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  1. 34 points
    Hi there, excited for my first post here on the forum! I'm afraid it might be awfully long and don't want to bore people, so feel free to skip a little introduction I give and focus upon my new approach to creating a successful tactic with my side predicted to finish bottom of Serie A. I hope you enjoy! Before I get started I wanted to acknowledge that this is my first forum post here. I have dipped in and out of reading threads and articles over the years but I feel inspired to share my recent approach that I formed from reading, watching and trying out a lot of ideas to find something that worked for me. I'm not sure exactly where this will take me, but I've recently learned a lot about the game and have always struggled making my own successful tactics and system. I usually stumble upon a successful save by copying popular user tactics and just gathering a good squad. I felt the quality of the team was what was working, mixed with tactics created by other people, and not me being involved that much in a strange way. I felt as though I understood the game at an okay level, but I didn't feel as though I had really accomplished anything. Whenever I tried to create my own tactic it usually ended in disaster, with no aims, ideas or inspiration behind my systems, they almost always failed. I then decided to get back into FM19 after the winter update, previously having a fairly casual save with Doncaster that never went anywhere. This time I wanted to make my own tactics, and play like an actual manager, rather than sitting back and using someone else's work. I wanted a fairly challenging save, so I picked Catania in Serie C, to try and re-establish the club in Italy's top flight after a few years out. It wasn't until we reached our second season back in Serie A that I can say I fully implemented my ideas into the team and created my first tactic, but the results speak for themselves. I coasted through Serie C and Serie B, as my squad had enough quality, but again as I tried to give the club an identity, something would fail and I would throw everything out the window and try again. I started using an Atalanta influenced 343 system and wanted to utilise Alessandro Cortinovis in the Alejandro Gomez role, but it didn't work that well so I panicked and copied a tactic to coast through the rest of Serie C. I then wanted to use a Simeone influenced style, as he was a former manager of Catania and this saw us through Serie B fairly comfortably but again I didn't see the tactic as my own. 1st year in Serie A I changed again and decided I wanted to try a Total Football influenced game, which failed miserably. I then tried a possession tactic that saw us get some good results but I wasn't happy with certain games only creating 1 or 2 chances and not having a shot on target. This was again mostly taken from other user's tactics and I still didn't feel the work was fully my own and we had a moderately successful 1st season back in Serie A, finish 12th after being predicted 20th. I was reading and watching a lot of content but I couldn't translate what I thought I learned into the game. I then re-read everything with a different mindset. I thought I should give some sort of background but I digress and don't want to bore in my first post. Cleon's thread regarding a step by step guide to creating a tactic gave me a lot of ideas and things to try. I also took a lot of inspiration and idea's from Herne's thread on his Tiki-Taka based system. tLdR: Struggled finding an identity for the club and constantly changed ideas and direction when things went wrong, resorting to using community tactics, when I wanted to make my own. However, the one thing that didn't change during my tactical identity crisis was my transfer policy and squad building. I had gathered a fairly decent side, focusing on attributes influenced by a post I read on total football, the attributes I targeted were: Good on the ball/Technical - (Technique, Passing and First Touch) Intelligent players - (Vision, Anticipation, Composure, Concentration, Decisions, Off the Ball and Teamwork) Fit and hard working players - (Determination, Work Rate, Stamina, Natural Fitness) Specialised positional attributes - (e.g Jumping Reach for a defender, dribbling for a wide man, Flair for attackers etc.) My inspiration for this policy was taken from Ozil to the Arsenal's Total Football series of threads. Over the seasons I gathered players (with very limited funds) who fit these attributes and only signed those with a majority of those attributes that I wanted, there were some exceptions but I have reasoning for choosing these players. I will go into more detail on each player I brought into the club maybe not in this post though depending on it's length. But I do think it's important to show the team I assembled which lead to decision making when it came to the tactic itself. I just wanted to state the consolidation over several years of my transfer policy which left me with players that could play a lot of different systems and tactics. Inspired by articles and threads, and really wanting to improve my understanding and skill at the game, I made the decision to stick to only making my own tactics and if they fail, they fail. This was my process into creating my first successful tactic for my Catania side. I wanted to pick a few ideas on how I wanted to play and base the rest of the tactic off of that, keeping it as simple as I could. Looking at my squad, it lacked depth and quality, as we used a lot of loans to make enough money to work in our second Serie A campaign. One of those loans was Adrien Bongiovanni, a young Belgian (how is that name not Italian???) winger and midfielder from Monaco. He played well for us and he was available to buy for a cheap £4.3mil so I decided I wanted to build the team around him. He was quick, had a great mind, excellent passing ability and worked hard. Deciding to build the side around Bongiovanni was my first step in creating my tactic. Aim One: Build the side around young Adrien Bongiovanni in the play-maker role. With my first idea in place, I then came up with a second idea/target that I wanted to accomplish playing in Italy; Having the fewest goals conceded over a season. Known for it's defending, I took influence from the Italian league and wanted my side to be the meanest defence in the land. There were two ways I came up with to accomplish this: -Play a very defensive style of football, which might limit creativity from the player I wanted to build the side around. -Play a possession style of football to keep teams off the ball and away from my goal. I went with the latter but I didn't want to stifle my final third with having too much useless possession and not doing anything with it. I would use it when I needed it, not going overkill and picking a couple of TI's to help us keep the ball away from our goal. but still having a threat in the final third. Reading about a possession philosophy, I was inspired to try a high press/block to keep the opposition pinned back and win the ball high up the pitch, thus seeing more possession of the ball but in better areas. This meant using a Much Higher Defensive Line and Line of Engagement, counter-pressing and closing down like animals. So that was another thing already decided for me which became the second step in my creation. Just by setting myself an in game target, and the aim of building a team around a creative threat in midfield, things were decided for me and made logical sense. We obviously needed the players required to play such a risky high line who were always switched on and quick enough to react to fast striker/ ball over the top. Aim Two: Try to conceded the fewest goals in the Serie A by employing possession tactics with a high press. With these elements in place the tactic began coming together like a puzzle, it was quite surprising to me. I finally understood how being simple and having a few ideas can make decisions for you in the tactical creator as things came together logically. For example, playing a high press game, it made sense to try a Pressing Forward. We already had Bongiovanni selected as an advanced play-maker, and to allow him to get up the pitch I needed a man to screen the back. This lead me to a Defensive Midfielder/Anchor Man/Half Back at DM. The role ended up changing depending on in game situations but usually started as a DM-Su. To be more solid at the back and to allow a DM, I opted for a 4-1-4-1 formation. Since I had a very high line, it made sense to add a Sweeper Keeper. The inspiration to use a 4-1-4-1 came from reading posts from this thread: I liked the idea of players making space for our to CM's to operate as it essentially fit will with my idea to get the most out of Bongiovanni and build the side around him, specifically this post with in the thread: (originally from the Pep Guardiola thread but was also quoted in this one.) This is what the tactic looked like at this point:` PF(s) WM(a) CM(s) AP(a) WM(a) DM(s) FB(s) CD(d) CD(d) FB(s) SK(s) Play out of Defence (for possession) Distribute to CB's, Counter-Press, Counter Much Higher Defensive Line, Much Higher Line of Engagement, Extremely Urgent Closing Down, Use Tighter Marking (High Press) I then began looking at the players I had that could fit into this system. I then had an epiphany about a player I had bought in January. Vlad Dragomir, a young Romanian Midfielder and Winger reminded me a lot of one of my favourite players of all time, Steven Gerrard. Dragomir had all good to great attributes that I wanted, but it was his traits that led me to the comparison. Il Drago -Gets forward whenever possible -Tries Killer Balls often -Shoots from distance -Places shots -Likes to switch ball to other flank He possessed great energy and work rate to get up and down the pitch, and had the ability to pull off a trademark long pass or long shot just like Gerrard. So I thought it would be interesting to add a Gerrard-esque role to my system, next to my play-maker. I didn't want to use a Box to Box Midfielder, as I had established I wanted to play far away from my goal line so why would he need to run up and down? (even though he could) I wanted something with more attacking flair, so I tried the Mezzala on support and it worked well. He would drift wide like Gerrard tended to do and burst through to the box to finish off moves, unlock a defence or blast a shot into the net. After this decision, I was afraid I could become exposed in the middle, so I added an Inverted Wing-Back on the left to in theory compensate for the two CM's to cause havoc. I also thought about changing the DM to Defend but I thought that it could be a change I would make in game. Aim 3: Create a Gerrard-influenced role for Vlad Dragomir. The roles and duties now formed this: PF(s) WM(a) MEZ(s) AP(a) WM(a) A(d) IWB(s) CD(d) CD(d) FB(s) SK(s) Suddenly I had found that my roles and duties chose themselves logically, as my idea developed. It made sense to me that one thing influenced another decision and so on. I was left with the two WM roles and the RB to decide on. I kept it fairly simple and took influence from Guardiola's use of wide men staying wide, with players either playing with their strong foot towards the touch-line or the middle. This would change based on opposition and game plan, but usually defaulted at a right footed player on the right, and a left footed player on the left. I looked at my wide-men's attributes and found one of them lacked good enough work rate, which is why I didn't choose the winger or inverted winger roles. I was afraid that they wouldn't put the work in that the role of a Wide Midfielder would. The WM also allowed me to click stay wider, and depending on personnel, run wide or cut inside with the ball. I then decided to switch the DM to an anchor man, to compensate for some fairly aggressive roles in-front of him and to his sides. I still wanted him to support attacks though and be an option in build up but it was something that I could tweak depending on the game. I had this inspiration from reading the Pep Guardiola thread - Aim 4: Use the idea of Guardiola's wingers staying wide tLdR; I came up with four aims/ideas of how I wanted my side to play; 1-Build around Bongiovanni, 2-Concede the fewest goals in the Serie A, 3-Use a Gerrard-esque role in midfield & 4-Use idea of Guardiola's wingers staying wide. It now became an almost complete system and I had a good idea on how it would work in theory, but in practice is another story. This is essentially what I wanted/expected from each position. (Changed depending on game-plan and opposition.) GK- Mop up behind our defensive line if a long ball comes over or our offside trap is broken. Become a passing option in possession with the ability to start attacking moves. If we were getting pressed high up the pitch I asked him to kick the ball wide to our WM's. RB)- Work hard to support attacking moves and in transition to keep our defensive shape at the back. He could support a wide player by being a deeper option to deliver a cross or overlap when playing with a left-footer at RM. Good positional awareness and concentration required to play our high defensive line. Would sometimes add get further forward PI in certain situations. eg. to overlap RM or to add further support to be an extra man in attack. CBs- Very basic and standard. No PIs but players who are quick enough and smart enough to play a High Line and offside trap were needed. Ability to jump is also important to nullify aerial threats and keep our sheets clean. LB- A player to in theory take up the position of the MCL who has more attacking freedom. Would be in line with the DM in possession but I was afraid we could be taken advantage of on our left flank. He should recycle possession and be an extra man available for a pass. DM- Very good positional awareness needed here. To be able to cover holes left by our midfield and LB, whilst being solid defensively and being another passing option in midfield. MCR- Our key player and the initial muse for our system. He would start attacks with his excellent passing, or could dribble through the middle, drawing markers and unleashing a runner into space. Should contribute a lot of goals and assists. Work hard in our high press to win the ball high up the pitch. MCL- Gerrard inspired role. Be able to carry the ball through the middle and half spaces, switch the play and hit accurate passes to advance us up the pitch.Link with the ML to create overloads on the left wing and arrive in the box to finish off attacks. Utilise hard working player in the high press to hassle opponents high up the pitch. Be a threat from long shots. MR/L- Players that should stay wide and offer a switch of play to stretch a side to allow our CM's to play. Possess enough dribbling and flair to cause trouble in a 1v1 and be on the end of crosses from the opposite wing. Work hard in our high press and drop into a 4 when defending. PI's are Stay Wider and depending on the foot, run wide or cut inside. ST- Hassle defenders and lead our press. Work hard for the team and link up play between midfielders, whilst being a goal threat himself. Score, create, press. I added roam from position to allow him to easily receive the ball and pull around markers, making space for the midfield to attack. Sounds and looks good in theory, I tested it out in pre-season and the first three games of the season, watching in 10 minute intervals to see what was happening. This was the first time I had ever done some on field analysis so I'm not sure on all the things to look out for but here are some examples of my ideas being translated onto the pitch. Please give feedback on how to be more informative with this, as sometimes it's hard to see what is happening or choose good examples of what I want to show. On The Ball- Here is an image of one of the first games of the season vs our rivals Palermo. They set up in a 4-4-2 and this is early in the game. I am pausing the game at random points to see if what I want to happen is happening. Not an amazing example but this was my first attempt. You can see my CD Demiral on the ball after receiving it from a goal kick. This is where I want to see us build from the back. Demiral has 3 passing options, being 1 which is our IWB, 2 our DM and 3 our MEZ. 2 would be a safe option if he got closed down, allowing an easy pass into our AP in the middle of the pitch, although he is marked he has some space to receive the ball. A pass to our MEZ(3) might be risky as the striker is cutting off the lane, but he is facing square so could play a great pass to 4 our WM who has a lot of space to his left and behind him. The final option is number 1, our IWB. This is a risk free pass as he is completely unmarked, and the easiest option for Demiral, but notice the amount of space our IWB has to move into if he receives the ball. Yes he could be closed down by the RM, but a quick ball to number 4 and we are behind their midfield with a pacey winger carrying the ball forward. Either of these options is a good one, but he opts for 1, who ends up being closed down and we recycle around the back. This is the same move but further advanced, our WB started at the red dot and played a ball into Castrovilli. I switched the WM's so Castrovilli was cutting inside, and our LB acted more like a WB rather than an IWB. Castrovilli plays an easy ball into Dragomir who is on the ball. We managed to move Palermo around, bringing their RB high and their CM across which allowed a one touch pass into our AP in the centre circle followed by another one touch pass into the space where our WB is making a run. We are in behind their RB and essentially have a 3v3 on their back line with our WB, ST and MR vs 2 CB's and LB. Patient play leading to an opening which we exploited. The move continued and ended with a blocked cross from our WB. We swapped wings later again turning LB back to IWB. I was a bit worried here, after popping the ball around the back I noticed how close my IWB was to my MEZ. They are practically holding hands. A bit too deep for my liking here but Palermo's strikers were pressing us high. I wasn't sure how to separate the IWB and MEZ here, however a long ball over the top from Owusu on the ball led to our ST being clean through and winning a penalty to put us 1-0. Not my preferred way to goal but having the ability to do this is nice. Here is a more advanced move. We played our way nicely into midfield and found Owusu in a great area after switching him to a DM on support. After thinking about changing the IWB role my thoughts were consolidated here. 1 is our IWB on support, very high in our attack and tucked in, being an extra man in midfield. We could easily give him the ball and recycle, or do what actually happens and play in 2. Dragomir receives the ball and draws 3 players toward him, opening up a great opportunity for our IWB to drive into the box or shoot. Ends up getting to him and he curls one in from range to put us 2-0 against our rivals. The IWB is acting more aggressive than intended, but he does have 'Gets further forward' so it might become a balancing act or a risk factor allowing him to travel far or asking him to stay deeper. This image is from a 5-0 thrashing of Sassuolo away. This the build up to our second goal and let me know my plan to unleash Bongiovanni was working here. We moved the ball around nicely, dragging Sassuolo's midfield to the left, leaving acres of space for Bongiovanni to explode into and pick his pass. Another key pass from Owusu here, getting the initial ball into Bongiovanni, informing my decision to let him play with a support duty. As you can see 4 players numbered being our other four attacking players, 1 is our WM, 2 our PF, 3 our MEZ and 4 our other WM, all bursting into the area to get on the end of the pass. Bongiovanni dribbled forward before choosing our Striker as his pass and assisting our second goal with a perfect through ball. Our other goals came from a set piece, a great utilisation of the high press to catch a defender in possession leaving our ST 1on1 with the keeper, an own goal and a great shot from our DM outside the box. This came from a big game at home vs Lazio. Bongiovanni again receives the ball from our DM and enough space has been opened for him to dribble through the middle toward the box. He chose to attack the space, and unleashed a shot outside the box scoring a huge goal in a 1-0 win. This is enough to show me he is operating exactly how I want. Probably our best performance of the season was away at Roma. We absolutely dominated the heavy favourites at their own ground in a 3-0 win for Catania. This is our second goal. I noticed how narrow Roma were playing, again we used patient build up to move their midfield across. Our LM is on the ball a has a good amount of space in front to dribble and our RM is in so much space on the wide right. Our LM ends up dribbling and crossing the ball into our RM for an easy second goal. Demolished in Rome- 3-0 and 3pts to Catania. These are two screenshots of a game against Juventus at home. Bongiovanni receives the ball initially from our IWB(1) and begins his dribble into space and beginning to play-make. He passes to our MEZ who dwells on the ball before playing to our LM who is right footed cutting inside. Notice where our IWB starts and where he ends up when our LM Castrovilli gets the ball. The movement of our striker is key here, as he has opened the space for our IWB (1) and Bongiovanni (2) to attack. An excellent curled pass into our on-running IWB saw us score the opening goal against Juve. Some great team understanding here, I absolutely love this move as it began with Juve clearing the ball and us pinning them in their half. The move started with our IWB allowing our play-maker to dribble, linking up with our Mezzala who played an easy ball to our winger, whilst our Striker pulled away the CB's, we had two runners surging onto the through ball. An excellent team move here. Another top side dominated, as Juve never threatened us at all and their only goal came from a penalty. A 3-1 win for us at home with our two other goals being started by the high press, both ending in through balls to our surging midfielders. This comes from our final game of the season vs Juventus away. Bongiovanni had been moved upfront in the dying minutes as our striker wasn't effective. He ran onto a ball over the top from our centre back and controlled the ball here. This goal highlights how I wanted my Gerrard-role to work, as you can see him in the D bursting into the box. An easy cutback here and we score our second goal in the 90th minute to win 2-1 away at Juve. Beautiful! I think I have provided some okay examples on how my CM's played, both scoring and creating in the manner I wanted them too. Bongiovanni being our play-maker and making daring runs and splitting open backlines, whilst our Gerrard role linked play up and got on the end of moves to smash them home. I could show many more examples of this but I would be here all night. The goal against Juventus at home is one of my favourite goals and highlights perfectly how the tactic can create space for our forward running midfielders to attack, and shows a great sense of teamwork as many parts were key in this move. So I managed to achieve (atleast I myself believe it) what I wanted from my midfielders, allowing to drive my side forward and be the prime suppliers and scorers. I also utilised possession when needed to move teams around and create space for our midfield to operate. One image also shows how we implemented the idea of Peps wide players staying wide, being able to allow more space inside and become narrower in the penalty area to get on the end of crosses or through balls. My LM ended up contributing 15 assists whilst scoring 5, and my RM scoring 8 and assisting 10. It let me know we had more than one route to goal and more than one player who could finish off a chance. But how did I do defensively? Did we reach our target of conceding the fewest goals in a season? 22 goals conceded in 38 matches, with 24 clean sheets. Extremely happy we managed to achieve this, especially with my very average side which lacked great quality in depth. Our high line and high press has been greatly effective, only occasionally falling asleep to a ball over the top. I felt a great sense of achievement, outperforming big European clubs with an average and very young squad. We were tipped for relegation and predicted to finish rock bottom of the table, so how did we do in the league? A very successful overachieving campaign with a cup final defeat to Juventus on pens (We got our revenge in the end) and I finally felt like I have understood the game better from trying things from simple ideas I wanted to see play out, with help from other ideas that people had suggested in other threads and bringing together aspects to make it work for me. The knowledge I gained from reading threads and watching videos massively helped and it has really given me a good sense of accomplishment finally in this game that I had been looking for. Don't get me wrong, I still learned and recognised where to change things and make tweaks to counter teams or to get back into a game or close a game out, and I also acknowledge that this is definitely not a revolutionary tactic and is fairly similar to ones I took inspiration from, but this is more about my process getting there, trying different things and choosing things that fitted my idea and what I liked. Now finally it's time for the tactic. What I will present is more of a baseline that allows me to make changes when required, however with the chosen roles and duties, allows the team to play how I wanted them to play as outlined above and backed up by examples. A few things changed during the season so this was our final tactic going into face Juventus away to secure the title. The whole point of this post was to explain what I wanted to do, how I did it and the results with examples, but the initial idea for what I wanted to create could of been entirely different I would be here with a very different tactic for it. This post is aiming to present how I finally had a light-bulb moment and how I allowed myself to learn, adapt and understand the game better after years of stumbling around. Not too many changes, but the attack duties became support if we ever went positive/attacking. The changes I made most often were asking my wide-midfielders to either cut inside or run wide, alter mentality, tempo and passing range to the circumstances. I used be more expressive when faced with a hard defence to break down, which sometimes came with play wider. My DLine dropped to higher but often moved around as we gradually shifted pressing styles throughout the match. My MEZ could also become a DLP and my AP could also become a CM(a). My DM also moved between an Anchor-Man, a Half-Back and a Defensive Midfielder. I chose balanced on this occasion as we were up against Juventus on the final day of the season, and I didn't want to be too cautious or too aggressive. Shorter Passing and play out of defence is there too help with keeping the ball away from the other team, but our passing length and tempo was something I changed a lot depending on how the game was going. I picked pass into space as the tactic basically aims to make space by moving teams around, allowing space for my CM's to attack, so passing the ball into that space would help with that. It was also useful to hit balls over the top for my striker which usually led to goals. Distribute to CB was used to help build from the back, and whilst we start with Counter & Counter-Press these would often get switched on and off throughout games depending on the circumstances. Higher Defensive Line and Much Higher Line of Engagement, mixed with Extremely Urgent Closing Down and Tighter Marking was there for my high press, but again we weren't afraid to drop to mid or low blocks when we needed too. Offside Trap is there to help with our high line and use the intelligence of our back line effectively. Final PI's WM- Stay Wider and Run Wide with Ball or Cut Inside AP- Roam from Position PF- Roam from Position Situational PI's - FB- Get Further Forward, Take Fewer Risks, Sit Narrower CD's- Take Fewer Risks IWB- Take Fewer Risks AP- Remove Roam from Position Like I said, this is not any revolutionary tactic and definitely took loads of inspiration from others. I'm not claiming it to be a fully self thought out tactic but it's my first one that I haven't directly taken from one source like for like, but added loads of ideas together to fit me and what I wanted to do, which started with a few basic ideas that I came up with, and as it moved on took inspiration from other ideas I had seen and wanted to try. It has been a real enjoyable learning process. I tried everything and kept aspects of things I liked, things that worked and things that fit my ideas. I would be very grateful for peoples feedback on how they view this tactic and how it can be improved, but I will add another post after this one highlighting my squad building process and picking certain players for certain scenarios, which informed my tactic heavily. Could this work with another team? Maybe, it's definitely one where you need to assess the game and make correct changes when necessary, and one that demands a certain type of player. I think my next post will explain how I built my squad, the reason for choosing those players and how they worked within the system. Alongside this would be how the players, especially the front 5, could all inter-change and offer something different to each role. I know it's a long one and I may of bored a lot, but showing my process is what this is all about. I felt the next logical step would be to get feedback from others and see how we can become better and adapt it. My target for next season is to concede the fewest goals again and also to remain unbeaten at home. I would also love feedback on the style and format of the post and how I can improve, considering this being my very first attempt. Thanks for reading and I hope to see some discussion and feedback below!
  2. 32 points
    Match engine is still a really dull watch. Movement is still practically non-existent (though I did see a striker make a run in behind before the ball was played once 😱). There’s never any intensity when in possession. This often results in long balls from defenders when you want to play out of the back Still a load of balls wide going out of touch. Though there is an improvement there. Seen a few through balls played in behind fullbacks Wingers choice of when to try and get past players is baffling at times. I’ve seen my full back and winger in a 2 v 1 vs opposition fullback and the winger just runs straight into the player and loses the ball. The same is happening when I’m good crossing positions. They just run at the player or cross way too late Goalkeepers animations are still hilariously bad, and I only see 3d highlights after goals. i could go on a bit more, but why bother. This update is an improvement but still sucks. What sucks even more is that after less than half a year of release, you will now give up with any major updates for this game and come out around October telling us why FM20 will be the most realistic FM yet 🙃
  3. 29 points
    I've logged a lot of hours into FM19 and think that it's not that far away from being a great game. At the same time, I've found FM19 to be dull. It's beatable, and even challenging in some parts, but playing through it has felt like a slog, especially when I've managed a top side - and this is coming from someone who isn't even that good at the game (I can put together a coherent tactic and win things, but I don't achieve the outstanding results that some can). The ME issues are well documented, but they're worth repeating because it's such a vital part of the experience. There are three major issues that have already been posted in the bugs forum that, in combination with each other, make for a very repetitive playing experience: The behaviour of players in the AML/AMR slots. Whether I use a winger or inside forward, anyone I select here plays the same way. The AML/AMR seem to be tethered to the opposition full backs, so if the opposition are using narrow full backs (which, if you play as a top side, they will in nearly every game) they follow them inside. My team ends up with three forwards standing in the penalty area, effectively taking themselves out of the game. This has significant knock-on effects for the behaviour of the other players. For instance, any midfielder in possession near the edge of the box will be unable to play the ball forward, and will therefore either play laterally to anyone in space (usually an advancing full back) or shoot because he has no options. This happens in real life and can be the result of my tactical set-up, but when it happens regardless of player role selection, it gets frustrating very quickly. This issue has put me off the AML/AMR positions. Instead, I now prefer the more customisable ML/MR positions because there's greater variation in how they behave. However, this leads to two more issues: 1) the overwhelming majority of wide players available in game cannot play ML/MR without retraining and 2) the overwhelming majority of AI managers play formations with an AML and AMR. The former isn't necessarily the biggest problem (it's inconvenient but the option is there) but the latter is, as I've seen high-quality wide players have little effect on the game world. I feel that if the movement of the AML/AMR is improved, it would allow for greater attacking variation. It's not that AML/AMR are entirely useless, though. They're great for scoring at the back post. This tends to result from the extreme narrowness of the back four, even when using the Defend Wider TI. I see a lot of goals where a full back plays an deep cross to the back post to a wide player standing in acres of space, who can just put it in with ease. The full-backs don't seem to track the run or detach from the centre backs in an effort to get to the ball. Again, there are plenty of instances of this in real life, but in real life most defenders make the effort to try and defend the situation and if they can't, it's usually because they've been occupied by another attacker. In FM19, defenders seem determined to hold their positions even when there are obvious threats to mark. Variable defensive positioning, both good and bad, is what leads to greater goal variation but the fact that it's extremely difficult to draw a full back out of position to open up the space down the sides of the CBs contributes to the overall dullness of the ME. Strikers aren't useless, either. My striker has 24 goals. He scores tap-ins, rebounds, headers from close range, pens, and the odd long-shot - all things that I certainly want him to do. However, he, and a lot of AI attackers, doesn't get many opportunities to score what I'd call routine goals - that is, goals from the centre of the penalty area after being on the end of a cross, cut-back or through ball. Players in wide positions never cut the ball back or play a low, driven cross. In my experience, they always seem to blast it to the back post, regardless of whatever instructions I give them to do otherwise. A lot of the time, the striker, who is waiting in space for a pass, is cut out entirely because the cross is almost always hit beyond him. In FM18, I had a lot fun and success with a 4141 that used two very pacey and technical wingers to drive crosses and cutbacks to a striker or late-arriving midfielder. The width of my attack stretched opposition defences and opened up the space between CB and FB for a through pass. This type of play no longer seems possible in FM19. The gaps don't appear in defence and attackers don't use the ball in a smart way. I appreciate that it's a giant balancing act. I also think it's great the defending is stronger in this game. The ability to dictate my team's defensive style using the Out of Possession and In Transition parts of the tactics creator is very much welcome and a step in the right direction. At the same time, it feels like the attacking side of the game has lagged behind. I know from playing the public beta that SI are working hard at correcting the balance, which is why I said earlier that the game isn't far away from being great. Away from the ME, there are a few things that bother me and detract from the experience. Tactical briefings. Not a new feature, but one I've never found any use for and hence have never used. It might be realistic, but it's irritating to have to respond to a message about this before every game when I don't even use the feature. Simply making it a non-urgent message would go a long way to solving this issue. Similarly, being reminded several times that I need to register my squad for competitions is annoying. If I've registered all the players I want to before the transfer deadline and have made no further signings, I do not need to be reminded with an urgent message that the registration window is about to close right after the transfer deadline. Every season, I have to confirm my squad list on at least two separate occasions in the summer and then the winter. One should suffice. Press conferences and tunnel interviews. Not their existence, nor the repetitive nature of the questions. No, it's the relevancy of some of the questions. I once had a reporter approach me in the tunnel asking my opinion about a manager for a team I wasn't playing putting a player on the transfer list. I'll be managing a top side and get asked about a mid-table team who is underachieving, or what I think about their manager being under pressure. It's really tedious. Assistant manager feedback. To be frank: it's rubbish. It wouldn't even be helpful for people new to the game. An opposition player could be a 6.3 rating, smash in a screamer, then be on a 8.0 rating and your assistant will be telling you that the player is "pulling the strings" or "really controlling things out there". No, he's not doing any of that; he was having a poor game and then scored a screamer. Yet if you follow his advice, you'd bend your tactic out of shape for every such occurrence. My assistant kept telling me that Joe Gomez was an "accomplished crosser of the ball" - Gomez has a crossing stat of 8. He's also completely wishy-washy about passing. We could be dominating the ball with mixed passing and he'd tell me we should play it shorter. We could be making chances with short passing and he'd tell me we should be more direct. While it's all ignorable, there's potential for this feature to point out things I have missed or should be aware of. As it is, it hasn't been at all useful since its introduction. Player interactions. I've banged this drum enough, but it's no less frustrating to not even be 10 games into the season and have players with the Rotation squad status complain about lack of playing time and then throw a tantrum when you tell them that the season is long and they'll get their chance eventually. Playing ratings. It's bizarre to me that you can play a great game without scoring and not get a single player above a 6.9, but if you fluke a game with three scrappy goals everyone will be 7.5+. Why does my midfielder who has created a bunch of chances that been missed not get a boost in rating? Why does an under performing player get a massive boost in his rating for scoring a screamer, free-kick or penalty? This doesn't feel as closely tied to the actions of the players as it should. It's too closely linked to major events.
  4. 22 points
    @herne79 Shooting from long range is the least of my concerns in this ME, hence I never even bothered getting involved in any conversations about it. I experienced it as well and it wasn't because of the tactics. I appreciate you trying to guide me towards the Tactics and Training section, but respectfully .... I might not be a tactical genius, but I play this game to great success for 10+ years. I have the confidence to realise when / why a player should / not shoot from distance or pass a ball, etc. Like I said, I never written a post about long shots, even though I have seen people complaining about it, in extensive conversations, providing screenshots of their tactical framworks / players, etc. My conclusion after seing their screenshots was that there is at the very least, some seed of truth to it. Like I said before, to me personally, shooting from range was the very least of my concerns. What killed it for me, was an issue that transcends a simple conversation since it has to do with a very static final third (strikers especially) and almost non existent central play (verticality). Why is this happening ? I have my own belief and it has to do with the way teams defend. I think that's where the striker's issues begin. SI have bolstered the defence in this version, which is nice (since I like to build strong defences), but the end result is an inflated good defence and in total imbalance with the way the attack was redesigned. Let me explain this statement: because teams defend so narrow and oftenly with 9 men behind the ball, combined with a "handbrake" opposition striker .. well .. this is why the scoring is so low compared to other editions. And even when teams eventually do score, is from a rebound, or a nice counter-attack, long shots, or a cross - header goal. What is missing from this ? Well, the beautiful creative football, intricate passeing that ends with a killer through pass, a creative player that "decides" to do something magical in the final third, strikers that actually get involved into the buildup-when required or at least move off the ball in order to receive a pass, etc. This is why I think this ME is as poor as it's ever been. I have seen it in my games, on youtube and on this forum and unfortunatly it is not about tactics. This is not a "strikers are not scoring" rant. I know there will be people that will say "my striker scored 30 goals/season" and that is achievable, even though not as often as in past editions and this is why I am debating on how the goals are scored. It seems so flat, so scripted, etc. This is my feedback and this has absolutly nothing to do with tactics / players. I know I am going to go against the "wind" here, but I am going to say it anyway: Feedback, is only useful, when the company (in this case SI) is prepared to officialy aknowledge a problem when it is obvious that it is a problem. Every year I read this section and every single time when people were really unhappy about something in such large numbers, that issue was present in the game and it wasn't about tactics. It wasn't aknowledged by SI of course, at best it was somehow aknowledged, but at the same time they downplayed it, like it was something minor. Moderators always ask for constructive feedback, but not once you see SI saying something clear about it. All we get is "we'll look into it" and that's it. Sorry, but when people are telling you about the same exact issue in over 70 forum pages, how can you still be in the look into stage ? How can mods still send people to the tactics and training section, like we need to be reeducated about football tactics just so we can actually make half a sense of FM19. I honestly didn't want to write all this and I take no ofense in what you said because I know you are only trying to help. My gripe is not with you, is with SI. From a "constructive feedback" perspective, I hope I made my thoughts as clear as possible in regards to why I dislike this edition and actually provided a sane point of view on the situation that so many people are frustrated about.
  5. 22 points
    Most of my views have already been expressed by other users, but still: - every player looks and feels extremely heavy on the ball, they seem to lack any agility and struggle to turn with the ball. - defenders will often head the ball away against no pressure, thus creating dangerous chances for the opponents from absolutely nothing. - long shots seem to be way too frequent and way too effective. Central midfielders scoring 10-15 goals per season are very common for my teams. - AI has a tendency to play very defensively and very deep, regardless of reputation. - Despite some improvements strikers are still very static, and especially incapable of any horizontal movement. They'll finish chances in the box if the ball comes near to them, or run forward on the occasional fast break or long ball, but that's pretty much it. This combination of defensive AI+ long shots tendency + lack of striker movement makes for a very boring ME experience. - Wingers and wide attackers have a strong tendency to pass/cross towards far post despite instructions - and common sense. Central strikers are often bypassed in a weird winger-to-winger connection, when a simple short pass/cross/cutback would create a much better chance for the striker. - non-ME related: regen faces and hair look really bad. Not only quality, as lack of variety of both faces and hairstyles is particularly disappointing and destroys the immersion in long term saves (Asian regens are almost insulting tbh). I'm sorry to say that this has been the least entertaining edition of FM I've played in the last decade.
  6. 22 points
    Given this thread has degenerated of late, I'll keep this as constructive as I can. My observations from playing a full season in my long-term Leeds save since the winter update: It seems to me that the level of challenge has increased slightly. I can't put my finger on exactly why, but I seem less able to take as many liberties with the AI than on the previous ME build (which is a good thing). Away from home in I'm conceding more goals; often due to the AI making better passing decisions on the counter-attack. Overall, fluidity of passing through the thirds is improved. That is until play reaches the final third, in which the same problems (although slightly alleviated) remain. Player quality seems to be having a greater influence on results, which I completely endorse. I'm beating teams I'm better than and getting battered by the top sides. Statistically, my lone forward is more involved in play, with their average passes rising from 10 to around 20 per 90 mins. I'm also seeing more key passes from them. I feel more confident in using roles such as DLFs; however, link-up play / one-twos / layoffs / well-timed lateral & aggressive runs by elite forwards are nowhere near what is seen from their real life counterparts. There remains a fundamental problem with player agility, which renders this attribute largely useless. They seem unable to turn sharply, hit a reverse pass or dig out a difficult cross (regardless of attributes). The go-to pattern of play that precedes a cross involves the ball carrier 'stopping' with the ball, which sees the defender run past them, and the cross is delivered inside the full back (seldom on the outside following the creation of a yard of space). This inability results in a huge number of blocked crosses, which detracts from enjoyment when watching highlights. The key defensive positioning issues are lateral. Too often, when the defensive line takes up a good initial position, they all shift way too far to the ball carrier's flank, which leaves the opposite winger in miles of space to volley home at the back post. In fact, a huge number of goals come from the classic winger-to-winger maneuver. This often bypasses the striker completely and has skewed goal totals across the leagues I've sampled. There is still too little difference between average and elite players. Lower league sides are still able to string huge passing moves together, well beyond what their attributes suggest is consistently possible. Players with low long shot and technique attributes are no less able to repeatedly smash in long range pile drivers than international class players. As someone that has been attending non league matches for 30 years, I assure you this isn't what I see on a weekly basis. The frequency of suicidal headers from defenders is also getting very old. I constantly see players knocking the ball back into play when they should simply let it go out for a goal kick / throw. Long balls over the top that pose no initial danger are getting nodded down to the feet of an onrushing striker (when it could clearly be left to run through to the keeper). Turnovers of possession from throw-ins continue to plague the ME. Your own players seem intent to take random / unnecessary risks by throwing the ball over longer distances (which are contested in the air, lost and results in a counter attack) - Why don't they just throw it short to feet? Outside of the ME, the game is superb. Love the immersion of training and developing youth players is as satisfying as ever. The game is incredibly stable and the UI is a massive improvement on last year's bizarre design choices.
  7. 22 points
    We're delighted to announce that the 19.3.0 Winter Transfer Update for Football Manager 2019 is now available to download via Steam. The game should automatically begin to update next time you launch Steam. For those of you currently in game, save and exit to receive the update. If for whatever reason the game doesn't automatically update we recommend restarting Steam. Whilst fixes in the changelist below are save game compatible, for access to the latest database and competition updates you will be required to start a new game. There are a number of other improvements within the update including, but not limited to the changelist below. 19.3.0 Changelist - Fully updated Winter Transfer Database (19.3.0 Database) - Stability Fixes - Fixed rare issue where some promises would incorrectly complete or cancel immediately after being made - Happiness changes regarding players wanting new contract too frequently - Travelling tweaks with regards to training schedules - Fixed cases of certain facilities or youth levels not upgrading correctly - Toned down the extent to which players pick up traits from methods outside of mentoring - Tweaks to AI injury numbers - Tweaks to training ratings - Fixed case of FFP failure being reported incorrectly - Continue Game Timeout fixes - Various UI fixes - Various competition and rule group fixes including (but not limited to): - French Ligue 1 prize money corrected - English FA Cup 5th round replays scrapped from first season (18/19) - Belgium Home grown issues addressed - VAR changes for European competitions - U23 only rule applied to Dutch Jong teams - Danish leagues' substitutes rule corrected to "7 subs named, maximum 3 used" - Can now play players registered for Portuguese senior teams in B Team 2nd tier games - Italian title and relegation decider games being played simultaneously - Italian Serie B expanded to 20 teams from 19/20 season - Licensed Northern Ireland PIL fixtures corrected - Greek National B Division Maximum foreign player rules corrected - Various Match Engine (version 1930) tweaks including (but not limited to): - Fixed bug with keeper reach on some high shots - Improved keeper reactions to free kick and penalty shots - Fixed rare instances of keepers picking up back passes or not reacting to them - Fixed keeper controlling ball then never moving to pick it up or kick it - Removed a restriction on striker and creative attackers offering out ball - Fixed incorrect offside example - Fixed couple of issues related to VAR - Adjusted attacking player marking when preventing GK distribution at goal kicks - Adjusted marking of players coming short for throw-ins - Fixed instances of central midfielders bunching close to ball - Made players cross slightly earlier when possible - Slight encouragement to pass ball forward more when optimal - Fixed issue where player marking edge of area at set piece doesn't always engage ball player who receives it outside area - Fine-tuned shot and pass accuracy
  8. 20 points
    I try not to be that guy who comes here to complain, but I have to say I'm very disappointed in Football Manager for allowing so many bugs and other issues to remain unfixed for so long. We pay too much for this game to be told we must wait for the winter patch - for which there is never given any release date given in advance - that eventually comes 4 months after release, only for it to still not address these problems. Some of them have even been around since FM18 or longer! Here is a list of just SOME of the bugs I can think of off the top of my head that I have either personally tested and found to be still in the game following the update, or that have generally not been reported as worked out in changelists or otherwise: Basic scout/coach reports still have issues showing text ability vs star ability Throw-in set piece routines still being completely ignored In-game editor becoming inaccessible even with “enable stream overlay” clicked still not reported fixed Team scout reports still disappear after just a few days Assists are still being misattributed at times Offside being attributed to incorrect passes and incorrectly disallowing goals still not reported fixed Preferred position/role promise bug still not reported fixed Gain promotion promise bug still not reported fixed Players sometimes wishing to stay yet refusing to sign new contract still not reported fixed Players sometimes reacting negatively to you giving in to their demands still not reported fixed Clubs scheduling friendlies in between regular season matches due to World Cup reschedule still not reported fixed Manager wages being unrealistically low still not reported fixed Board still blames/credits you for transfers arranged before you took control of the club Serie A scheduling places games back-to-back still not reported fixed Illegal Serie A inter-league managerial movement bug still not reported fixed It is still not possible to add Serie C to the “leagues in focus” screen What does SI plan to do about this? As someone who takes the time to painstakingly log and upload PKMs / save games for each error I find I find it frustrating that there seems to be little to no response to the work we put into trying to help improve the game. I get that it is complicated, and I get that it takes time, but there's no excuse that some of these very simple bugs have remained literally for multiple years, and we're kept in the dark as to how they are (or aren't!) being addressed. Why is it March and I still can't get my team to follow a throw-in routine? It's absurd.
  9. 19 points
    I have to agree. Currently feel the most disillusioned with the whole game that I ever have felt (been playing since the CM days). Going to be a long wait to see what they come up with for FM20 - may well be the first game I won't preorder but will wait to hear feedback from others first.
  10. 17 points
    Rather than this be lost in the other thread that may / may not be about re-creating Wolves' 3-4-3 or might just be about creating a 3-4-3 which works, here I go with my own separate thread! What that discussion did do, however, is inspire me to actually try and re-create Wolves' tactics from this season. Wolves have surprised a lot of people this season with how well they have adapted to life in the Premier League, claiming a few big scalps along the way - most recently my team, Manchester United, in the FA Cup. I have based these tactics on the following article and video, but also what I have seen when watching them occasionally this season: https://www.elartedf.com/wolves-tactical-analysis-nuno-santo/ I shall quote the points that helped me make my decisions for how I have come up with the two alternations of Wolves' 3-5-2 as well as their 3-4-2-1. Mentality Wolves aren't an overly attacking or defensive team, even when playing weaker or stronger sides. This mentality also allows me to use the team instructions to dictate the style of play rather than having to over compensate when things like Line Of Engagement are automatically changed by the mentality. In Possession "Wolves set the tempo of their forward play by building from the back against most sides." "In terms of build-up, Wolves favour playing down that left hand side." "Try to occupy positions nearby and play intricate triangular passes to move the ball up the pitch." In Transition "They counter press the ball in a similar fashion as they apply pressure in swarms of three." "Immediately after winning the ball, their midfielders spray a diagonal pass to look for the attack-minded wing-backs. Simultaneously, forward runs are made by the front three and one of the midfielders to support the counter-attack." "No Premier League team has made more counter attacks than Wolves this season." Out Of Possession "The 7th placed Wolves generally employ a mid-block" "When the opponent crosses the center line, Wolves apply pressure from the front to force the opposition to retreat deeper in the wings and pass the ball back." "They defend in a compact 5-3-2." Goalkeeper PI's: None Defence "Positionally, they are spaced out wide to occupy the full width of the pitch." "However, it is important to note that when there is no numerical overload in the forward press of the opponent, the midfielder does not have to undergo a positional switch to kick start the transition from back to front. Thus, one of the wide central defenders plays a vital tole in working as a ball carrier, taking on the onrushing pressers and dribbling past them to open up spaces in the middle." "Directly switching through Conor Coady. In fact an astonishing 27% of Coady's passes are 30 yards or longer. And no player in the Premier League has completed more longer passes than Conor Coady." I would ideally prefer to not have left and right sided defenders as BPD instead of CD in all formations but this was the only way I could add the PI to Dribble More to each of these players. I would have also preferred to give the central defender More Direct Passing but this wasn't possible on the PI screen. PI's: Stay Wider (Bennett and Boly) Dribble More (Bennett and Boly - 3-5-2 (1) and 3-4-2-1 only) Wingbacks "But when Wolves have created that overlaod on the left hand side, they look to switch the play to Doherty on the right." "Once Doherty has the ball one-v-one, he drives at his opposition looking to beat his man before getting a cross in or a shot away." "Santo's side tend to attack using the wide positioning of their fullbacks to stretch the opposition defence." PI's: Stay Wider (Both players) Midfield "Moutinho creates overloads all over the pitch." "There are situations when the opponent presses them high with three players. In such cases, one of their classy deep midfielders in either Ruben Neves or Leander Dendoncker drop in between Coady and one of the wider center-backs to overlad the press and then facilitates passing the ball out from defence." "Moutinho in not only Wolves' top assister, but he's made more tackles than any other player in the Premier League." PI's: Roam From Position and Tackle Harder (Moutinho - All formations) Attack "This affords space for their inside forwards to make runs through the channels between the opposing team's center-backs and full-backs." "They work incredibly hard off the ball." "What makes the pair so dangerous is their positioning, either between the center back and the full back or coming off the line." "When they've advanced enough, Diogo Jota drops off the line to link the play." PI's: Move Into Channels (Jota in both the 3-5-2's and Jimenez in the 3-4-2-1) Bringing It All Together Standard Formation: Formation Against Teams Using a High Press: Formation When Another Forward is Required: I've not done any tests on these tactics to even see if they work yet but will report back once I've got a few results in! Any feedback would be much appreciated
  11. 17 points
    Appreciate you taking the time to raise this. I can't give you specific status updates from our end, but will try and and talk you through these. First of all, a number of these issues wouldn't be considered 'high priority' enough to potentially be listed in any changelist. So a fair number of these could well have already been fixed. Our approach is not to release comprehensive changelists as we want users to be able to read them and digest them - not make them overly complicated, tech or just heavy. If we're listing every pixel change or data edit the document would be extremely long (I think at last count 19.3.0 data changes were over 400,000). In regards to these listed issues, overall we would very much hope that every single one of these issues has been raised on the forums (or internally via our own test team) with examples. Hopefully any forum examples have a direct response from a member of our QA team at the very least - in some instances we may have asked for a save, in others it may have already been logged so we haven't. Either way, with the right info they will have been logged into our internal system. From that stage they will be priortised and depending on time availability and the complexity of the issue, will look to be addressed by the coding team. Some are considerably more complicated than others which has a large bearing. Some are balancing issues where any 'fix' wouldn't be black and white - certainly the manager wages one falls under this, as does anything related to the match engine. Some unfortunately given restrictions to developer time or planned overhauls of certain areas won't be fixed for FM19. We very much appreciate anyone who takes the time to raise an issue on our forums and hope that comes across. Every SI representative who posts on these forums has a very large day-to-day role within SI outside of posting on these forums. We don't have a single employee who has a sole job of just posting on these forums - even I spend the majority of my time working directly on the game. Everyone is either testing internally or hands-on with the code. So please bear in mind that during busy moments the reason why we can't immediately respond to an issue is because most likely we're trying to make the game better by working on what could be a bigger improvement to the game. For those of who are consistently providing useful feedback and bugs, hopefully we can reach out to you and get you involved in our internal Private Beta/Alpha testing program. That way for future versions you can get involved before the game is due for release, helping us create the best version of Football Manager possible. If anyone who feels they have contributed helpfully over the years but isn't part of our Beta team, you can feel free to drop me a PM explaining why you think you should be considered and we can certainly do so. If there are issues above that you spot in 19.3 where you don't think an SI representative has responded to a thread to say it's logged or under review, please do bump the issue or PM me directly so I can chase it up. We hope nothing ever gets overlooked, but we're not perfect and have never claimed to be. We know making FM the best management sim around is absolutely a collaborative effort and so much of that is driven by our passionate fans. We do really appreciate it (even when some people are a bit harsh or direct), but all we really ask is that people are respectful and constructive with their comments. Thanks.
  12. 16 points
    We all know there are hidden attributes for each player, but did you know their are hidden PPMs too? Finally an explanation for so much that happens on the pitch! Using my elite hacking skills, I've managed to uncover these but I'm sure there are more: Crosses into defender Heads to opposition Plays under hit through balls Overthrows throw-ins Shoots with gentleness Takes long kicks always Shoots directly at keeper in one on ones Clogs opposition area Avoids off-ball movement Ignores Instructions
  13. 15 points
    People get way, way too hung up on CA and PA. This kid is a wonderful player, and will be a premier league striker for sure. He already has really nice stats. Focus on getting his off the ball to a higher level and he will start for a top 10 side for 15 years. As long as he is performing well, scoring goals, ignore the CA and PA.
  14. 15 points
    See this is the problem. Most of the devs were very active in here (some still are, but fewer than before), but, as I've read, they still browse, just not post a lot. And in honesty, take a look at this thread and put yourself in the shoes of the devs. With a few honorable exceptions, most of what is written here is borderline abuse, and that's just the parts that haven't been removed by the mods! There have been all kinds of abuse and tinfoil theories going on in here directed straight at the devs, mods and anyone who could be confused to be affiliated with SI. I understand completely why they don't respond to most things in here, simply because most are not interested in a conversation about how to improve the game, but rather hurling abuse and bile towards them. In this thread alone I've read comments like "horrible devs", "moneygrubbing", "incompetent" and those are just some of the mild ones. That's not a work environment anyone would like to work in. I still applaud the ones commenting in here though, as they bring valuable input for the users here, so I hope to see them stay in here and hope that the ones who are frustrated for any reason try to think a bit before posting in here.
  15. 14 points
    Okay I changed my mind. I really want to showcase how the new training module works and how you can tailor it for a specific brand of football. So coming soon will be a much better/updated version of this thread;
  16. 14 points
    Hi, Sorry for FM19 but I had to solve several personnal problems I will come back for FM20 and I will do 275 updates for FM20 !
  17. 13 points
    I respect SI and the work they do, and it's possible there are underlying improvements to this ME that make it the best ever, but I am just not enjoying it the way I've enjoyed watching matches in previous FMs. There are just so many issues (most of which have been mentioned) that make the game a slog: - Tons of blocked shots and crosses. - Bizarre, unrealistic looking deflections that can often lead to goals or just plain break visual immersion. IRL you don't see a saved shot deflect back into the shooter for another shot, but in FM19 this happens all the time. - Putting a striker through on goal is just not an effective way of scoring. My 4-star striker gets "that was a real sitter" or "he should have done much better with that chance" again and again. - Unnecessary defensive headers that gift the ball back to the attacking side. - Players forced to run backward endlessly or pass between each other repeatedly because they can't turn. - Home advantage and morale/motivation seem to have strange, outsized effects on how matches play out. It's fine if some L1 club beats a top PL club with a flukey set piece goal or something like that. But they should not be able to play on even terms because they're at home and have very high morale. And even though the out-of-ME game has a high degree of polish in many areas, there are still nagging problems that have been repeated complaints for years and never get addressed. Custom views still do not work correctly. Columns suddenly resize themselves, push themselves off the screen, etc. And SI has still not taken to heart the idea that man management sucks and they should always err on making it a smaller part of the game than a larger one. Some of the requests (particularly new contracts) are totally unreasonable and there aren't adequate dialogue options to deal with them. And dynamics, which is supposed to make player relationships more realistic, actually just makes them more ridiculous. Can you imagine a bunch of players storming into Pep's office and demanding their teammate who was just signed 6 months ago get a big pay raise, and then act sullen about it for months when refused? I'd wager this has never happened in the history of the sport. Anyway, I'm still playing as I've pumped a few hundred hours into this career and want to see it through, but I don't see myself buying FM again for at least a few years. This iteration has left a bad taste in my mouth and there are just too many other great games in the world to play that don't feel like work.
  18. 13 points
    Have to say, I’m so disappointed with FM19 overall now the latest update has been released. In fact, probably the most disappointed I’ve been with any FM game so far. I’ve been playing these types of games since the mid-90s and it’s the least fun and least immersed I think I’ve felt, I don’t think the time gap from Jan-March (whilst waiting for the ME to be patched) has helped as I distanced myself from the game, but even with the new update, I’m just not hooked in. I think there were too many issues upon release (which have been well documented) and it’s just snowballed from there. Such a shame, but I’m sure it will be back. Hopefully there are huge improvements to FM20 or at least a more enjoyable ME and it lives up to it’s billing, as personally, FM19 hasn’t. Long wait to see what November/October brings now.
  19. 12 points
    This is taken from my blog https://teaandbusquets.com/blog/ I wrote about mentoring very briefly when Football Manager 2019 was first released and explained how it worked. But it still seems people are confused by it or don’t quite understand how they should use it. The main thing to remember is any changes you see will be a lot slower than previous versions of the game under the tutoring module. Tutoring was overpowered and really overturned making it easy to beat the ‘system’ and get amazing results in such a short space of time. Mentoring is a lot different in this regard, it’s not about min and maxing and it’s more of a slow burner in general. So How Does It Work? While the old tutoring system was more focused on a fixed set of rules, the new mentoring options are more organic and realistic. This is reflected in-game with suggestions via hints and tips. The game gives you much better feedback as to what affects personality adjustments and displays it to the user in a clear manner. Players need to be training together to mentor one another, as well as spending time together off the training pitch. This means the players need to be in the same squad. You can no longer have a first team player, mentor a U18 player unless they are in the first team. When trying to influence the players the game looks at the following things; Age of the potential influenced player Career first team appearances of the potential influenced player Difference in the club hierarchy between the two players Social group standing between the two players (i.e how compatible they are) There isn't a specific age limit on mentoring. Age works in the same way as the other factors, they will impact how likely the player is to be influenced at that time. If a player fills the criteria above, the more likely the influenced player is to have their personality skewed towards that of the mentoring player. If the player who is being mentored doesn’t fulfil any of the criteria at all, then there's no chance of a personality adjustment occurring. If there is a chance of a personality adjustment occurring then this chance is further boosted if they're in the same mentoring group and training unit. Players can still be influenced by the team personality and by the personality of others in their social groups, just like on Football Manager 2018. You should take a look at the social groups and see which players are in the groups as you could find them being influenced positively or negatively by different personalities. It's unlikely your captain is going to be dragged down by other players at the club, but it's not impossible if the combination of scoring factors suggested the captain should be influenced by others. Also new in Football Manager 2019 is the 'Welcome to club' function also now serves as a way of setting a piece of short-term one-on-one mentoring between a new signing and an established player. Players can still pass Player Traits on as well, if the individual shares a similar position to those in the mentoring unit. Mentoring is slower than the previous tutoring system. You should not expect to see an unprofessional player become professional overnight, or even over the course of a few short months. Common Questions If I signed Messi for Bournemouth, would he become a team leader or have a significant influence on training, for example? There's no guarantee but under the right circumstances then yes he could. You’d be signing a world-class player and a genuine superstar, even if he is ageing. It’s also worth noting that if a big named player returns to a club he started at and was at for many years then it's not impossible for him to likely have a bigger reputation than most at the club, meaning he could also have an immediate influence over training and dynamics. If i have a young player with a resolute personality and he is in a mentoring group with older players that have a balanced or fairly professional personality can his personality become worse. For example could the player drop from resolute to balanced because of the players they are in a mentoring unit with? Yes they can. It's more likely the influential players drag down the other players personalities. But again it comes down to the conditions of the mentoring unit, the influence the players have and so on. Size of the mentoring unit can also a play a part. So if you have good personality on some players but they don’t have an influential impact in a mentoring unit, you might want to think twice before adding him to it with undesired personality types. This also applies to determination too. If I make a mistake assigning mentoring groups, can I quickly haul someone out or disband the group (in previous FMs you couldn't break a tutoring relationship if you changed your mind). Just click the red - next to the mentoring unit and it will disband the unit. My players personality/determination has changed but the influential people in the mentoring units, all have much better personality/determination than the player who has been impacted. What would this be down to? It could be down to the overall squad personality or it could be because of the social groups the players are in. All of those things will have a direct impact on personality attributes and its possible they can be altered by these methods. Mentoring isn’t the only way we can see personality changes. Wait, so players can improve personality without mentoring? Just by having a more professional and/or ambitious squad for example? That is correct yes. It can be altered either by the clubs dynamics or the welcome to the club feature. Do I have control of Player Traits still and how they’re passed on via mentoring units? You still can have control over Player Traits if that's what you want. Just put players who share the same positions in the same mentoring group and then you have a better chance of them being passed on, if the player has influence over the group. It’s also worth noting Player Traits depend on a player's attributes and sometimes position. A player without suitable attributes will not be able to learn a certain Player Trait and some are only available in certain positions. So it works the same way as learning a Player Trait via training? For example if I ask my defender to learn the ‘dictates tempo’ Player Trait my staff might tell me it's a bad idea and won’t work. But I can still learn it and the chances are it might fail. Mentoring units work the same and that the chances are, the Player Trait wouldn’t be passed on because of having attributes not suited for the trait and/or because of positions they play in on the pitch? That’s it yeah. Does mentoring affect social groups and the team hierarchy? Indeed it does. Mentoring can influence Dynamics and on occasion social groups can have a similar impact on a player as Mentoring, although to a less degree. I’ve probably missed a few other common questions but those are the ones I see on the forums or on social media regular. How I use Mentoring Every player that I sign, I always have a look at which player gets to ‘welcome’ them to the club. This is an important stage for me because I want to know if the person welcoming to the club, is a good fit for mentoring them via the welcoming feature. Rafael and Fernando were both welcomed to the club by my striker, who is one of the clubs team leaders. I get these kind of messages quite often, showing its been a success. This is why it’s important to know the player who welcomes them to the club and the player coming into the club, to determine if it's a good match up or not. Now on to creating actual mentoring units. There’s a lot of stuff I’ve seen flying around on social media and the forums were people think they must mentor everyone going. This isn’t true at all, in fact, I’d say I don’t mentor people that often really. At least not for the amount of players I have at the club, the actual number of people I put into mentoring units is limited as I’ll highlight below. Another thing I see mentioned is people wanting to promote entire youth teams to the first team, just for the benefit of mentoring. Don’t do this, it’s a bit silly. Mentoring isn’t that powerful and it’s something that is considered long-term compared to tutoring. Before tutoring was this powerful tool that unrealistically allowed you to change personality in a few short months. Allowing you to turn unambitious players into model professionals in a very short amount of time. Forget this mindset and think of mentoring as part of everything overall and not the governing factor in everything. Promoting everyone to the first team to be mentored is also very unrealistic and does have some implications. One of those implications is the training they get in the youth squads is actually more demanding from a workload perspective as the players can do more due to playing fewer games. This is reflected in the sessions and schedules. So technically the players would be doing less training by promoting them, as the game would think you planned on actually using them. This is why you should only promote those who you plan on using and giving game time to, or to take a closer look at specific players in general. Another reason for not promoting everyone is actual match days. The youth team match days would likely be out of sync with the first team. Meaning they’d be losing training days because they’re on the first teams training schedule but still playing youth games (if you made them available that is) on a youth schedule. So any training that would take place on a youth game day wouldn’t happen for those playing in the youth game. Then on the senior teams match day, you don’t have training so the players wouldn’t be making up for it there either. So think wisely and weigh up the benefits of everything before being hasty and thinking promoting everyone would be a good idea and strategy. Because in truth, it wouldn’t and you’d be wasting possible training days. When it comes to creating my mentoring units, I like to keep it really simple. There’s no big secret here or formula to try to figure out. Just do what feels right and logical for you. This might differ from what I do and that’s fair enough. All that matters is you are doing what suits you for the way you think about the game. And obviously understand what mentoring does, which is explained above. I tend to keep to this system; Each unit consists of a maximum of 4 players. Each group has at least 1 player who has significant influence in the unit. Each group share similar positions to each other. This allows me to control mentoring units more efficiently, as players in these groups are all similar and there is always someone they can learn off. Here is an example of a standard mentoring unit; In this unit we can see that we have two significant influencers in the group and two players who have a light influence. What this should mean is, the two people with light influence shouldn’t impact the personality type of the significant ones. They also shouldn’t pass player traits onto them either. So in theory, unless something really drastic happens the only players who will be impacted in this unit are Didi and Renato. Creating units requires careful planning though because if undesired personality types have a significant influence over a unit, then there's every chance they’ll drag players down to their level rather than making them better. This one actually isn’t a unit I use, it’s one that I’ve just created to show you as an example. In this group there is no one with any real influence over the group. What this would mean is that most of the unit are all equal with the exception of the first player. I wouldn’t have high hopes for a unit like this because of the lack of a real influence. It would mean there would be barely any benefit to mentoring because no one is strong enough to take control of the unit. Or it could mean one of the average players might be able to influence all the other ones.That can be a dangerous thing if the players have undesired player traits or personality types. Those would be the likely two scenarios from creating a mentoring group similar to this. Check the personality type of the players who have the most influence inside a unit. If it doesn’t look like there is not much benefit to creating a unit based on personality then don’t do it. Don’t mentor people just because you think you have to. Also take note of any player traits a player has because there’s a high chance these could also be passed on. Again if you add players to this unit who perhaps these player traits would be a bad thing, don’t do it. If anyone has any further questions, I’d be happy to answer them.
  20. 12 points
    Following a 3 year hiatus I have recently delved back into the world of FM for the first time since FM2016, having previously played every version since Champ Man 97 (which is unfortunate, as from what I’m reading in other threads FM2017 has one of the better MEs). Generally I have been enjoying the game, however a few frustrations are creeping in, so thought I’d share my experience so far. A lot of this has likely been covered elsewhere, but I find it strangely cathartic to get it all out there. In my regular life I work as a QA, and while none of what I have encountered I would deem a “showstopper” or warrant the game unplayable, most I would definitively raise as user experience issues. Some context, I am playing in the lowest league of the Scottish League, am approximately 2/3 through my first season and watch all games full highlights. This equates to roughly 50 hours of ME viewing. I find managing lower league teams often helps mitigate some of the ME issues that occur, as I can always blame my poor players rather than the ME. But in some instances, it merely exacerbates the problems. On starting up, my team is comfortably considered the worst in the league, heavy relegation favourites whose only real strength across the squad is speed. Things are so bad, in fact, that my own team laughs at me when I tell them “we can avoid relegation” this season. I also have the first transfer window disabled, so am unable to strengthen. In the vast majority of fixtures I am viewed as the underdog, with my Assistant always encouraging me to play Defensive. However, I have never been a fan of inviting pressure and have little confidence in my defence to withstand constant attacks, so my initial approach is to play a Cautious 4-1-4-1, expecting to be put under pressure but hoping to keep things relatively close and try to nick a goal on the break with my pace or via a set piece. However, this is not what happens during the games. Despite facing stronger opposition, I find my team almost always has the majority of possession, and creates the most chances. This is possibly due to 2 reasons: Firstly, I have to play a short passing game, as encouraging anything more direct or expressive results in punted balls upfield to nobody in particular. This lowers the number of aimless long balls, but heavily increases the number of tedious cycled passes around my team with little penetration, skewing the possession in my favour. I have been unable to find a happy medium so far. Secondly, the opposition tactics seem to be even more cautious than mine, with very little attacking initiative and most of their attempted long balls likewise being hit straight out of play. This can result in a painful viewing experience. I’m not sure why the opposition AI decides to play this way against a team as weak as mine, but it usually means my team is a lot more competitive than it probably should be. Despite my lowly team rank, I have the best defensive record in the league and most number of clean sheets. Due to the seeming lack of desire to win from the opposition, I feel emboldened enough in my tactics to sometimes field a standard Balanced 4-4-2 – particularly at home - against teams I feel are at a level close to my own. This often leads to a much more expansive game. The goals I do concede seem to happen in a similar manner. On a number of occasions I have conceded on the counter attack – usually as a result of an overhit corner or giveaway by my own team. In itself, this shouldn’t be a problem, however having previously sat through x number of minutes watching the opposition barely create a chance or complete a long pass, when given the opportunity to counter they suddenly all race across the pitch like gangbusters, with every pass upfield made to perfection and the sweeping move finished expertly by their striker. I get that this is how counter attacks work, but given what I’d been watching previously, this sudden transformation always feels slightly inorganic, jarring and inevitable. Ironically, this is how I envisaged my own team playing, but every counter opportunity I am presented with either results in my players hitting the ball out of play, crossing into an opposition player or slowing down and eventually getting tackled. Clearly these amazing, rapid counter attacks are possible, I just haven’t been able to ‘unlock’ their potential - despite my tactics, and players - set up for such. I also concede a lot through my own player errors. The main gripe I have so far is something that I believe has been around for a number of FM incarnations now – players under no pressure and in yards of space race back to a ball going out for a goal kick/ throw in, and rather than shepherd the ball out or control it, they either head/ hoof the ball out of play for a corner or back into the path of opposition players. Simply put, this should not happen. I don’t care how bad my players stats are – this is Sunday league level of skill. Playing as a poor quality team with little chance of winning, conceding goals from these simple errors is just the worst. As a result of this, I find myself ‘forced’ to play a DM to mop up some these mistakes. Speaking of mistakes, last night my LB passed the ball back to the GK, but instead hit the base of the post. My GK – about a yard away – stood and looked at the ball for a couple of seconds, before the opposition striker raced from about 10 yards away to score. I get that things happen like this in real life, but via the ME it looks plain ridiculous. Also this was the second time in the game the LB had hit the post from a back pass. Hopefully it’s not a trend. Like others appear to be experiencing, I am also having a hard time getting my strikers – particularly my Poacher (in both formations) – to score. Mostly, they either run in the opposite direction to where a pass is being played, fail to engage entirely or miss a good chance when finally presented with one. My leading scorers this season are my CB (my penalty and free kick taker) and my CM (around half of which have been long shots – which seem to have dried up slightly since the latest patch). I expect them to be overtaken soon by my LW, who has a found a knack of finishing off crosses at the back post. Speaking of crosses, yes, I have seen a lot of blocked crosses, but this seems to have improved a little since the last patch, and is not quite as much of a problem for my wingers as - Slide tackles. I watch a lot of football, and only rarely do slide tackles result in anything other than a freekick (often accompanied by some retired ex-pro on commentary proclaiming that the “game is gone” and “it’s a contact sport, for crissakes”). Well, these guys should get themselves down to a Scottish League Two game, as some of the tackles I see there are simply spectacular, and almost always make contact with the ball. My wingers are generally bossed by these immaculately time challenges from the opposition midfield – despite these players having pretty poor tackling stats - and on a number of occasions at the end of a match one or both teams has a 100% tackle percentage. Conversely, most 50/50 possession tussles or competed headers seem to result in free kicks. I also feel some player/ team instructions do not function as well as others. My wingers, for instance, rarely make it to the byline or cross low, despite instructions. Instead they always prefer to attempt deeper crosses or cut inside to be tackled (see above) or unleash a surprisingly well-hit shot with their wrong foot. Similarly, goalkeepers and defenders have a habit of lingering on the ball when you’re desperately attempting to chase a game, despite instructions to the contrary. In terms of the UI, I feel this is one of the best FMs yet. It feels relatively robust and the training/ scouting/ tactics options are engaging. The only real issue I have is with the pre-match tactical teamtalk, as I have no idea what this does? I often leave my team selection blank until game day (does it make a difference if the team is selected?) and have only once had any kind of response from my squad on something I selected. Also, these meeting are scheduled for the evening before a game (does this happen in real life?) – but the text within the options often refers to “today” – i.e. “We’re going to go with a 4-1-4-1 formation today, as it suits us the best” – but the game is actually tomorrow. I think this also was also the case back when I last played FM so can’t believe it hasn’t been fixed – just rename the text to “this match” rather than “today”. Easy. In summary, my team are 7th in the league (out of 10), competitive in most games and I am confident of avoiding relegation. In fact, with a good string of results - and if I can get my striker scoring - could even squeak into the playoffs. This is on a par with how I hoped the season would go – it’s just not how I expected the season to go. I anticipated a plucky (but ultimately unsuccessful) underdog story, but instead am unexpectedly overachieving, and can't help but feel this is mostly due to the AI rather than my own skill at the game. As mentioned previously, the issues I’m seeing with the ME are not enough to ruin the game for me, and I’ve also been able to enjoy a couple of classic “FM moments” with this edition. Hopefully SI takes on board some of the constructive feedback provided in this thread and delivers a solid ME experience in FM2020.
  21. 12 points
    I am managing a top 5 side, and he would definitely be starting for me. Give him some positional training so he is versatile, and he would be a great rotation option. Who was home grown and free. Once again, you are getting hung up on PA. Don't. Play him. If he performs well, scores, etc. then his PA is utterly irrelevant. One of the best players I ever had on any iteration of FM had a low PA, probably no more than 150 (I never looked). He was rated 2.5 stars maximum. He regularly got 20+ goals and 20+ assists because he just fit perfectly into my squad. I originally bought him as a stopgap to cover an injury crisis because he was cheap and I decided he could do a job. The point is that you should not look at a players PA and immediately decide "meh, not good enough". Judge players on their performances. There is no way this kid would not be playing for me to see what he can do. In terms of players who play games young and then fade to nothing? Perhaps you do not remember because they faded. I can think of quite a few examples. In fact we can look at all the players who made EPL debuts at 16. Michael Briggs. Plays non-league football now. Izzy Brown. At Chelsea, got injured. Aaron Lennon. Plays for Burnley. Never became a world class player. Very similar to your example. Jose Baxter. Plays for Oldham. Gary McSheffrey. I do not know if he plays anymore, but did not rip up any trees. Rushian Hepburn-Murphy. Aston Villa. Still a kid, so who knows. Reece Oxford. Another player similar to yours. Came into the league young, looked like an amazing prospect. Has stalled, no longer plays regularly. Jack Robinson. Came through at Liverpool, looked like a good prospect. Now at Nottingham. Jack Wilshire. We all know about him. Another player similar to your (injuries did not help, but he never reached close to what people thought he could). Angel Gomes. He is still 18, so it is too early to tell. James Vaughan. Another Everton kid. Scored on debut. Championship level. Wayne Rooney. The exception on this list of a player who was as good as the hype suggested. James Milner. Another example of a player very similar to the one you show me. Perfectly suited to playing for a top team. Does his job. Not one of the best players in the team. Francis Jeffers. Injuries sucked for him, but he never lived up to the hype. Jonathan Leko. Still at West Brom and playing well. Jack Rodwell. I think we all know what happened to him with Sunderland. Okay so that was a long list of young players. You can make of that what you will. However, I think the player you most here is exactly the same type of player as Milner, or Lennon (depending on how you want to look at it and how he plays. And the point is it is exception for a player to debut young and become a world class player. It is far more common for them to be really good when young, but not be able to progress.
  22. 12 points
    People on this forum complain about ton of stuff. Most of the time, it is just ranting without any evidence. However, once somebody asks a simple question: "25% of goals scored with this ME are from outside of the box, is this too high?" which means he went through the trouble to check stats across the league, and asked how current game compares to the real stats, he gets: a mod sending him to tactics forum (I understand reasoning, but it doesn't address actual question) and you "don't take much in consideration a statistic based on some feedback dropped by some disappointed user in this forum". Do you actually understand how demeaning this is? There is (rightfully) a mantra on this forum: "Constructive feedback please, SI don't want to hear moans or insults". However, when once in blue moon some constructive feedback to tons of "long shot complaints" actually appears, he gets patronized. These deserve infractions and bans just as much as bashing SI does. It is a genuine question about the state of current ME, it is good somebody rises it and it would be even better if somebody provided some stats from the game that prove or disprove the claim once for all. How can that hurt the game, SI, or ordinary user?
  23. 12 points
    I am a very old person, so I have many thoughts on this... When I was at school - around the mid-60s - we passed our time in maths lessons by running a Div 1 game using paper, pencil and dice (the hardest part was working out the entire league fixture list). In retrospect, it was quite sophisticated - we used two dice for each team's score, but 1's and 6's were counted as goalless and then you divided the total by 2. So the highest score was a 5 - if you rolled 5+6 v 2+1, the score was 5-1 - we went to great lengths to create realistic scorelines! We used scraps of paper pulled out of a hat for the FA Cup - but only two divisions! If we'd had computers, and any understanding of programming, we'd have created CM68! The first football management game I played was code typed in from a magazine listing (Popular Computing Weekly, c.1988, I believe). It did a similar thing as we had done with dice and paper 20 years earlier - just a random number generator with some boundaries to prevent unrealistic scores. Later, there were other sets of code that allowed for club 'strength' so that the bigger/stronger clubs had a slightly better chance of scoring than the smaller/weaker clubs. Later still, you could accumulate an advantage by recruiting better defenders, more creative midfielders, and faster/stronger/more lethal strikers. The one thing I'm pretty sure of is that there was never an 'invisible' 2d pitch that games were played on. I alluded to this in a post the other day: as soon as SI started to include a graphical representation of the game - whether 2d or 3d - they made things much, much harder for themselves. It's comparatively easy to recreate a realistic game of football using numbers and rudimentary text commentary. As soon as you try to show what's happening on the pitch, it becomes incredibly difficult. Everyone on these forums who bitches about the 'poor' job SI is doing is, frankly, a moron. You simply have no idea.
  24. 12 points
    I have not been able to get into a save since 19.3 came out. I play FM a lot as I have a lot of time on my hands and regularly play 20+ seasons for each save. I have just under 1,500 hours clocked to date for FM19. I think I am coming to the end of my time with this edition of FM. The following still need rectifying for me to enjoy the game again this year: The Icelandic leagues are still completely broken. You implemented the under 19’s to be realistic, but it just doesn’t work. Players refuse to go to the youth team as it is set up as an affiliate and thus never develop. If it doesn’t work, why change it in the first place? It was perfect in FM18. Promoted teams are still fixed. I have raised a bug in the relevant forums and provided six different save games, at various dates for you. As I love to play LLM with teams that are not playable at the game start, this is an absolute game breaker for me. It was fine in 19.2.3, so not sure why it isn’t working now. The ME appears to have regressed this year. There are plenty of examples in this thread so I won’t comment further. For about the sixth year running, I still get spammed with offers for my players, which are identical, from the same club. I didn’t accept it first time, so why would I two hours later? Not an exhaustive list, but relevant to me and what I would like to see fixed.
  25. 12 points
    This is a fantastic review and the guys at SI should be so thankful that they get this sort of feedback from customers/fans of the game. I think you summed up my views on FM19 in one word there and that is "dull". Outside of the ME I find the game great (albeit there are still the same DB errors that we take the time to log and yet never get fixed). I'm not one of these to moan about things like interviews, pre match tactical briefings etc as these are mostly cosmetic for me - the main crux of the game is the ME and realism for me and sadly FM19 is seriously lacking on this front. I don't consider myself to be some sort of tactical genius or anything like that; I have been playing the game since CM01/02 and have always just built my tactics on common sense and have had decent success by doing so. However with FM19 that just doesn't seem to work. I play as Ajax and currently have a record of 34 games played, 28 wins, 4 draws, 2 losses (as you might expect with a team like Ajax), however I just find the game laborious and boring. I think it's pretty clear from all the analysis since 19.3 that there are issues with the amount of goals being scored (as proven by AI vs AI games and seasonal analysis). So for me unfortunately, I won't be playing this game from the latest patch onwards for the first time in 18 years or so and that is a real shame, but this is supposed to be fun and enjoyable and right now FM just feels like a chore. I've gone back to FM15 for now, and first game in I lose 3-2 but it's actually a relief to see some exciting football with players following instructions.
  26. 11 points
    5 Year Update For those still following along so far, thank you for your patience. Work, life, travel and study has put Football Manager to a back seat for the past few months but this game has been ticking along slowly in the background whenever time has allowed but I've been nowhere near able to maintain regular updates. This game has been one of the most enjoyable, to date. I would highly recommend Benfica to anyone looking for a talented young squad of players to bring through. The Overhaul Last time out, we won the league and had a respectable Champions League campaign reaching the knock-out phase, playing a 4-4-2 diamond with a dominant midfield. Talented players from the academy were introduced with increasing regularity over the course of the season. Despite a great season, Talisca started forcing a move within weeks of returning to the club. The most daunting decision being to cash in on midfield colossus Ljubomir Fejsa to make way for 5'6", 18-year old playmaker Tiago Dantas from the academy. Cervi and Krovinovic also sent out on paid loans to Sevilla and Manchester City respectively in the hope of appreciating value as they develop. Fabregas joins to tutor and re-enforce the new style of play, alongside a couple of youngsters to keep the conveyor belt running. The First Team - 2019/2020 We entered the season with an average age of less than 21-years old, captained by 22-year old Ruben Dias: We adopted the 4-1-4-1 that has been employed by the Academy and B Team for the past 2-years, giving some sense of familiarity with the system. The biggest change is probably the shift from a physically dominant team, to a preference for intelligent technical players. The squad developed exceptionally as a group over the course of the season. Training remaining unchanged from the Tactical training from the last 2 years. Dominance of Portuguese domestic competition became yet more comprehensive. Cementing our status as the most exciting young squad in Europe, dominating an ageing Barcelona team to win the Champions League. For the sake of actually getting this update out, rather than delaying until I have more time, I am not going to go into the typical in-game analysis of the 4-1-4-1 as it's the same as has been done before, but with more developed players. Some observations from the season were: Excellent possession play, triangles everywhere and naturally dominates games. Regularly excellent attacking play in the 2-3-5 shape, however occasionally shut down by more physical midfield blocks. Jota (João Felipe) has developed into an electric attacking player with excellent dribbling, flair, agility and acceleration. The introduction of Florentino Luis massively improves the balance of the team with his intelligence, work rate and physicality. Covers right back, holding midfield and central midfield. The Portugal job & the Olympics The save took an interesting turn when Portugal crashed out of Euro 2020 early, presenting an opportunity to take this project to an international stage. The first challenge was the Olympic Games in Japan. The Portugal U-23 squad was absolutely head and shoulders ahead of the opposition, so I decided to open the floodgates with a high-octane 4-3-3. The objective was to play high-intensity pressing, with quick, short passing and build up play through a technical midfield. Overload gives us high mentalities across the team, high closing down, high line and high tempo. Team Instructions give us the shorter passing and build up play. Shifting to a 4-3-3 gives Jota more attacking freedom to cut inside with Guerreiro overlapping on the left. Gedson Fernandes playing in the front 3 adds physicality and work-rate to our pressing and facilitates Florentino Luis to come in at right back. Results were exceptional and some of the play was excellent. The Centurians The squad is now certainly evolution, rather than revolution. Keeping talented players at the club became the priority. After enjoying the style of play experimented with during the Olympics, I decided to translate that back to club level. Continued game time at the appropriate level is continuing to drive players development, maintaining the tactical training emphasising mental attributes. The presence of Gedson Fernandes in the front 3 and Florentino Luis at the back solidified the setup greatly, resulting in our strongest league campaign yet. Managing to break a goalscoring record which stood since 1947. However unfortunately falling at the last hurdle to a Real Madrid side we could really have beaten, but our lightweight midfield was exposed. Redemption & the World Cup Delighted with the way the team is playing, our squad and tactics are now certainly evolution rather than revolution. Essentially rotating the right flank of the team clockwise put the defensive and physical influence of Florentino Luis into a central position. Gedson Fernandes reverts to his more familiar role of wingback, and João Felix takes a creative inside forward role on the right of the attacking trident. Tiago Dantas remains the playmaker, but with the solidarity of Luis behind. Development continued, with the majority of the squad now playing at an extremely high level in comparison to the league. The result being a repetition of the 100-point season: ..and the return of the Champions League. Entering the World Cup on the crest of a massive wave, we kept the system the core of the team uses week in, week out. Interestingly, there's quite a contrast between the relative ability when players are rated domestically in Portugal vs internationally at a World Cup. Finishing off the year with style What next? At this moment, I'm not sure. I've started keeping an eye on managerial movements in the major leagues around Europe as I quite fancy a new challenge, potentially taking a couple of players with me into a new league. At the moment, nothing fits so I'll be sticking with Benfica. Experimenting in the pre-season with a 3-4-3 but undecided if it's going to work in the Champions League. Embalo has had a couple of fantastic seasons pushing into the first team and is now ready to start and his pace and power will add to the attack. That'll cause a re-shuffle with at one big name needing to leave the club. I'm not sure who yet, but it'll be a similar evolution next season. If there's interest, I can do a couple of match analysis when I have time. It's quite a basic 4-3-3 but played with overload and a group of players who have been working towards this style for a number of years. I'm really interested to hear if anyone's tried Benfica in FM2019, and whether this set of overload 4-3-3s works in other people's team or whether it's just the level of dominance Benfica have reached.
  27. 11 points
    With another Premier League title and Champions League crown in the bag, I could tell that the sun was beginning to set on my time with FC United of Manchester - an SI patch was on the horizon & with it came the lure & temptation of new challenges and opportunities! For once, the common FM question of "Where to go?" didn't generate the excitement I've come to expect - I guess after all these years it sometimes takes a little more than a change of country code to get the heartbeat quickening! The 'Where?' quickly became 'What?' as I wondered what realistically I had left to try in my FM career, stopping when I felt the age-old twinge of excitement as I recalled a few forum heroes mentioning early in my previous career they were taking on an academy challenge! Loathe to give up when I'd only just begun, I'd initially put the thought of winning something with kids to one side as I continued my quest to overturn the Manchester duopoly, but with that mission safely accomplished the time - as Moloko once sang - is now! From Manchester to........ Manchester? Erm, yes. Although I was satisfied with the progress in my last save, it didn't completely 'scratch the itch'; a lot of my last save was spent testing and working on The Mentality Masterplan and there was the small matter of a thing called 'Brexit' - it didn't ruin the experience but it certainly added a layer of frustration that perhaps took away from the fun just a little!? With Brexit having little effect on an academy save, let's call the last save a warm-up for this, the main event! One thing I always try to do when picking a team is find one that at least resonates a little - could be a location (favourite holiday spot/somewhere I've live or worked), a notable history/event/player (presumably why Bari are so popular this year!) or something so simple as a name (hence a career at Viking FK in FM15!) - irrespective, if I don't feel any sort of bond or affinity for the club I'm managing I usually get bored very quickly and find myself on the jobs board more than the squad screen! With that in mind I spun the 'Holiday Roulette' wheel to see what the FM gods had in store for my first attempt; the Vanarama National League South offered me a choice of Margate & Kingstonian, whilst the Vanarama National League North had a choice of Halesowen, Hyde, Kettering & Warrington. I'm sure by now that your eyes have already glanced below so the cat's out of the bag, yes I chose.... Hyde United Football Club That's right, from FC United to Hyde - a quick ride around the '62 or a short bus trip if that's your thing! When they showed up in the results who else could it be? I hadn't spotted them originally when scoping the possible teams, thinking Warrington or Stalybridge would be my likely picks (given their geographical allure) but once they came up I jumped at the chance! For anyone who's not aware, they've had a bit of a rollercoaster ride in recent years, with a bizarre sponsorship deal with Manchester City causing them to change their name to Hyde FC (City made it part of the agreement that they had to drop the 'United' from their name so's not to upset their own supporters), not to mention recolour their crest/strip & re-paint their stadium from Red - their traditional (and United's) colour to Blue. The stadium (Ewen Fields) is still blue to this day with the general manager quoted as saying "The ground today is still painted blue because it keeps better than the red, to be quite honest with you" - makes outrage at stadium naming rights seem a little trite in comparison! I take charge of Hyde in their centenary year with them having been founded in 1919, although as a further twist in the tale above, they had originally formed as Hyde FC in 1885 before folding in 1917 due to the war. They actually moved into Eden Fields in 1906 as Hyde FC, but kept on using the ground when they rose from the ashes and still play there now! The Squad Obviously I'm still learning about these guys, but there at least looks like something to work with ability wise! There are 25 players, 4 of which are youths & 1 an existing loan. My biggest concern was what the squad 'determination' was going to be like as I'm laser focused on mental stats & personality when recruiting - if they're not green then they're not for me - so will be interesting to see how I adjust to that, rest assured I'll be hiring a new Head of Youth Development with a decent personality as soon as I can/finances allow to ensure our new players aren't crippled by an inability to train/handle pressure! A few of my new guys do have high Determination so I at least have a few potential mentors in the group! I'll post a bit more about the squad once I know a bit more about them, but let's just say that the media think we're up against it (and I don't have my beloved loan market to help me out!)! Facilities I'm not sure 'Horrific' is an actual in game term, but it should be added next year if not to describe teams like Hyde! Joking aside, they're not great but they could definitely be worse; the stadium (painted blue and in 'Average' condition) has a capacity of 4000, of which 550 are seats (installed by City as part of the sponsorship agreement mentioned above!). The rest of the facilities are rated as follows; Stadium: Ewen Fields Capacity: 4000 (550 Seated) Stadium owned by: Hyde United FC Undersoil Heating: No Roof: No (Although looking at that photo?) Surface: Synthetic Pitch condition: Good Corporate Facilities: Basic Training Facilities: Poor Data Analysis Facilities: None Youth Facilities: Basic Youth Level: 4 Stadium Sponsor: None Youth Stadium: Ewen Fields Junior Coaching: Fairly Basic Youth Recruitment: Basic That's all for now - next update after we've lost played our first few games!
  28. 11 points
    That's a shame Neil. Really do appreciate all the work you guys do, but I've been browsing these forums for a long time and don't think I can ever recall the amount of people flagging up exactly the same issues that are still evident in the latest patch. I know it's a really complex thing to get right, but with so many experienced FMers still picking these issues out (and providing tangible evidence of them) surely that warrants some more work on this to get it right rather than just overlooking it and waiting for FM20?
  29. 11 points
    This is simple 442 with narrow defence and narrow attack. We are the yellows. Look the attackers (DLF) how far is from the midfield. That's what I am talking. They stand next to the two central defenders. Even with different role (CF, AF etc) and PI "Roam From Position" they stay next to defenders.
  30. 10 points
    Coming back to this thread, I have 2.5 more seasons of experience with playing as Bayern trying to maintain a possession style while integrating youth players into the team (both board mandates). My current season has been the most successful, as I currently lead the possession stats for the Bundesliga with a 58% average possession (I'm also 14-1-0 and have scored the most goals in the league as well). The concept that has been the most useful to me from Herne's posts is the need to be flexible in terms of roles/mentality/even formation not only on a match-to-match basis; also on a minute-to-minute basis during each match. With my current setup, I've only got four total Team Instructions set across the three TI screens when I enter into the match...I might have double digits by the end of the match, depending on how the game develops! My player roles/mentalities are also constantly shifting depending on how I want to approach each match/situation. Initially, my biggest problem is that I was hewing too close to the specifics of what Herne had posted (which is precisely what he was trying to avoid) -- eventually, it did occur to me -- why would I expect my Bayern Munich to play similarly to his West Ham? My squad is almost certainly very different from his, even if we're broadly playing the same formation and tactical approach and also very importantly, the opposition teams are almost certainly approaching me from a different perspective than his AI teams. As an example of how changing my thinking has helped and to address a specific situation that's come up here and multiple times in other threads, possession as a defensive tactic is a favored approach for this year's AI teams. Just setting your Pressing to the highest level of urgency and your DL and LoE to the highest possible isn't going to be a magic bullet against teams that are desperate to hold onto the ball. I kept seeing opposition possession #s climb and climb over the course of simulating a match and my frustration got correspondingly worse and worse. Why wasn't the game doing what I wanted it to? The only way to address this is to sit down with the game on Full Match and watch exactly where things are breaking down. Maybe they're just endlessly cycling the ball between two CBs (or a CB and a FB). Maybe they're having a CB with good ball skills hold the ball until pressed, and then breaking through by passing into the center midfield, where your pressing player has just created an overload in their favor. Maybe they're having their backline sit deep, then clearing the ball to the flanks, where their wingers are dropping into space created by an aggressive upfield press. These are all scenarios that I've observed in situations where a smaller team is dominating possession, and they've all required different approaches (and indeed there are even multiple approaches for countering each of these). It's also caused me to spend a lot more time perusing the attributes of my players. Sure, I'm Bayern, so my team should be pretty strong across the board, right? Except that I'd been stockpiling exceptional attacking talent, talent that almost entirely across the board had low-ish (~9-12) levels of Aggression and Bravery. I didn't really notice until I could observe that our pressing in the high block was consistently breaking down, leading me to investigate why my attacking players weren't as good at pressing as I would expect, which then led me to adjust my recruitment, so that I had the options of selecting players against these smaller ball-hungry teams that, while not quite up to the level of my top attackers in terms of creativity, were more than happy to do whatever was needed in terms of getting the ball back.
  31. 10 points
    I can't even bring myself to look at this game after the update since no matter what the tactics, no matter what the situation I will have 3 central midfielders running around after the player in possession like a cluster of 4 year olds at school. There is still sooooooo much wrong with this game, but if we're really good, they might charge us £35 in a few months to not fix it again!
  32. 10 points
    Champions. May 2036. We tried to bottle it by losing our last 2 games, but luckily we had done enough already and sneaked the league by a single point from 3 other teams.
  33. 10 points
    If you look back through my post history you will find numerous contributions which are constructive and detailed. I'm not going to repeat myself. I feel the AI is simply too negative in this year's release, even teams that are clearly superior to yours. They are consistently guilty of operating on the extreme ends of the mentality scale; which results in the user scraping endless wins with set pieces and goals from long range. Another big issue is that this skews statistics in terms of possession and shots; which although meaningless, still gets half the userbase foaming at the mouth when then don't win. Outside of the ME, the AI isn't aggressive or smart enough in the transfer market. I'm seldom faced with competition for the signature of my top targets, even if they are on a free. It's also too easy to keep hold of your best players, meaning your squad always improves years after year. There are countless examples of users achieving successive promotions with bang average teams using no more than tactical presets.
  34. 9 points
  35. 9 points
    It's the classic "heart formation". Ever wonder why players do the silly heart gesture with their hands after a goal? No, it's not to show appreciation for the fans, it's actually in appreciation of this classic tactic!
  36. 9 points
    No way this is accurate. When it launched, the ME was in a very good position as it is now, after 17.3.2 update. You made this statement earlier. It was criticised for asian leagues and other stuff, but the ME was one of the best at launch,. Even if your statement would be true (which is not), what matters is that nobody complained about that ME after all those updates. FM19 on the other hand ... is still as bad. The second point, if people (me included) like FM17's ME more than FM19's what does this mean going by your assumption? It could only mean that this one is far worse. If you enjoy FM19's ME, great. Being good and being enjoyable are 2 very very different "flavours". P.S People expressed legitimate and factual examples for why this ME is bad - take your time to read them, instead of just making such a shallow statement. if after all that reading you still believe this is good / better than XYZ edition, then leave a positive feedback and tell us why you like this ME and enjoy the game.
  37. 9 points
    Just counted the stats after a typical FM home loss. 30 games into the season, I've scored 49 goals and my top scorer is CB with 7 goals. 24-4-3 in the league. 17 games in 2020, goal difference of 21-8. 11-4-2.  Haven't scored more than 2 in one game in that period. 249 shots. 109 on target. Probably at least 15 more woodworks.  I had an away game against Lyon in the second leg of first knockout phase. Was leading 1-0 after the first game and my winger and striker squandered 4 clear cut chances. Open shots from inside the box. I simply cannot tolerate this game in and game out. I can live with turgid games, weeks, but I simply cannot live with this happening every single game. I've scored more goals from corners and shots outside of the box than clear cut chances in two seasons. This is the definiteve proof that something's wrong with strikers, at least in Serie A. CR plays on the wing and has 6 penalty goals. So, no striker in the whole league has more than 11 non-penalty goals after 30 games! And half of those goals they score are probably after set-pieces. Every mid-lower table team sets up so defenisvely that it's impossible to create a normal tactic in this ME that would allow strikers to score. Even when they get the chances, it's like 20% conversion ratio. Inexcusable. I've played like 10ish Serie A season since the game was released and it's always like this.
  38. 9 points
    Level 13 should be out by Saturday night
  39. 9 points
    Not really. I would pay them double the game price if they just release an actual finished product. I am being serious and I know 90% of you would. This is not a mainstream game bought by just about anybody. It's a niche game that has a deep and hardcore fan base who wouldn't mind paying more for a great product. I would also be fine with a release cycle of 2 years (push just database updates) and double the price. After all, even though I have every single edition, I still play FM17 because I didn't particularly found FM18 any better and FM19 is just ... not good (ME). So for me, I can say I paid 3x the price for FM17 and you know what, I am fine with that because FM17 gives me the best experience yet and have clocked in thousands of hours, so yes. What frustrates me is that SI shifted their focus on features outside of the ME which do absolutly noghting other than "adding an extra layer of immersion" which actually translates into cluttering the interface and wasting your time with poorly implemented features. They seem to care more about adding new stuff (so they can catter towards a new demographic and neglect the best part of the game, which is the Match Engine. And just so I won't be accused (again) for not providing "constructive" criticism I will say this-: - We all wanted a new and more specialized training system, so I was excited when I heard that this is going to be revamped in FM19. Howeve, I must say that with this one, SI went into the other extreme. The new training system is so time consuming and requires extensive knowledge if you want to take full advantage. Anyway, for me this is an example of SI adding a welcomed feature, but the implementation could be so much better. - This might appear like non-essential, but I miss the days when we had a proper dark skin. Again, for a couple of years now, we see this purple/green accents which can be tiresome if you play many hours a day, especially after a day's work in front of another computer. This is easily fixable by downloading a custom skin, but still .... - I don't understand why they reduced the 3d match camera options. There can't be any reasonable explanation for that. None whatsoever. - The positive for me is the responsivness of the game comparea to other editions (especially when compared to FM17). - I will not say anything about the ME because I have said enough. For me, its so bad, I had to go back to FM17.
  40. 9 points
    Some observations again: - LONGSHOTS!!! conceded 8 in the 4 games of the start of the season (makes me wanna ragequit immediately) - players unable to turn 180 degree to pas the ball to the opposite side from which the ball came(resulting in passing to the direction the ball came first) - players with back to goal refusing to pass back(this looks absurdly ridiculous) - after corner is taken everybody is attracted to penalty area and nobody stays wide to offer a passing option - player marking 18yard box is glued to the spot (he has a timer maybe, so he can't move until the time is up) - a lot of unneccesary headers (especially from defenders) when is better to take the ball to the ground - unnecessary throws to the head when its better and easier to throw against the foot of player - players doing a luiz quite too often (they are unable to let the ball in to the touch(it's the same since fm16)) I'm not gonna provide any PKMs, I have paid 30 quid to play the the game, not to be a beta tester! edit: the movement of the lone striker in regard to the offside law is attrocious, he pays no heed to the offside line, just moves randomly over offside line with no regard to the player with the ball
  41. 9 points
    It's a complete joke the match engine is again really bad. The fact they won't do no more updates for it says it all. We've just to put up with all the bugs in the match engine.
  42. 9 points
    Again this kind of stuff as feedback or even as a general comment is completely useless. Why is it easy to beat the AI? What tactics/setup allow you to do so? The AI will never be as tactically adept as the user - think how many AI managers there are in-game - if every single one had human levels of intelligence our coders would be the best on the planet and the game would run at an absolute crawl What we need is a game where the AI is competitive and challenging. If there are easy ways around that, let us know and we can investigate why. Thanks.
  43. 8 points
    Scores first goal for club against human controlled teams
  44. 8 points
    Avoids using stronger foot Comes deep to give away the ball Plays with back to ball Knocks ball past teammate Likes to switch ball to opponent Gets forward whenever inconvenient Does not even attempt tackles Marks opponent rarely (FWIW I think this has been done before, but it's still funny)
  45. 8 points
    There is the old adage that if you put unrealistic inputs into a computer program, you will get an unrealistic output. That can at least cover the. What do you want from this thread? Is it just a moan, do you want someone to explain why some of these things might be realistic? Do you want to use your examples to help improve the game? I could start a point by point discussion, but I fear it would quickly degrade into people arguing from positions they will not be moved from. I would suggest if you are annoyed with what you see, you should actually communicate the problems you find in the bugs forum. This is how you can make a difference to the future games, and perhaps see improvements to the game in areas you feel it is lacking.
  46. 8 points
    After half a season this is my thoughts. No matter who you play they just stick 9 men behind the ball and block everything that comes their way. Players still unable to cross a simple ball, just kick it against the defender 2 yards away, never ever attempting to go round the defender to get a better angle, nope lets just kick against his legs and hope for the best, really spoils it for me. Strikers are totally unable to score one on ones, nope lets just run through and kick it straight at the keeper, never go round the keeper or attempt to shoot it at an angle past the keeper, just kick it right at him. The only time they score is from a cross or penalty. Midfielders score 2 thirds of all goals mostly from 25 yard screamers or from free kicks and wingers/inside forwards dominate the scoring due to most crosses being hit too long. Yes you win games and cups but jeez it's just so boring doing so, the ME is miles away from the BETA version, god knows what happened between that and now.
  47. 8 points
    Lets find out! When I started playing FM17, I created a spreadsheet that compared players attributes, and highlighted the differences. I got away from that though, but with my new save in FM19, with SC Bastia, I am a lot more hands on, and wanted to keep track of the player growth and development. And while the data presented in FM is nice, it's not as useful as it could be. So I broke out the old spreadsheet, updated it, and started tracking my players with it. Then I started adding things, like attribute Analysis graphs, Budgets, Wages, Schedule, its evolving into it's own organism. You can follow along its development by watching my current series on Youtube, but then becuase I had that spare hour of time between 1 and 2AM, I decided I could blog about it too. So here's the first post, detailing how to build the spreadsheet to compare player attributes and track their growth. https://fmjellico.wordpress.com/2019/03/05/the-beginning-just-a-couple-of-tabs-i-swear/ More to follow! And as an example, my squad in June of 2018: And my squad in June of 2019. Dark green is +2 change, light green +1, yellow -1, and red -2. If I hadn't circled them and hidden the age column, you could see where the oldsters on the squad are... Thanks for reading, Jellico
  48. 8 points
    I only invoked the "2 years release cycle" and "up the price" because some fanboys here are saying that SI doesnt have the time to fix everything or they don't have enough devs,etc. If this is true, that there are only 3 possible outcomes: - we pay £50 every year and get more of the same dull taste - we pay more and SI gets more people working on the game, so that time won't be an issue anymore - we pay more and SI doesn't get more people working on the game, but instead they would release it every 2 years (with constant database updates though). If people/fanboys are refusing to see the core issue and are finding the "it's hard and time consuming" excuse, then those 3 are the only possible outcomes. Personally I can't possibly agree with the 1st one anymore because it's just getting too much.
  49. 8 points
    This quote is actually the best in this entire feedback thread because it perfectly illustrates the entire FM cycle we've been witnessing for years.
  50. 8 points
    How it is more realistic if teams like Barca or City end seasons with 50 scored goals? Players like Messi or Aguero having trouble to hit double digit number of goals? Burnleys outpassing Cities? I don't get it, what's so realistic about fm19?
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