to score goals. This would in turn eliminate current limits on how many players you can have sitting on each post etc. Current set piece creator is boring and uncreative.

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i wish to see milestone brought back like they did in fm20 after every match and remove those tunnel questions before a match..

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On 19/03/2024 at 09:47, Liam Wilson said:

I'd really like an improvement to player interactions. I often now avoid praising my players for their good form as they often disagree and then tell me that they won't forget this? Its so frustrating as this then decreases the dynamics of the squad and can spread to other players! I'm not expecting loads more options in terms of answers you can give, just improved common sense when it comes to player conversations. Players can respectfully disagree with your praise and then just move on, not start a squad mutiny. My favourite is when you leave out your third choice right back out from your European squad and he reacts so angrily and then for some reason the squad fully support him. Surely they should understand about restrictions on squads and sizes. 

I think where the game makes dynamics and moral such an integral part of your team playing well, the players really shouldn't be so fragile and quick to be unhappy. 

Agree.

Sometimes we do see a glimpse about how good it can be. In my games case I was tearing my hair out at a young breakthrough prospect who was complaining he wasnt gettting enough games. So I told him that he'd get chances to impress as a sub, then when I do bring him on in games we are winning I tell him I want to see an impact, but his body language is "would've preferred to stay on the bench" and then "complacent" which doesnt please me at all and surprising as his personality is resolute so didnt expect any issues with that.

So after a few months of telling he is playing lazily etc I drop him to the reserves, he complains and I tell him its because his performances have been nowhere near the required standard.

A few weeks later injuries mean I need him again on the bench, and first game I bring him on when 4-0 up and we've already qualified for the next CL stage he bags an assist and goal with no sign of complacency.

Wish I knew for sure dropping him to the reserves had the desired effect!

But also on the flip we need to see improvements in player logic, if a young player wants to break into the team only certain personalities should see complacency when coming on and the team is winning, whereas it just seems to be standard for everyone.

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Something that I would like to see - and this is something that can easily be implemented to the AI team's templates - is to have an attacking formation screen and a defensive formation screen.

It allows the change of formations to be easier. Or maybe the chance to add an attacking position as the game shows your defensive position. So you can ask you Wide Midfielder Left when defending to move to AMC - Support when we have the ball.

At the very least maybe an attacking visualiser to see how your players will change their positioning.

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10 hours ago, jcafcwbb said:

Something that I would like to see - and this is something that can easily be implemented to the AI team's templates - is to have an attacking formation screen and a defensive formation screen.

It allows the change of formations to be easier. Or maybe the chance to add an attacking position as the game shows your defensive position. So you can ask you Wide Midfielder Left when defending to move to AMC - Support when we have the ball.

At the very least maybe an attacking visualiser to see how your players will change their positioning.

I think this is a good idea. Like, for everybody talking about positional play, managers aren't going to be like 'I want you to play as a Ball Winning Midfielder on support duty with the following individual instructions' when it'd just be easier to give the players what shape you expect them to take first of all and then tell individual players what you want them to do from there (if anything in particular). It's kinda annoying having to visualize in your head what positions the players will take up based on the Player Role and added instructions you've given them when you'd just show it on a whiteboard irl to see it and show everybody else.

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I think they should add a new coach called "penalty specialist coach", that will help players in decision taking during penalties especially those who have good PK attributes. You could potentially assign different tendencies to your penalty takers or develop training routines to improve their conversion rate.

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How about making this game fun again, for whatever reason this version seems like the least fun I've ever had. Maybe it's because I've played this for literally over 20 years now and there are no more surprises but honestly, it's extraordinarily meh.

Tactical

4-2-3-1 and 4-3-3 are king and gegenpressing is king. That's realistic, great. It's also extraordinarily boring. At this rate I'd almost prefer to get gamebreaking exploits like in previous versions, at least it was fun to have a wildly overperforming mezzala or something.

Why is the game still utterly devoid of creativity in the central areas in the final third? Deep lying strikers or playmakery AMCs are all rubbish. This game is still suffering from something that's been here since 2 or 3 versions now, which is players can't receive the ball back to goal and then turn towards goal in the golden central zone in front of the keepers area. They're also often bypassed by players much preferring passing options out wide. This means emulating oldschool #10s of the likes of Totti, Rui Costa, Riquelme, Maradona etc or 2nd strikers like Del Piero, Raul, Bergkamp, Saviola is impossible, those players are rubbish in this match engine. Instead it's all about advanced forwards, attacking wingbacks (why are attacking wingbacks so dominant??), DMs running from deep and wingplay and crosses. For all the fancy playing-from-the-back patterns there's actually very little creativity in this game once it comes to the final third.

Certain attributes are still massively overpowered and others dont see to matter at all. Pace and jumping being king is still a thing.

Player power / dynamics / interactions

They're all insufferable bastards. Look I know being a manager is hard and keeping a squad happy is tough and that's realistic, but I'd rather play paint drying simulator than deal with this insane soul-crushing ********.

Why is half my squad given "squad rotation" status unhappy midseason when I'm literally starting them 50% of the matches (plus coming from the bench in other matches).

Why are my players demanding "star player" status and not even happy with "important player" when there's tons of competition for the position and then expect to start 90% of matches (which would run them into the ground)

Why are kids from lower level that I'm trying to sign demanding "star player" status and refuse to even consider "important player"

Why does half my squad get pissed off whenever I can't appease a player

Why are promises triggered for every half ****ing ********

Why do the players I want to leave the club, come ask for more playing time, I say well I want to sell you then, and then they decide oh that's ok I don't want to leave the club then I'll wait for more playing time (and get unhappy every x months again)

Why are B team players knocking at my door asking for playing time, I don't even know who you are, **** off

Chores

Why do I need to click talk with agent before every single damn contract negotiation, or the game warns me they could get mad at me

Why do I need to attend the Champions League group stage press conference, I literally couldn't give the slightest **** yet this one is still unskippable

Why are there so many unskippable "meetings"???? I just click skip 5 times every single time. No I don't care about "deadline day recruitment meeting"

If I don't handle transfer/contract negotiations myself for B team and U19 players the AI can sell promising guys at any moment, or give them dumb contract clauses. If I do I have to handle 550 transfer deal proposals per transfer window.

Regens

I've literally reported this back in FM16 or FM17 and regen fullbacks still come up lacking crossing and dribbling

Way too many good CBs are no-nonsense CBs. Next generation of CBs is a bunch of Maguires.

So many strikers are Haaland lite.

Young regens still don't get called up to national teams or get nominated for world awards as their reputation still struggles to grow

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2 hours ago, jmlima said:

Think so much work is going into migrating into the new engine that new features, most of all significant ones, are a pipe dream.

Think that is an excellent point. I think they'll just want everything that's currently working, to work on the new platform. Maybe an alternative question is how do you think the game will be on the new platform. Better? Worse? Little difference to now? Thoughts?

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1 hour ago, Brodie21 said:

Think that is an excellent point. I think they'll just want everything that's currently working, to work on the new platform. Maybe an alternative question is how do you think the game will be on the new platform. Better? Worse? Little difference to now? Thoughts?

Pretty much a crystal ball exercise. Going into unity means you are trading full control over your engine, for something else. In this instance it seems it's graphics. Only SI can evaluate that side of things. I honestly never expected that if you were looking for a graphics engine your choice would be unity so, there must be more behind it. I suspect easier multi-platform development. They will for sure be more focused in getting everything to work rather than adding new variables into this already complex equation. I'm not sure what was the base language for FM and how easy they can port that into unity. If it's not a direct(ish) port that can be such a monumental task that I'm not sure how it could be completed in the stated timeframes, without some horrendous investment in development. (I wouldn't want to be the one financing such a task.) Now, for the games I know better (wargames, the hard core type) every single one that is done in unity suffers from being sluggish, simplistic, 'light', when compared to their peers done in proprietary c++ or even delphi engines. They do not look any better. That might be down to the fact that the wargame companies that tend to use unity are the ones that either see in it as an advantage for one of two reasons:  multi platform or that it simplifies their development environment. No one thinks unity by itself will deliver a better game, they just know it delivers a better game than they would otherwise be able to do. I expect, in the long run, a 'lighter' game that will start to become more and more a portable / console game and less of a PC spreadsheet game. Focusing on graphics possibly also means a long-term aim to have the 3d action become more central to the game. Again, crystal ball.

Edit to say, Every unity game I have also has ginourmous patches. So be ready for that. As an example, just recently, mtg arena had a 7gb patch (pretty much the size of the entire game).

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1 hour ago, jmlima said:

Pretty much a crystal ball exercise. Going into unity means you are trading full control over your engine, for something else. In this instance it seems it's graphics. Only SI can evaluate that side of things. I honestly never expected that if you were looking for a graphics engine your choice would be unity so, there must be more behind it. I suspect easier multi-platform development. They will for sure be more focused in getting everything to work rather than adding new variables into this already complex equation. I'm not sure what was the base language for FM and how easy they can port that into unity. If it's not a direct(ish) port that can be such a monumental task that I'm not sure how it could be completed in the stated timeframes, without some horrendous investment in development. (I wouldn't want to be the one financing such a task.) Now, for the games I know better (wargames, the hard core type) every single one that is done in unity suffers from being sluggish, simplistic, 'light', when compared to their peers done in proprietary c++ or even delphi engines. They do not look any better. That might be down to the fact that the wargame companies that tend to use unity are the ones that either see in it as an advantage for one of two reasons:  multi platform or that it simplifies their development environment. No one thinks unity by itself will deliver a better game, they just know it delivers a better game than they would otherwise be able to do. I expect, in the long run, a 'lighter' game that will start to become more and more a portable / console game and less of a PC spreadsheet game. Focusing on graphics possibly also means a long-term aim to have the 3d action become more central to the game. Again, crystal ball.

Edit to say, Every unity game I have also has ginourmous patches. So be ready for that. As an example, just recently, mtg arena had a 7gb patch (pretty much the size of the entire game).

I feel that i've just had my palm read & been told the future's bleak :-( 

Seriously, appreciate your thoughts & very much appreciate they are only predictions  :thup:

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10 minutes ago, Brodie21 said:

I feel that i've just had my palm read & been told the future's bleak :-( 

Seriously, appreciate your thoughts & very much appreciate they are only predictions  :thup:

It's not bad, it's just different. Games are not static, the time where you could deploy one of those old style spreadsheet games and sell it on the scale that FM currently sells is well and truly dead. You can still get away in some types of games with tedious and spreadsheet (see crusader kings, EU, stellaris) and, if it wasn't for the specific mention of graphics being a driver, I could see FM continue as we know it. But I find really hard to justify such a monumental move as this for the sake of graphics, if graphics are not going to be driving your game going forwards. I also forgot something, I can see 3d graphics starting to be more integrated into the UI, can be as tacky as making the staff meetings with 3d chars (let's hope not as that always looks tacky as hell, just look at those throne rooms in CK...) but that is also something that will certainly feature more and more going forward. Perhaps your player screen will now feature the player's 3d model for example. That sort of eye candy.

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Id honestly be shocked if they actually manage to do in FM25 what they've promised they would do for FM24 (player interactions, AI squad building)

 

also how reputation works desperatly needs an overhaul

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On 14/04/2024 at 16:33, jmlima said:

It's not bad, it's just different. Games are not static, the time where you could deploy one of those old style spreadsheet games and sell it on the scale that FM currently sells is well and truly dead. You can still get away in some types of games with tedious and spreadsheet (see crusader kings, EU, stellaris) and, if it wasn't for the specific mention of graphics being a driver, I could see FM continue as we know it. But I find really hard to justify such a monumental move as this for the sake of graphics, if graphics are not going to be driving your game going forwards. I also forgot something, I can see 3d graphics starting to be more integrated into the UI, can be as tacky as making the staff meetings with 3d chars (let's hope not as that always looks tacky as hell, just look at those throne rooms in CK...) but that is also something that will certainly feature more and more going forward. Perhaps your player screen will now feature the player's 3d model for example. That sort of eye candy.

Like you say, speculative stuff but interesting nonetheless. I don’t think FM would fall for the tackiness of 3D modelling players in an office etc. there is nothing in their history which suggests they have any interest in that route.

id love for the match to look more shiny and realistic though. There is a lot of snobbery here about FIFA (and I’d choose FM over FIFA every time). But FIFA has evolved tactically, and as a representation of football, whilst FM has stagnated for years. I don’t want fifa but I do want to build a team that plays beautiful football that I can watch. A game about football should have the match at its heart and I’m glad changes are imminent. The bauble stuff that you described above…please god no!

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I think that a very good idea, besides all the potential improvement on the tactical side of the game (i.e. a more realistic learning curve when a new tactic is trained, no OP tactics etc...) is to allow the possibility of choosing the player to press just as it is with the player to mark. Now, in the individual instruction panel for each player selected in the lineup, you can only define who to mark. This today has become unrealistic (or just a limited solution) because you want to trigger the pressing only when the ball arrives in selected zones or to specific opponents. 
To give the ability to your players to know who to press and then, in case the opponent doesn't have the ball anymore, to regain position will be a great improvement in the defensive/tactical side of the game!

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On 14/04/2024 at 14:46, Novem9 said:

Just a little common sense please...

image.thumb.png.abf1e8dedeb51a7e2c90be2e00638c51.png

 

My team:

image.png.75aca7f98e750bc56a8d7d8b315b6352.png

his choice:

image.png.c4affe1990c0df09c1975443f4e0ac68.png

I don't know how to perceive this game without sarcasm

This is based also on club reputation (which is not only the historical success of the team but is based on level facilities and other hidden attributes too). If you have been just promoted, or they have been just relegated, Caprari could have perceived Troyes as a more valuable team for his career. Even IRL, some players decide to go to a lower league with the possibility of winning and having a great season instead of playing for a club that can be relegated (and the media prediction for Palermo shows that you can be involved in the relegation battle). Sometimes it happens, and I guess the game is structured in a way to take into account those situations.

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I have a visceral hated of Steam Workshop. I see tons of great downloads on there; to get them, you click on 'subscribe'. And then what? I waste hours searching through folders within folders - some turn up in random locations, some turn up days later, some never download. I would probably be playing FM24 now if I could download some recent league mods, but I got bored with the old ones and Steam is so damned unfriendly to the user, I've given up.

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10 hours ago, Costav said:

This is based also on club reputation (which is not only the historical success of the team but is based on level facilities and other hidden attributes too). If you have been just promoted, or they have been just relegated, Caprari could have perceived Troyes as a more valuable team for his career. Even IRL, some players decide to go to a lower league with the possibility of winning and having a great season instead of playing for a club that can be relegated (and the media prediction for Palermo shows that you can be involved in the relegation battle). Sometimes it happens, and I guess the game is structured in a way to take into account those situations.

But thats not what the player/game is saying. He thinks a ligue 2 team has a better squad than a Serie A team, which seems improbable. Then his reply should be that troyes provides more stability, or has better long term prospects. or whatever.

 

But its painfuly obvious that the player made his choice because of reputation. And reputation is beyond borked in FM

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Long shot but i hope every area of the game is upgraded because for a 2024 game its severely lacking in most departments or totally useless features, like the differences in the director of football and technical director and head scout are very minimal, they just seem to do the same thing because you can just get the head scout to do everything the director of football and technical director can do, things like that, if yous get what i mean and the AI squad building is all over the place so, like i see a post about a striker being put at center back in the champions league final, things like that.

Staff and player interaction is very minimal and the same old pres conferences and answers.

5th choice center back moans about playing time and by the end the whole squad is unhappy about the way i've treated him and think he deserves more playing time even though im top of the league.

Opposition managers moaning about the agreed players role and things even though the player is top scorer and i'm top of the league but he got recalled due to the manager wanting me to play him as a pressing forward and not advanced forward.

manager touchline shouts are awful and needs a major upgrade 

I have full faith in sports interactive even though the last 5 or so editions haven't been up to scratch i have a really good feeling about football manager 2025 and forward  

 

Edited by JamieTC13
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12 hours ago, phnompenhandy said:

I have a visceral hated of Steam Workshop. I see tons of great downloads on there; to get them, you click on 'subscribe'. And then what? I waste hours searching through folders within folders - some turn up in random locations, some turn up days later, some never download. I would probably be playing FM24 now if I could download some recent league mods, but I got bored with the old ones and Steam is so damned unfriendly to the user, I've given up.

What’s wrong with the Steam Workshop? You click subscribe on a mod and it applies it to your game.. I don’t know how it could be easier. Not sure how yours are taking days to download of showing up in different places when Steam automatically downloads a tactic go the relevant tactic folder, shortlists go in the shortlist folder, etc.. 

you know you can right click on a download and press “show in folder” instead of searching through folders in folders for things you’ve downloaded? Again, your browser has a default download location so it’s really not rocket science. 
 

 

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55 minutes ago, Mobius said:

What’s wrong with the Steam Workshop? You click subscribe on a mod and it applies it to your game.. I don’t know how it could be easier. Not sure how yours are taking days to download of showing up in different places when Steam automatically downloads a tactic go the relevant tactic folder, shortlists go in the shortlist folder, etc..
 

 

This is also my experience. It's also easy to unsubscribe from the selection screen in the editor. I've never had any problems.

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A more rational transfer system. 

One I just dealt with a minute ago - snaked Gvardiol from Man City for 77 million because of financial difficulties. Won the Liga Portugal and Champion's League with him. Arsenal comes in during the summer and offers 30 million and some add-ons. I countered with 125 million - a fair value based on what I could spend to replace him and make a profit on his initial transfer fee - they, of course, packed their bags. 

He's mad that I didn't accept the 30 million. Wouldn't accept any asking price over 60. It's not realistic that a player who knows he was purchased for 77, morale is superb in general and just won the CL would expect a club to take a major loss on him after a season.

I don't mind AI lowballs and trying to unsettle players, that's sort of vaguely realistic but way too often I get players mad that I won't sell them for a loss even though we're winning and all other indicators are that they're happy. I've just stopped agreeing to asking prices and started using the editor to remove unhappiness after I tell them they've blown it. Cheating is the only way to work around the broken transfer system sometimes. 

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7 hours ago, Mobius said:

you know you can right click on a download and press “show in folder” instead of searching through folders in folders for things you’ve downloaded? Again, your browser has a default download location so it’s really not rocket science. 

The download doesn't show up until it shows up. Must just be me then.

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Most of the media stuff. It feels a little interesting and immersive maybe the first week you ever play your first FM game, but at time goes on it is just a tedious slog that bogs you down and feels stupid.

"So just delegate it if you don't like it dude!"

I did, and my Assman decided he would offer up my best young player for transfer in a post game interview.

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7 hours ago, mlpowell said:

I don't mind AI lowballs and trying to unsettle players, that's sort of vaguely realistic but way too often I get players mad that I won't sell them for a loss even though we're winning and all other indicators are that they're happy. I've just stopped agreeing to asking prices and started using the editor to remove unhappiness after I tell them they've blown it. Cheating is the only way to work around the broken transfer system sometimes. 

Honestly, its either lazy artificial difficulty barrier, or just incompetent coding at this point.

-"Boss, Im unhappy with my asking price of 5M, its too high"

-"Ok, what price do you suggest?"

-"ill settle for 7M"

That **** like this makes it past quality control is disgusting and makes you wonder if there is any quality control. And a new match engine isnt going to fix this

Edited by eXistenZ
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25 minutes ago, eXistenZ said:

That **** like this makes it past quality control is disgusting and makes you wonder if there is any quality control. And a new match engine isnt going to fix this

Or, probably more accurately, they're well aware that there are several areas of the game that aren't really good enough, but if they were to wait until all those elements were at the standard you're clearly expecting, then they'd probably never release a product ever again.

This is likely the best chance for this to happen.  Will it? Who knows.

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7 minutes ago, forameuss said:

Or, probably more accurately, they're well aware that there are several areas of the game that aren't really good enough, but if they were to wait until all those elements were at the standard you're clearly expecting, then they'd probably never release a product ever again.

This is likely the best chance for this to happen.  Will it? Who knows.

Sorry I dont buy those excuses anymore. Sure, it will never be perfect. thats not what we ask. We ask that common sense is employed and the game is tested properly. Its been 3 years without proper progress and the same stuff just coming back.

Its a game about mostly numbers. And you cant code it so that entity X recognises value A is higher than value B? Might as well insert a random number generator at that point instead of code.

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3 minutes ago, eXistenZ said:

Sorry I dont buy those excuses anymore. Sure, it will never be perfect. thats not what we ask. We ask that common sense is employed and the game is tested properly. Its been 3 years without proper progress and the same stuff just coming back.

Its a game about mostly numbers. And you cant code it so that entity X recognises value A is higher than value B? Might as well insert a random number generator at that point instead of code.

What is there to "buy"?  It's just how things work.  

If it's just a case of one number being bigger than the other, fine, but it rarely is and a lot of the areas that are sorely lacking are in complex modules that are probably made far more complex than they need to be given they're years old.   You act like testing is fixing.  They can have the most robust testing process in the world (and it's a lot more wide-ranging than a lot of people are going to imagine) but that just identifies a problem.  What are you expecting them to do if that fix is either difficult to achieve or causes more knock-on effects?  

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16 hours ago, eXistenZ said:

But thats not what the player/game is saying. He thinks a ligue 2 team has a better squad than a Serie A team, which seems improbable. Then his reply should be that troyes provides more stability, or has better long term prospects. or whatever.

 

But its painfuly obvious that the player made his choice because of reputation. And reputation is beyond borked in FM

Ok, maybe it's a very poor choice of word, I agree with it.
Or maybe they should have codified the answers allowing for more diversity, although we should always remember that coding potential is in any case limited and there is balance to maintain between magnitude of the possibilities (i.e. diversification) and spec requirement to make the game smooth enough.

What I mean is that some of the (neverending) complains are there just because some people want the thing perfectly at the nano millimeters as they have it in mind, and not trying to understand that, at the end of the day, it's better to (i) understand how the thing we don't like could be interpret from a different point of view, and (ii) accept that this is just a game and although we perceive it as the representation of the reality, reality will be aaaalways more complex than the game.

Edited by Costav
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44 minutes ago, forameuss said:

What is there to "buy"?  It's just how things work.  

If it's just a case of one number being bigger than the other, fine, but it rarely is and a lot of the areas that are sorely lacking are in complex modules that are probably made far more complex than they need to be given they're years old.   You act like testing is fixing.  They can have the most robust testing process in the world (and it's a lot more wide-ranging than a lot of people are going to imagine) but that just identifies a problem.  What are you expecting them to do if that fix is either difficult to achieve or causes more knock-on effects?  

I find you're being disingenuous here. Ive already acknowledged that I dont expect the game to be perfect, and that issues that are more complex or are rare cant be fixed in a jiffy.

However the issue here is not complex and its not rare. Players complain about their valuations all the time. Player says value X is too high, and as solution proposes value Y which is even higher.  Its dumb, its immersion breaking and its lazy. it wasnt an issue in FM21.

And when there are complex issues (like AI squad building, or player interactions), dont say you have fixed them when it takes a few tests to make clear they arent

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On 11/04/2024 at 15:24, noikeee said:

 

 

Why is half my squad given "squad rotation" status unhappy midseason when I'm literally starting them 50% of the matches (plus coming from the bench in other matches).

Why are my players demanding "star player" status and not even happy with "important player" when there's tons of competition for the position and then expect to start 90% of matches (which would run them into the ground)

Why are kids from lower level that I'm trying to sign demanding "star player" status and refuse to even consider "important player"

Why does half my squad get pissed off whenever I can't appease a player

Why do the players I want to leave the club, come ask for more playing time, I say well I want to sell you then, and then they decide oh that's ok I don't want to leave the club then I'll wait for more playing time (and get unhappy every x months again)

Why are B team players knocking at my door asking for playing time, I don't even know who you are, **** off

I'd guess most of these issues are because the players' reputations are higher than the club's. They come about because humans tend to be better at squad building than the AI so will often have a better squad than the club "deserves". I don't see that as the problem - if the AI just became better at squad building this would be less of an issue

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On 17/04/2024 at 06:37, SimonHoddle said:

...I don’t think FM would fall for the tackiness of 3D modelling players in an office etc. there is nothing in their history which suggests they have any interest in that route. ...

Neither did CK, until it showed-up as a DLC...

Honestly, re 3d, I would settle for the stadiums to have any passing resemblance to the actual stadiums clubs play in. Of course, in this day and age, I can see all sorts of issues re architectural copyright to come up from that, so I don't expect it to happen.

Edited by jmlima
sigh. typos.
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I want referees to book players time wasting. Annoying enough when the last highlight is a player waiting forever to throw the ball/take a set piece etc. only for the whistle to go, book these cretins :mad:

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5 hours ago, Carmi88 said:

I want referees to book players time wasting.

Your opinion isn't mentioned here for the first time. And I agree with it.

Something came up into my mind. I hope that SI hasn't made their mathematical stuff too complex.

And, yes, I do understand, that in the game engine aso. there are many attributes that have to be taken into account.

But, you can remember that last autumn there were this crisis with GK injuries... Could it be that those calculation formulas are too complex, and therefore a little change in one of the variables could change the result a lot?

That could also explain why SI would be a little bit afraid to make changes.

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