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  1. So, this madness is back again... No long introduction about why, because you've probably worked out why by now. I'm mental San Giovanni, youth only, let's drag San Marino to a respectable level in world football. Simple. This is the fifth one I've done, so if you want to see any of the prior ones you can check those out here, here, here or here. Has anything changed? Not massively. I believe the Youth Recruitment bug may have been fixed (and it might actually be too easy to upgrade this year), so I'm looking forward to that. If you're expecting us to get to a Champions League Final or win the World Cup, I'll direct you over to a @BoxToBox thread instead. If we can beat Dinamo Zagreb once, we've done what we needed to do You can expect lots of complaining, lots of bad management but maybe one or two decent results along the way. It's always exciting doing this on a new FM, because you don't know how managing at this level has changed until you get going. The game wasn't really designed to go 100 years into the future in San Marino Thanks to @Makoto Nakamura for the title suggestion, and let's get this started!
  2. Right, here's the deal: I've fully tested this file, and all it needs are the Junior managers added (West, East regions) and the Lowland League backroom staff filled out. However, I'm away in Glasgow tomorrow and need a break from staring at this editor - so here's the (almost) complete file that I'll upload to Steam etc come Sunday. Enjoy The Full Scottish Pyramid (inc. Juniors) - Beta.fmf
  3. Just a quick notice to say we've released version 18.1.2 to address some issues raised here on our community forums. As with all updates, we suggest closing down Football Manager and restarting Steam to enable the update to start downloading. Just to confirm as always, this update is save game compatible. Changes include but are not limited to the following: FOOTBALL MANAGER 2018 -- UPDATE 18.1.2 STABILITY & PERFORMANCE - Fixed crash/freeze during processing - Fixed rare crash when joining online game - Fixed rare crash when offering player contract - Fixed Windows 32-bit crash on launch - Improved graphics benchmarking for Windows 32-bit systems - Fixed slowdown encountered when running custom data - Fixed slowdown whilst editing attributes with IGE MATCH - Fixed match freeze after tactical changes - Fixed 'Teams Are Warming Up' dialog showing at incorrect time - Fixed replay displaying at incorrect time - Fixed missing flashing goal text in Commentary Only - Fixed score inconsistency upon completion of network game match - Fixed representation of player height in match - Fixed invisible players on Mac OS X 10.9 NVIDIA systems - Fixed instances of player names not appearing correctly within the match GAMEPLAY - Balanced scouting costs within scouting range - Fixed missing league expectations in Belgium
  4. New patch been released (18.1.2), sadly SI-games have done nothing with this issue, they don’t seem to care about old-school players which have played this game since the late 90’s. When you choose 2D classic as viewing mode then there should be no sight of any 3D stadium at all.
  5. Can I come in as a non-expert, non-researcher again? Young players get their talent overestimated. It happens. Young players get their talent underestimated. It happens. All I would like to see in the game, perhaps a watering down of the original proposal, is an acknowledgement of this. I thought it got introduced a couple of years back when my coaches started saying a player's potential had increased, but really all that was happening was their perception changed, nothing to do with the actual coded hard-limiting PA value. If a young player is developing at a good rate, it would be nice to see their PA shifting up a little - maybe up to a max 10% increase on their original PA. The game (by my understanding anyway) uses PA for scouting & coaching staff to determine a player's potential, so a PA of, say, 110 might result in a "decent Ladbrokes Premiership" potential. Maybe best illustrated in an example at this point. Joe Striker comes through in my youth intake. He has a CA of 90 and a PA of 110. My coaches report him as having the potential to become a "leading Ladbrokes Championship player" A couple of years into his career, he has been training well, banged in 20 goals on loan at a good Championship club. His CA is up at, say, 105, just 5 off his PA yet he's only 20 years old. At the end of season training summary, the coaches say "Joe Striker has shown remarkable progress recently and is now judged to potentially become a good Ladbrokes Premiership player" - the game reassess his PA and shifts it up to, say 120. As I said before, FIFA Manager had a similar system a decade ago and it was a better game for it (one of the better features in the car crash that ended that franchise). It gives the player greater incentive to invest in those youth players who may only seem like potential squad filler and also allows managers to bring up players to a higher standard with them. Look at the players who rose through the football league with Swansea City. They didn't become star players in the Premiership, but they were solid squad players. I just don't think I've ever seen this in Football Manager.
  6. So, with the 18.1.2 patch out, which SI has said the scouting costs have been balanced. I thought i would test this out and let people know whats going on now Its now costing around £160 to scout 1 player from 0-100% knowledge. It was about £800-900. Big improvement. This was with no package. Similar price with a vanarama package It cost me on average £142 a month to scout the vanarama North/South division. In three months my scout returned 6 reports. Revealing knowledge between 8-32%
  7. As someone who played semi-pro sport (hockey, not football (soccer)), I'm always amazed at these interactions. When a coach asks something of a player, the player does it, simple as that. There can be a discussion, but the sport is not a democracy; the coach has the final word. This also went for our professional affiliates as well. We routinely had the pros helping us. It's considered a condition of employment. If a player treated coaching or management like some of the players do in this game, they would find themselves blacklisted fairly quickly by the entire league.
  8. 31st October, 2017 Green. Glorious, glorious green. The beautiful colour which indicated that Southampton had picked up not one but two league wins that month. Michael sat in his office, feeling jovial. "Tubthumping" played from a Bluetooth speaker resting on the desk, right beside his laptop. Christ, it had been a rollercoaster of a season so far. Good transfer window but a poor preseason, great August, terrible September and a solid October. There had been more ups and downs in this season than there were in that video which Gabbiadini had accidentally posted in the team group chat. The less said about that the better though. Michael thought that the month would be another poor one after the drubbing at Old Trafford.That one, he would freely admit, was his fault. He had tried to rouse them in his pre-match team talk by goading them. Suggesting that they couldn't cope with the pressure they were under in an attempt to inspire them to prove him wrong. Whether the idea was good or not is debatable. His execution of said idea was undeniably ****. "If you can't stand the heat in the dressing room, get out of the kitchen!", he had roared. Cue very confused looks and a couple of snickers. Needless to say, his boys weren't exactly inspired leaving the dressing room. The scoreline may have possibly reflected that. Following that though, they had made it two back to back PL wins for the first time in the league this season. And for that reason, Michael could look upon this month as a success. He had shut a few of his critics up and instilled a calmness about a club who the media were trying to paint as struggling. They were in form and, for the first time this season, passing the eye test and creating some quality chances. The real question, though, was whether they could keep it up.
  9. Hello Sega, I gladly bought FM18 this year as it seemed a much better version than what we previously got, yet I can't help but feel completely disappointed by the current state of the game. 3D Engine. SEGA team, you clearly have access to much more powerful engines. It's 2017 and we're given 1998 graphics. You called the engine a big improvement over the previous version. The improvement is marginal, at best, when it comes to the graphical aspect. Why aren't we getting a proper graphical engine? I would really like to understand the reasoning behind. It's 2017 and I can't see a player perform an actual skill move. I can't see a lobbed penalty kick. I can't see an over the wall and down placed free kick. They are all the same, every time, every year. 3D Engine bugs. We are seeing the same bugs, year after year after year. The same crosses high crosses that almost go in but hit the crossbar or keeper deflects them into corner. The same low crosses that the keeper deflects in the corner, never catches. The same balls that go magically through the defender as though the hitbox was non existant. The same clearances that hit a team mate and rebound into the opponent to get a shot on goal. The same stupid decisions made by AI all the time. The same classic backpass to the goalkeeper that gets intercepted and scored on. Why are you not learning from past experiences? This is happening year after year after year. What's happening in the alpha / beta phase of development? How are these not caught upon? Why are barely getting a decent product after the winter update and that's been the case for years now. Should I honestly wait for winter to buy your product at a reduced price and get a decent experience? New Features. I'm slightly pleased with this year addition of Dynamics and Scouting Revamp but you still have to step your game up a notch or two. With each year, you're just giving us more and more stats, very little new actual features or mechanics. While understanding the numbers and making them be presented in a user-friendly way is very important, I think this should not be the focus and should be something extra given alongside ACTUAL new features. Like the Dynamics module for instance. We have the same training module for years now which doesn't even begin to resemble how actual players train in real life. Dare I say you're selling us a patched up version of last year and that's happening for a while now. You've also given us pre-match tactical briefing which doesn't do much really. What's the point behind it? Bugs. I've been facing huge network play bugs. I cannot spectate my friend's matches. Just HOW does a bug like this go past your testing? Literally all you have to do is start up a network game and spectate a match. That's all it takes to find the bug. How does something like this go past your testing? This is a huge issue. Then I start my own match, only to find my screen flickering endlessly and being unable to do anything and having to quit the game. And I haven't even played that much to spot all the bugs. Also before the latest patch when you could actually watch a friend's match, you'd have to enter, then leave the match because the formations would not disappear from the screen and then join again. Really... I've no idea how long a development cycle for you guys is but you really have to step up your game. I truly think the fact that you have no competition has made you lazy. Please step up your game, otherwise you will lose loyal customers, myself included.
  10. Hello Sega, I gladly bought FM18 this year as it seemed a much better version than what we previously got, yet I can't help but feel completely disappointed by the current state of the game. 3D Engine. SEGA team, you clearly have access to much more powerful engines. It's 2017 and we're given 1998 graphics. You called the engine a big improvement over the previous version. The improvement is marginal, at best, when it comes to the graphical aspect. Why aren't we getting a proper graphical engine? I would really like to understand the reasoning behind. It's 2017 and I can't see a player perform an actual skill move. I can't see a lobbed penalty kick. I can't see an over the wall and down placed free kick. They are all the same, every time, every year. 3D Engine bugs. We are seeing the same bugs, year after year after year. The same crosses high crosses that almost go in but hit the crossbar or keeper deflects them into corner. The same low crosses that the keeper deflects in the corner, never catches. The same balls that go magically through the defender as though the hitbox was non existant. The same clearances that hit a team mate and rebound into the opponent to get a shot on goal. The same stupid decisions made by AI all the time. The same classic backpass to the goalkeeper that gets intercepted and scored on. Why are you not learning from past experiences? This is happening year after year after year. What's happening in the alpha / beta phase of development? How are these not caught upon? Why are barely getting a decent product after the winter update and that's been the case for years now. Should I honestly wait for winter to buy your product at a reduced price and get a decent experience? New Features. I'm slightly pleased with this year addition of Dynamics and Scouting Revamp but you still have to step your game up a notch or two. With each year, you're just giving us more and more stats, very little new actual features or mechanics. While understanding the numbers and making them be presented in a user-friendly way is very important, I think this should not be the focus and should be something extra given alongside ACTUAL new features. Like the Dynamics module for instance. We have the same training module for years now which doesn't even begin to resemble how actual players train in real life. Dare I say you're selling us a patched up version of last year and that's happening for a while now. You've also given us pre-match tactical briefing which doesn't do much really. What's the point behind it? Bugs. I've been facing huge network play bugs. I cannot spectate my friend's matches. Just HOW does a bug like this go past your testing? Literally all you have to do is start up a network game and spectate a match. That's all it takes to find the bug. How does something like this go past your testing? This is a huge issue. Then I start my own match, only to find my screen flickering endlessly and being unable to do anything and having to quit the game. And I haven't even played that much to spot all the bugs. Also before the latest patch when you could actually watch a friend's match, you'd have to enter, then leave the match because the formations would not disappear from the screen and then join again. Really... I've no idea how long a development cycle for you guys is but you really have to step up your game. I truly think the fact that you have no competition has made you lazy. Please step up your game, otherwise you will lose loyal customers, myself included.
  11. Installed the demo, first match opposition keeper catches a pass that is going well wide & then carries it out for a corner, demo uninstalled.
  12. You just do not get it. Let me explain it in researcher terms. TOP 15 club in the world buys a kid for 1.5 million euros at 15 years old. You put his PA at 150. He plays few cup games and 10-15 games in first season as 15-16 year old. You put his PA at 160 for new iteration of FM. He plays 20-25 games in the league and performs remarkably well. Even stars in Europe in same season as 16-17 year old. You put his PA at 170 for new iteration of FM as designated club researcher. As 18 year old he is the driving force in that team's road to the champions of the Europe and triple title! You put him at 180 for his PA and even more maybe. So my question is...if you WOULD do that why are you so opposed to having another variable like professionalism that just says 'HEY, this player kicks the ball differently or thinks differently than others his age' which would allow for natural progression of player in same iteration of FM like he would in real life? If my Joao Lima had bad professionalism he would not improve. I have great potential, great physical attributes player but he is just not improving...because he likes to party more than he likes to train. THAT is Adu. Not my Lima.
  13. Yeah, but Freddy Adu did not have professionalism needed to advance his career past htat of being a mediocre player for Greek 1st league mid-tier club. Nor ambition. He even akcnowledged himself that he started professional football because he wanted to provide for his family and THAT IS IT. He never trained as hard as Championship players. So he stagnated. ALSO who is to say that he was properly trained, that he trained properly and that he led professional life? He also admitted that he made many wrong choices regarding his football life. So he DID NOT HAVE PROFESSIONALISM, DRIVE to be the best. While my Joao Lima HAD THAT! So why should he bet halted when he lived and breathed football? Alan Smith and Owen did not improve because of injuries! My Lima DID NOT SUFFER ANY INJURY! except 1-2 days ones which are common when playing vs Barca at 17 yrs old.
  14. I was always for more 'dynamic' potential. Was never a fan of the fixed potential. So let me tell you a story. It is FM17. As always I play as my go-to team NK Osijek from First Croatian League. Nothing special. Average league with average players. Fast forward 9 years and the league is above average (2 CL spots, 3 EL spots...or something like that - 5 of 10 teams playing in Europe), great facilities, top of the line coaches (3.5+ stars for every category, both youth and senior team)...you know the classic thing. And I get a scouting report from Portugal. Interesting 15 year old named Joao Lima appears. Solid technical attributes, good mental and physical attributes. Proffesional, ambitious etc. You know, perfect young prospect. Since I still did not have Eden Hazards, Modric' in my team relative CA/PA was still kinda low. So he had 4* gold with 5* black PA. I'm like YES! THAT IS MY FUTURE PLAYMAKER! Since I am dominating domestic competitions I put him every game at least 20 minutes and plenty of starts. Fast forward 3 years. He is 18 years old. Even better mental attributes, still solid physical attributes. His passing, dribling and every playmaker attribute is around 15-16 which is what I wanted for my team. Kinda like worse Modrić. He was assisting, scoring goals in CL finals...everything. THE DREAM! But, I notice that through taht season that he is not progressing anymore. Download FM-GENIE and I see that his CA is 2-3 points away from his CA. Why should my Joao Lima be limited by the game itself (not even researchers!) to a PA when he is obviously bound to be a superstar in the next FIFTEEN years when he has high determination, ambition, professionalism, good facilites, playing all the time vs best teams and players and coached by top of the line coaches. WHY should he NOT develop to let's say 185CA with all of his other attributes when he is HALTED abruptly by one attribute that should obviously not be fixed! So let's say that OP's option of NATURAL TALENT is in the game instead of Joao's PA. Let's say it is in line with his professionalism at 15. This would mean that WITH STRICT non-linear algorithm he could end up being higher because he is still proffesional and still ambitious at 18 and SHOULD be improving. Maybe his passing, dribling, vision does not improve past 16. Maybe he learns to defend and intercept passes and be better at positioning or improves his set-pieces. I am saying that I was DENIED next Xavi, Modric, Iniesta, Pirlo because the game decided that my Joao Lima will NOT grow anymore when he is 18. What the frick is that? Why would you limit a 18 year old from improving whilst playing vs best defenders and midfielders every other game? If he had low professionalism but high natural talent he would be no better than Tom Cleverley...for example. Give me good enough reason why SI should not implement something LIKE THIS to avoid as many badly set PAs as possible? Why should high-profesional, highly driven, highly ambitious 18 year old with top30 in the world surroundings (facilites, coaches, competition) be stopped from improving?
  15. Players requirements drop a lot over time. I am with Barwell and initially DAn Darbyshire was asking a lot to join but eventually he signed for a quarter of the initial demands. Also I am finding it easier to sign other better players as the season progresses.
  16. Yes many of us want to see more variety in how a player's CA grows & declines during the course of his career and also from save to save. Here I feel like I'm banging my head against the wall. Raptor's proposal would introduce a fixed speed of growth which wouldn't change during the course of a player's career. In that respect its actually worse than the current PA system because under the current system the rate of growth changes depending on how far away a player is from his PA. The further away from his PA a player is the more his CA can improve given the right conditions.
  17. If, under General Training, you select "Fitness" as the focus, that will look to develop your player's Physical attributes. It has nothing to do with Match Fitness. If you want to choose that as your player's focus as part of your long term training plan then that is absolutely fine. But be aware that because player attributes develop quite slowly (if at all in some cases) then you will hardly see any difference at all in their attributes by selecting this focus for just the 6 or so weeks of pre-season. This applies to any of the categories under General Training (except Team Cohesion):- each category selected looks to develop a certain selection of player attributes. "Balanced" will work on all attributes. If you check the FAQs in the "Please Read" pinned thread at the top of the forum it explains which attributes are developed by each category. Pre-season is generally about getting your players ready for the coming competitive matches. There are several factors involved here: 1) Team Cohesion (found under General Training). Use this to help blend your players together. Especially important if you've brought in new players from transfers and/or promoted youth players. 2) Morale. Winning matches improves player morale, so playing a few pre-season friendlies against low level opposition that you are guaranteed to win will improve morale. 3) Tactics familiarity. Select Tactics from Match Preparation to improve your player's knowledge of your selected Tactic(s). 4) Match Fitness. Players become match fit by playing in matches. Set up a few friendlies to get your players match fit in time for the first competitive match. 5) Tactic development. A little more tricky here as players don't try as hard in friendlies so you may not get very good knowledge of how your tactic actually performs - especially if you are playing against low quality opposition. Still, you may be able to get a rough idea of how your tactic performs but don't put too much stock by it. That's an overview. If you want more detail there are a few guides in that pinned thread I mentioned earlier.
  18. I'm finding that most players give a lot of lip in this version. Not just for tutoring - I've had the captain refuse to welcome players, senior squad members saying they won't talk to anyone about their unhappiness, and players playing a sub-6 rated game - then say they weren't bad.
  19. Your team doesn't need to be fluid in a tactic to see how your winger plays when set as a Winger. Tactical Familiarity is to do with how well the players work together as a unit, anticipating each others movements.etc A Poacher set as a Poacher will still play as a poacher and you just have to watch their movement to see what it is a poacher does. It works the same with every other player and role as well. Bare in mind, however, that PPMs (Player Preferred Moves) add a certain flavour to a player, so while a player's positional familiarity and attributes may say that they suit a particular role a PPM might completely negate it. A good example would be a left footed LM who has 19 crossing but the PPMs 'Plays simple passes' and 'Cuts inside with ball'. His 19 crossing won't count for much if he refuses to play it more than five yard and always finds himself in central positions whenever he gets the ball. Start a game, as suggested, select any club, pick a formation, give every a basic role and duty and then select one you want to know more about and pick it, say LM - Winger(a) and just watch them for 90 minutes. You could go further and have your team exploit the left flank so he sees more of the ball. Make sure someone is giving him the ball on a regular basis and that he's got someone to aim for in the box and you're good to go.
  20. Yeah this was inside my scouting range. If you want to scout someone outside you get a notification telling you how much it will cost
  21. aq yalandan update verdiler bi sike yaradıgı yok gene aynı oyun yep, game is slow and laggy. didnt work çaktırma
  22. there is no way to recreate any kind of possession game that resembles real football. Possession based game plan is born as a means to overcome the solid defensive block. In order to work, it needs movement. Coordinated movement between players of the team in possession. This movement of players and the ball unbalances the defensive unit allowing the team in possession to find holes in the otherwise solid block. Play from the back is commonly accepted as a standard when creating a possession based tactic. When you chose that instruction in the ME it will instruct your players to play shorter and slower. However, that isn't how "play from the back" works. Short passing is a consequence, not the goal. The idea is to shift the defensive block and find holes in it. This is not primarily done with short passing but with movement and positioning of players on the pitch. Even the most basic movement in football, player rotation, doesn't exist in the ME. If there is no movement, there can't be a sound possession game. Now, someone might ask, how/why are we then able to create tactics that have 65% of possession? After all, if there was no movement, there couldn't be possession, right? The reason is this: You don't need any kind of movement to retain possession in the ME because there is no solid defensive block that you need to by pass. Possession based tactics are born to overcome that defensive block, so if there is no block, there is no need for extensive, coordinated, intelligent movement. You can by pass the second line of defence with simple short passes as the defending team doesn't act as a unit. As it should. here's an example of defensive organization in real football. It isn't particularly successful but you can clearly see there is an idea behind it and what that idea is. In FM, there's nothing even close.
  23. It does use a way of playing that is, in this modern day, considered somewhat ancient. A few components of which are: 1) The ball rarely goes back to the defence in the buildup, especially on higher mentalities. This is due to lack of passing lane pressure and strikers defending. 2) Still an over reliance on crosses from wide positions. 3) Lack of curved runs means offsides are numerous and movement is only in a more static, forward only direction. 4) More defensive mentalities can hold onto the ball regardless of stats, also due to lack of passing lane pressure/ any kind of coordinated press. 5) Lack of passing lanes means that 1st and even 2nd block can be breached with ease. 6) General directness of play and abundance of random hoofing. 7) Preference of dribbling over passing for a lot of roles. etc. As for player choices, just look at that 5v2 counter video posted a few weeks ago. Shows why bigger sides don't dominate as they should, the buildup, decision making, and ability to regain possession is so poor at times. It's clearly a m.e issue. Although the ai could also stand to be improved.
  24. Last year this forum was inundated with requests re. the club overview and often a lot of questions were asked several times before. I can see it's starting to edge that way this year already too... So in an attempt to keep it a bit more contained and less frustrating for everyone I'm going to try and keep the majority of my contributions (i.e. downloads/help) within here. Hopefully this will be a good referral thread. Having become familiar with the types of requests, I will be personally customising the club overview panel again this year (and it's 'secondary', associated panels) and will be making any finished results available in separate downloads here. That will progress over time... Hopefully others will contribute their work too, in the long run I'm sure it will result in less aggravation with requests... So to start with....last year there were lots of requests re. enabling the stadium picture within the default club overview panel, so I'll start this year by replicating @wkdsoul's FM17 download for FM18. If you want a simpler, default style overview with just the pic. added, place the two attached panels within your club folder in the panels folder (you will need a modifiable skin to start with, michael has provided some base skin downloads at the top of the page). I've also made the left hand column slightly larger and balanced (see screen shot) As always the stadium pics themselves are a separate download, found in the usual places (fmscout). (I've edited it completely with FM18 files so there should be no compatibility issues. I've not edited anything else with this download but I am a hi. res. user so not sure how it will look on low res.) club overview stadium panel.xml club overview panel.xml directory to place your download: C:\Users\YOUR NAME\Documents\Sports Interactive\Football Manager 2018\skins\SKIN NAME\panels\club - create any folders not already present. delete any numbers in the download title so your files read club overview panel and club overview stadium panel within your folder.
  25. seeing in 10 times a game players crossing on target and keeper tipping it over. also 99% of goals are from crosses but mayb that is football in 2018?
  26. And straight after the game FM crashed and I lost the game. I don't replay games so the save is over, the attempt is finished. ****!!!!!!!!!!!!! THIRD ****ING TIME. THIS IS ********. I AM ****ING FURIOUS. I SAVE EVERY ****ING DAY SO I DON'T LOSE ANYTHING BUT IT ****ING HAPPENS.
  27. Put three up front, get it to them and let them score goals seems to be the most successful formula. I tried other formations and even though they looked like we were playing better football we just did not score as much. My defence still is woeful, worst in the league by a long way but I think I might survive anyway, going to be close.
  28. Every single time, when you are trying to buy a player and you try to "suggest terms", AI adds percentage of profit from next sale clause. It`s kinda annoying.
  29. There isn't a specific instruction for that, I think your best bet is choosing 'aim to penalty spot' and if the player lurking outside the box is unmarked then your CK taker will kick towards him more often. As for your other questions... I've been wondering the same! AI does this all the time on wide IFK's and while they don't seem to score very often it's quite frustrating that we can't mark that player lurking outside the box, and even more frustrating that we cannot do the same on our attacking FK's. Unless I'm missing something very obvious here...
  30. The chairman must be thinking "mamma mia not this English guy again"
  31. @Undy PAs should never change during the course of a save, especially upwards for a couple of reasons. A) Potential never changes IRL, its always set at birth. Perceptions change but the actually potential doesn't. B) Changing the PA in game creates a spiral effect where players either continually improve or continually get worse with no way of breaking the spiral. As a knock effect it would then make it easier for human users to game the system, identify the players with good upwards spirals and maximise the spiral to easily create super teams. This shows you don't fully understand Raptor's proposal. At no point has he claimed that natural talent would change in game, it would be fixed at the start of the save by either the researcher or randomly set when the save is created. So the "improvement" you claim his proposal would bring wouldn't happen under his proposal.
  32. Should the instant result button have three options - 'don't use game plan', 'last match' and 'next match', as these previously had different options such as 'play for big win' and 'play for draw' etc
  33. I found this helpful guide https://www.passion4fm.com/football-manager-training-facilities-levels/
  34. So what happens under your proposal if you give him a "natural talent" of: A) 1 B) 5 C) 10 D) 20 What sort of growth would you want/expect/estimate to see in each of those cases?
  35. Stop using the editor to change youth recruitment In all seriousness though, now you've got no excuses to not reach world domination.
  36. I'd just like to say; if you were able to post real fixtures soon I'd place you on the list of Best Humans Ever somewhere between Ghandi and Lorraine Kelly.
  37. Apologies, this is down to a know issue with players that are also first team GK coaches in the database.
  38. Just to throw in my 2 cent, what I really dislike in the current system is the assumption players don't get better after the age of 24/25. Look at players like Koscielny, Andre Hahn, Drogba, Ian Wright or Klose. They all started to grow after the age of 24. And this is completely eliminated by the current PA system. Also there are far too much real life players at the age of 21 to 23 with a fixed PA close to their CA with limited of none room for improvements. You can't really predict how much someone like Holding will improve in the future and I would drop the limitation for the sake of gameplay.
  39. What i am saying is that if all the right factors are suggesting that the player should develop more than the 120 PA limit ...at some point in his career, why stop it at 120 just because it was set like that at his youth intake date? it doesn't mean it HAS TO increase... but it should at least be a possibility... don't hardcode failure into regen's DNA PS: I am also talking about regen players here that aren't in the database at game start time.
  40. Nope, no contradiction. I am saying that there is no limit set by human. But yes, there is basically random inderect limit (time), which is set by game, different every time, because player might get injured, might retire, might go to club where he wont play and etc.
  41. I agree with this, and will try to explain why by using an example. Lets take a player like Eric Bailly. Starts off in Espanyol. A bit talented youngster with great physique. Typical in FM he gets like CA 80 PA-7. Goes to Villarreal playes well, the researcher ups him to CA 135 - PA 149 Gets bought by ManU - the researcher sees that he is good enough for EPL but also sees that he has not even got the potential to be a first team regular at ManU - ups him again - this time to something like CA 147 PA: 164 In stead of this limitation on the first versions on the player a more open stat like "natural talent" or whatever could have allready on the versions where Bailly was in Espanyol made him a first team regular in EPL if he had a good "game", while now we had to wait 3 versions of the game before he got the PA to be a world class CD. Its not like that a person needs to actually be in a top club to have the potential to end up there, but now I find that most players are raised to their real life potential when they actually are at a big club. A more open setting like natural talent 14 and other good mental attributes for a physical strong central defender youth that works hard, he could have had that carrier in earlier games by having luck in a save game beeing to clubs with manager that had faith in him, good coaches etc. It more or less becomes like cutting PA as a whole but more gives mental attributes (and a bit of coincidence) to make how a player will become. Of course CA will make a great base for the development, but the PA wont limit it as today.
  42. Looks like you have tried Mr u's tactics so much for making your own. If you make your own why are you in tactics sharing thread. Something not adding up here.
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